From 85fef96d0038f3573c4baba3ba4489ca02e5f777 Mon Sep 17 00:00:00 2001 From: Applevangelist <72444570+Applevangelist@users.noreply.github.com> Date: Mon, 24 May 2021 10:00:16 +0200 Subject: [PATCH 1/2] ZONE_POLYGON_BASE:Boundary added (#1537) * ZONE_POLYGON_BASE:Boundary added ZONE_POLYGON_BASE:Boundary added * Update Zone.lua Change Radius default value --- Moose Development/Moose/Core/Zone.lua | 749 +++++++++++++++----------- 1 file changed, 446 insertions(+), 303 deletions(-) diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 8ad723486..65ac3cb9d 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -1,9 +1,9 @@ --- **Core** - Define zones within your mission of various forms, with various capabilities. --- +-- -- === --- +-- -- ## Features: --- +-- -- * Create radius zones. -- * Create trigger zones. -- * Create polygon zones. @@ -18,24 +18,24 @@ -- * Get zone bounding box. -- * Set/get zone name. -- * Draw zones (circular and polygon) on the F10 map. --- --- +-- +-- -- There are essentially two core functions that zones accomodate: --- +-- -- * Test if an object is within the zone boundaries. -- * Provide the zone behaviour. Some zones are static, while others are moveable. --- +-- -- The object classes are using the zone classes to test the zone boundaries, which can take various forms: --- +-- -- * Test if completely within the zone. -- * Test if partly within the zone (for @{Wrapper.Group#GROUP} objects). -- * Test if not in the zone. -- * Distance to the nearest intersecting point of the zone. -- * Distance to the center of the zone. -- * ... --- +-- -- Each of these ZONE classes have a zone name, and specific parameters defining the zone type: --- +-- -- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes. -- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius. -- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor. @@ -43,15 +43,15 @@ -- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. -- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- -- === --- +-- +-- ### Author: **FlightControl** +-- ### Contributions: +-- +-- === +-- -- @module Core.Zone --- @image Core_Zones.JPG +-- @image Core_Zones.JPG --- @type ZONE_BASE @@ -63,28 +63,28 @@ --- This class is an abstract BASE class for derived classes, and is not meant to be instantiated. --- +-- -- ## Each zone has a name: --- +-- -- * @{#ZONE_BASE.GetName}(): Returns the name of the zone. -- * @{#ZONE_BASE.SetName}(): Sets the name of the zone. --- --- +-- +-- -- ## Each zone implements two polymorphic functions defined in @{Core.Zone#ZONE_BASE}: --- +-- -- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone. -- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone. -- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a 2D point vector is within the zone. -- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a 3D point vector is within the zone. --- +-- -- ## A zone has a probability factor that can be set to randomize a selection between zones: --- +-- -- * @{#ZONE_BASE.SetZoneProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% ) -- * @{#ZONE_BASE.GetZoneProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% ) -- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate. --- +-- -- ## A zone manages vectors: --- +-- -- * @{#ZONE_BASE.GetVec2}(): Returns the 2D vector coordinate of the zone. -- * @{#ZONE_BASE.GetVec3}(): Returns the 3D vector coordinate of the zone. -- * @{#ZONE_BASE.GetPointVec2}(): Returns the 2D point vector coordinate of the zone. @@ -92,16 +92,16 @@ -- * @{#ZONE_BASE.GetRandomVec2}(): Define a random 2D vector within the zone. -- * @{#ZONE_BASE.GetRandomPointVec2}(): Define a random 2D point vector within the zone. -- * @{#ZONE_BASE.GetRandomPointVec3}(): Define a random 3D point vector within the zone. --- +-- -- ## A zone has a bounding square: --- +-- -- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone. --- --- ## A zone can be marked: --- +-- +-- ## A zone can be marked: +-- -- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color. -- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color. --- +-- -- @field #ZONE_BASE ZONE_BASE = { ClassName = "ZONE_BASE", @@ -129,7 +129,7 @@ function ZONE_BASE:New( ZoneName ) self:F( ZoneName ) self.ZoneName = ZoneName - + return self end @@ -206,7 +206,7 @@ end -- @param #ZONE_BASE self -- @return #nil. function ZONE_BASE:GetVec2() - return nil + return nil end --- Returns a @{Core.Point#POINT_VEC2} of the zone. @@ -215,30 +215,14 @@ end -- @return Core.Point#POINT_VEC2 The PointVec2 of the zone. function ZONE_BASE:GetPointVec2() self:F2( self.ZoneName ) - + local Vec2 = self:GetVec2() local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 ) self:T2( { PointVec2 } ) - - return PointVec2 -end - ---- Returns a @{Core.Point#COORDINATE} of the zone. --- @param #ZONE_BASE self --- @return Core.Point#COORDINATE The Coordinate of the zone. -function ZONE_BASE:GetCoordinate() - self:F2( self.ZoneName ) - - local Vec2 = self:GetVec2() - - local Coordinate = COORDINATE:NewFromVec2( Vec2 ) - - self:T2( { Coordinate } ) - - return Coordinate + return PointVec2 end @@ -248,16 +232,16 @@ end -- @return DCS#Vec3 The Vec3 of the zone. function ZONE_BASE:GetVec3( Height ) self:F2( self.ZoneName ) - + Height = Height or 0 - + local Vec2 = self:GetVec2() local Vec3 = { x = Vec2.x, y = Height and Height or land.getHeight( self:GetVec2() ), z = Vec2.y } self:T2( { Vec3 } ) - - return Vec3 + + return Vec3 end --- Returns a @{Core.Point#POINT_VEC3} of the zone. @@ -266,14 +250,14 @@ end -- @return Core.Point#POINT_VEC3 The PointVec3 of the zone. function ZONE_BASE:GetPointVec3( Height ) self:F2( self.ZoneName ) - + local Vec3 = self:GetVec3( Height ) local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) self:T2( { PointVec3 } ) - - return PointVec3 + + return PointVec3 end --- Returns a @{Core.Point#COORDINATE} of the zone. @@ -281,15 +265,27 @@ end -- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. -- @return Core.Point#COORDINATE The Coordinate of the zone. function ZONE_BASE:GetCoordinate( Height ) --R2.1 - self:F2( self.ZoneName ) - + self:F2(self.ZoneName) + local Vec3 = self:GetVec3( Height ) - local PointVec3 = COORDINATE:NewFromVec3( Vec3 ) + if self.Coordinate then - self:T2( { PointVec3 } ) - - return PointVec3 + -- Update coordinates. + self.Coordinate.x=Vec3.x + self.Coordinate.y=Vec3.y + self.Coordinate.z=Vec3.z + + --env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName)) + else + + -- Create a new coordinate object. + self.Coordinate=COORDINATE:NewFromVec3(Vec3) + + --env.info("FF GetCoordinate NEW for ZONE_BASE "..tostring(self.ZoneName)) + end + + return self.Coordinate end @@ -339,7 +335,7 @@ function ZONE_BASE:SetColor(RGBcolor, Alpha) RGBcolor=RGBcolor or {1, 0, 0} Alpha=Alpha or 0.15 - + self.Color={} self.Color[1]=RGBcolor[1] self.Color[2]=RGBcolor[2] @@ -375,7 +371,7 @@ function ZONE_BASE:GetColorAlpha() return alpha end ---- Remove the drawing of the zone from the F10 map. +--- Remove the drawing of the zone from the F10 map. -- @param #ZONE_BASE self -- @param #number Delay (Optional) Delay before the drawing is removed. -- @return #ZONE_BASE self @@ -391,7 +387,7 @@ function ZONE_BASE:UndrawZone(Delay) end --- Get ID of the zone object drawn on the F10 map. --- The ID can be used to remove the drawn object from the F10 map view via `UTILS.RemoveMark(MarkID)`. +-- The ID can be used to remove the drawn object from the F10 map view via `UTILS.RemoveMark(MarkID)`. -- @param #ZONE_BASE self -- @return #number Unique ID of the function ZONE_BASE:GetDrawID() @@ -404,7 +400,7 @@ end -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. function ZONE_BASE:SmokeZone( SmokeColor ) self:F2( SmokeColor ) - + end --- Set the randomization probability of a zone to be selected. @@ -413,7 +409,7 @@ end -- @return #ZONE_BASE self function ZONE_BASE:SetZoneProbability( ZoneProbability ) self:F( { self:GetName(), ZoneProbability = ZoneProbability } ) - + self.ZoneProbability = ZoneProbability or 1 return self end @@ -422,8 +418,8 @@ end -- @param #ZONE_BASE self -- @return #number A value between 0 and 1. 0 = 0% and 1 = 100% probability. function ZONE_BASE:GetZoneProbability() - self:F2() - + self:F2() + return self.ZoneProbability end @@ -432,15 +428,15 @@ end -- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor. -- @return #nil The zone is not selected taking into account the randomization probability factor. -- @usage --- +-- -- local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) } --- +-- -- -- We set a zone probability of 70% to the first zone and 30% to the second zone. -- ZoneArray[1]:SetZoneProbability( 0.5 ) -- ZoneArray[2]:SetZoneProbability( 0.5 ) --- +-- -- local ZoneSelected = nil --- +-- -- while ZoneSelected == nil do -- for _, Zone in pairs( ZoneArray ) do -- ZoneSelected = Zone:GetZoneMaybe() @@ -449,12 +445,12 @@ end -- end -- end -- end --- +-- -- -- The result should be that Zone1 would be more probable selected than Zone2. --- +-- function ZONE_BASE:GetZoneMaybe() self:F2() - + local Randomization = math.random() if Randomization <= self.ZoneProbability then return self @@ -472,34 +468,34 @@ end --- The ZONE_RADIUS class defined by a zone name, a location and a radius. -- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties. --- +-- -- ## ZONE_RADIUS constructor --- +-- -- * @{#ZONE_RADIUS.New}(): Constructor. --- +-- -- ## Manage the radius of the zone --- +-- -- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone. -- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone. --- +-- -- ## Manage the location of the zone --- +-- -- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCS#Vec2} of the zone. -- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCS#Vec2} of the zone. -- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCS#Vec3} of the zone, taking an additional height parameter. --- +-- -- ## Zone point randomization --- +-- -- Various functions exist to find random points within the zone. --- +-- -- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone. -- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone. -- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight. --- +-- -- ## Draw zone --- +-- -- * @{#ZONE_RADIUS.DrawZone}(): Draws the zone on the F10 map. --- +-- -- @field #ZONE_RADIUS ZONE_RADIUS = { ClassName="ZONE_RADIUS", @@ -512,15 +508,54 @@ ZONE_RADIUS = { -- @param DCS#Distance Radius The radius of the zone. -- @return #ZONE_RADIUS self function ZONE_RADIUS:New( ZoneName, Vec2, Radius ) + + -- Inherit ZONE_BASE. local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS self:F( { ZoneName, Vec2, Radius } ) self.Radius = Radius self.Vec2 = Vec2 - + + --self.Coordinate=COORDINATE:NewFromVec2(Vec2) + return self end +--- Update zone from a 2D vector. +-- @param #ZONE_RADIUS self +-- @param DCS#Vec2 Vec2 The location of the zone. +-- @param DCS#Distance Radius The radius of the zone. +-- @return #ZONE_RADIUS self +function ZONE_RADIUS:UpdateFromVec2(Vec2, Radius) + + -- New center of the zone. + self.Vec2=Vec2 + + if Radius then + self.Radius=Radius + end + + return self +end + +--- Update zone from a 2D vector. +-- @param #ZONE_RADIUS self +-- @param DCS#Vec3 Vec3 The location of the zone. +-- @param DCS#Distance Radius The radius of the zone. +-- @return #ZONE_RADIUS self +function ZONE_RADIUS:UpdateFromVec3(Vec3, Radius) + + -- New center of the zone. + self.Vec2.x=Vec3.x + self.Vec2.y=Vec3.z + + if Radius then + self.Radius=Radius + end + + return self +end + --- Mark the zone with markers on the F10 map. -- @param #ZONE_RADIUS self -- @param #number Points (Optional) The amount of points in the circle. Default 360. @@ -534,21 +569,21 @@ function ZONE_RADIUS:MarkZone(Points) local Angle local RadialBase = math.pi*2 - + for Angle = 0, 360, (360 / Points ) do - + local Radial = Angle * RadialBase / 360 - + Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - + COORDINATE:NewFromVec2(Point):MarkToAll(self:GetName()) end - + end ---- Draw the zone circle on the F10 map. +--- Draw the zone circle on the F10 map. -- @param #ZONE_RADIUS self -- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. -- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red. @@ -561,16 +596,16 @@ end function ZONE_RADIUS:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) local coordinate=self:GetCoordinate() - + local Radius=self:GetRadius() - + Color=Color or self:GetColorRGB() Alpha=Alpha or 1 FillColor=FillColor or Color FillAlpha=FillAlpha or self:GetColorAlpha() self.DrawID=coordinate:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) - + return self end @@ -589,17 +624,17 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound ) local Angle local RadialBase = math.pi*2 - + -- for Angle = 0, 360, (360 / Points ) do local Radial = Angle * RadialBase / 360 Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - + local CountryName = _DATABASE.COUNTRY_NAME[CountryID] - + local Tire = { - ["country"] = CountryName, + ["country"] = CountryName, ["category"] = "Fortifications", ["canCargo"] = false, ["shape_name"] = "H-tyre_B_WF", @@ -633,7 +668,7 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset ) local Point = {} local Vec2 = self:GetVec2() - + AddHeight = AddHeight or 0 AngleOffset = AngleOffset or 0 @@ -641,7 +676,7 @@ function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset ) local Angle local RadialBase = math.pi*2 - + for Angle = 0, 360, 360 / Points do local Radial = ( Angle + AngleOffset ) * RadialBase / 360 Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() @@ -665,14 +700,14 @@ function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight ) local Point = {} local Vec2 = self:GetVec2() - + AddHeight = AddHeight or 0 - + Points = Points and Points or 360 local Angle local RadialBase = math.pi*2 - + for Angle = 0, 360, 360 / Points do local Radial = Angle * RadialBase / 360 Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() @@ -714,8 +749,8 @@ function ZONE_RADIUS:GetVec2() self:F2( self.ZoneName ) self:T2( { self.Vec2 } ) - - return self.Vec2 + + return self.Vec2 end --- Sets the @{DCS#Vec2} of the zone. @@ -724,12 +759,12 @@ end -- @return DCS#Vec2 The new location of the zone. function ZONE_RADIUS:SetVec2( Vec2 ) self:F2( self.ZoneName ) - + self.Vec2 = Vec2 self:T2( { self.Vec2 } ) - - return self.Vec2 + + return self.Vec2 end --- Returns the @{DCS#Vec3} of the ZONE_RADIUS. @@ -745,8 +780,8 @@ function ZONE_RADIUS:GetVec3( Height ) local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y } self:T2( { Vec3 } ) - - return Vec3 + + return Vec3 end @@ -755,7 +790,7 @@ end --- Scan the zone for the presence of units of the given ObjectCategories. -- Note that after a zone has been scanned, the zone can be evaluated by: --- +-- -- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. -- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. -- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. @@ -777,7 +812,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) local ZoneCoord = self:GetCoordinate() local ZoneRadius = self:GetRadius() - + self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) local SphereSearch = { @@ -790,18 +825,18 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) local function EvaluateZone( ZoneObject ) --if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5 - if ZoneObject then - + if ZoneObject then + local ObjectCategory = ZoneObject:getCategory() - + --local name=ZoneObject:getName() --env.info(string.format("Zone object %s", tostring(name))) --self:E(ZoneObject) - + if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then - + local CoalitionDCSUnit = ZoneObject:getCoalition() - + local Include = false if not UnitCategories then -- Anythink found is included. @@ -809,29 +844,29 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) else -- Check if found object is in specified categories. local CategoryDCSUnit = ZoneObject:getDesc().category - + for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do if UnitCategory == CategoryDCSUnit then Include = true break end end - + end - + if Include then - + local CoalitionDCSUnit = ZoneObject:getCoalition() - + -- This coalition is inside the zone. self.ScanData.Coalitions[CoalitionDCSUnit] = true - + self.ScanData.Units[ZoneObject] = ZoneObject - + self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) end end - + if ObjectCategory == Object.Category.SCENERY then local SceneryType = ZoneObject:getTypeName() local SceneryName = ZoneObject:getName() @@ -839,15 +874,15 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject ) self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) end - + end - + return true end -- Search objects. world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone ) - + end --- Count the number of different coalitions inside the zone. @@ -886,6 +921,32 @@ function ZONE_RADIUS:GetScannedSetUnit() return SetUnit end +--- Get a set of scanned units. +-- @param #ZONE_RADIUS self +-- @return Core.Set#SET_GROUP Set of groups. +function ZONE_RADIUS:GetScannedSetGroup() + + self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP + + self.ScanSetGroup.Set={} + + if self.ScanData then + for ObjectID, UnitObject in pairs( self.ScanData.Units ) do + local UnitObject = UnitObject -- DCS#Unit + if UnitObject:isExist() then + + local FoundUnit=UNIT:FindByName(UnitObject:getName()) + if FoundUnit then + local group=FoundUnit:GetGroup() + self.ScanSetGroup:AddGroup(group) + end + end + end + end + + return self.ScanSetGroup +end + --- Count the number of different coalitions inside the zone. -- @param #ZONE_RADIUS self @@ -893,11 +954,11 @@ end function ZONE_RADIUS:CountScannedCoalitions() local Count = 0 - + for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do Count = Count + 1 end - + return Count end @@ -925,16 +986,16 @@ function ZONE_RADIUS:GetScannedCoalition( Coalition ) else local Count = 0 local ReturnCoalition = nil - + for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do Count = Count + 1 ReturnCoalition = CoalitionID end - + if Count ~= 1 then ReturnCoalition = nil end - + return ReturnCoalition end end @@ -1045,7 +1106,7 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories ) local ZoneCoord = self:GetCoordinate() local ZoneRadius = self:GetRadius() - + self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) local SphereSearch = { @@ -1057,8 +1118,8 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories ) } local function EvaluateZone( ZoneDCSUnit ) - - + + local ZoneUnit = UNIT:Find( ZoneDCSUnit ) return EvaluateFunction( ZoneUnit ) @@ -1074,15 +1135,15 @@ end -- @return #boolean true if the location is within the zone. function ZONE_RADIUS:IsVec2InZone( Vec2 ) self:F2( Vec2 ) - + local ZoneVec2 = self:GetVec2() - + if ZoneVec2 then if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then return true end end - + return false end @@ -1114,9 +1175,9 @@ function ZONE_RADIUS:GetRandomVec2( inner, outer ) local angle = math.random() * math.pi * 2; Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer); Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer); - + self:T( { Point } ) - + return Point end @@ -1131,7 +1192,7 @@ function ZONE_RADIUS:GetRandomPointVec2( inner, outer ) local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) ) self:T3( { PointVec2 } ) - + return PointVec2 end @@ -1146,7 +1207,7 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer ) local Vec2 = self:GetRandomVec2( inner, outer ) self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } ) - + return { x = Vec2.x, y = self.y, z = Vec2.y } end @@ -1162,7 +1223,7 @@ function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) ) self:T3( { PointVec3 } ) - + return PointVec3 end @@ -1178,7 +1239,7 @@ function ZONE_RADIUS:GetRandomCoordinate( inner, outer ) local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2(inner, outer) ) self:T3( { Coordinate = Coordinate } ) - + return Coordinate end @@ -1190,32 +1251,32 @@ end --- The ZONE class, defined by the zone name as defined within the Mission Editor. -- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. --- +-- -- ## ZONE constructor --- +-- -- * @{#ZONE.New}(): Constructor. This will search for a trigger zone with the name given, and will return for you a ZONE object. --- +-- -- ## Declare a ZONE directly in the DCS mission editor! --- +-- -- You can declare a ZONE using the DCS mission editor by adding a trigger zone in the mission editor. --- +-- -- Then during mission startup, when loading Moose.lua, this trigger zone will be detected as a ZONE declaration. -- Within the background, a ZONE object will be created within the @{Core.Database}. -- The ZONE name will be the trigger zone name. --- +-- -- So, you can search yourself for the ZONE object by using the @{#ZONE.FindByName}() method. -- In this example, `local TriggerZone = ZONE:FindByName( "DefenseZone" )` would return the ZONE object --- that was created at mission startup, and reference it into the `TriggerZone` local object. --- +-- that was created at mission startup, and reference it into the `TriggerZone` local object. +-- -- Refer to mission `ZON-110` for a demonstration. --- +-- -- This is especially handy if you want to quickly setup a SET_ZONE... -- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`, -- then SetZone would contain the ZONE object `DefenseZone` as part of the zone collection, --- without much scripting overhead!!! --- --- --- @field #ZONE +-- without much scripting overhead!!! +-- +-- +-- @field #ZONE ZONE = { ClassName="ZONE", } @@ -1229,7 +1290,7 @@ function ZONE:New( ZoneName ) -- First try to find the zone in the DB. local zone=_DATABASE:FindZone(ZoneName) - + if zone then --env.info("FF found zone in DB") return zone @@ -1237,7 +1298,7 @@ function ZONE:New( ZoneName ) -- Get zone from DCS trigger function. local Zone = trigger.misc.getZone( ZoneName ) - + -- Error! if not Zone then error( "Zone " .. ZoneName .. " does not exist." ) @@ -1247,13 +1308,13 @@ function ZONE:New( ZoneName ) -- Create a new ZONE_RADIUS. local self=BASE:Inherit( self, ZONE_RADIUS:New(ZoneName, {x=Zone.point.x, y=Zone.point.z}, Zone.radius)) self:F(ZoneName) - + -- Color of zone. self.Color={1, 0, 0, 0.15} -- DCS zone. self.Zone = Zone - + return self end @@ -1262,7 +1323,7 @@ end -- @param #string ZoneName The name of the zone. -- @return #ZONE_BASE self function ZONE:FindByName( ZoneName ) - + local ZoneFound = _DATABASE:FindZone( ZoneName ) return ZoneFound end @@ -1275,15 +1336,15 @@ end --- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS} --- +-- -- The ZONE_UNIT class defined by a zone attached to a @{Wrapper.Unit#UNIT} with a radius and optional offsets. -- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. --- +-- -- @field #ZONE_UNIT ZONE_UNIT = { ClassName="ZONE_UNIT", } - + --- Constructor to create a ZONE_UNIT instance, taking the zone name, a zone unit and a radius and optional offsets in X and Y directions. -- @param #ZONE_UNIT self -- @param #string ZoneName Name of the zone. @@ -1298,30 +1359,30 @@ ZONE_UNIT = { -- dx, dy OR rho, theta may be used, not both. -- @return #ZONE_UNIT self function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset) - + if Offset then - -- check if the inputs was reasonable, either (dx, dy) or (rho, theta) can be given, else raise an exception. + -- check if the inputs was reasonable, either (dx, dy) or (rho, theta) can be given, else raise an exception. if (Offset.dx or Offset.dy) and (Offset.rho or Offset.theta) then - error("Cannot use (dx, dy) with (rho, theta)") + error("Cannot use (dx, dy) with (rho, theta)") end - + self.dy = Offset.dy or 0.0 self.dx = Offset.dx or 0.0 self.rho = Offset.rho or 0.0 self.theta = (Offset.theta or 0.0) * math.pi / 180.0 self.relative_to_unit = Offset.relative_to_unit or false end - + local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius ) ) self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } ) self.ZoneUNIT = ZoneUNIT self.LastVec2 = ZoneUNIT:GetVec2() - + -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) - + return self end @@ -1331,32 +1392,32 @@ end -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any. function ZONE_UNIT:GetVec2() self:F2( self.ZoneName ) - + local ZoneVec2 = self.ZoneUNIT:GetVec2() if ZoneVec2 then - + local heading if self.relative_to_unit then heading = ( self.ZoneUNIT:GetHeading() or 0.0 ) * math.pi / 180.0 else heading = 0.0 end - + -- update the zone position with the offsets. if (self.dx or self.dy) then - + -- use heading to rotate offset relative to unit using rotation matrix in 2D. -- see: https://en.wikipedia.org/wiki/Rotation_matrix - ZoneVec2.x = ZoneVec2.x + self.dx * math.cos( -heading ) + self.dy * math.sin( -heading ) - ZoneVec2.y = ZoneVec2.y - self.dx * math.sin( -heading ) + self.dy * math.cos( -heading ) + ZoneVec2.x = ZoneVec2.x + self.dx * math.cos( -heading ) + self.dy * math.sin( -heading ) + ZoneVec2.y = ZoneVec2.y - self.dx * math.sin( -heading ) + self.dy * math.cos( -heading ) end - + -- if using the polar coordinates - if (self.rho or self.theta) then + if (self.rho or self.theta) then ZoneVec2.x = ZoneVec2.x + self.rho * math.cos( self.theta + heading ) ZoneVec2.y = ZoneVec2.y + self.rho * math.sin( self.theta + heading ) end - + self.LastVec2 = ZoneVec2 return ZoneVec2 else @@ -1365,7 +1426,7 @@ function ZONE_UNIT:GetVec2() self:T2( { ZoneVec2 } ) - return nil + return nil end --- Returns a random location within the zone. @@ -1377,7 +1438,7 @@ function ZONE_UNIT:GetRandomVec2() local RandomVec2 = {} --local Vec2 = self.ZoneUNIT:GetVec2() -- FF: This does not take care of the new offset feature! local Vec2 = self:GetVec2() - + if not Vec2 then Vec2 = self.LastVec2 end @@ -1385,9 +1446,9 @@ function ZONE_UNIT:GetRandomVec2() local angle = math.random() * math.pi*2; RandomVec2.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); RandomVec2.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - + self:T( { RandomVec2 } ) - + return RandomVec2 end @@ -1397,16 +1458,16 @@ end -- @return DCS#Vec3 The point of the zone. function ZONE_UNIT:GetVec3( Height ) self:F2( self.ZoneName ) - + Height = Height or 0 - + local Vec2 = self:GetVec2() local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y } self:T2( { Vec3 } ) - - return Vec3 + + return Vec3 end --- @type ZONE_GROUP @@ -1415,12 +1476,12 @@ end --- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. --- +-- -- @field #ZONE_GROUP ZONE_GROUP = { ClassName="ZONE_GROUP", } - + --- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Wrapper.Group#GROUP} and a radius. -- @param #ZONE_GROUP self -- @param #string ZoneName Name of the zone. @@ -1436,7 +1497,7 @@ function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius ) -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) - + return self end @@ -1446,9 +1507,9 @@ end -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. function ZONE_GROUP:GetVec2() self:F( self.ZoneName ) - + local ZoneVec2 = nil - + if self._.ZoneGROUP:IsAlive() then ZoneVec2 = self._.ZoneGROUP:GetVec2() self._.ZoneVec2Cache = ZoneVec2 @@ -1457,7 +1518,7 @@ function ZONE_GROUP:GetVec2() end self:T( { ZoneVec2 } ) - + return ZoneVec2 end @@ -1473,9 +1534,9 @@ function ZONE_GROUP:GetRandomVec2() local angle = math.random() * math.pi*2; Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - + self:T( { Point } ) - + return Point end @@ -1490,7 +1551,7 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer ) local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) self:T3( { PointVec2 } ) - + return PointVec2 end @@ -1503,47 +1564,90 @@ end --- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. -- This class is an abstract BASE class for derived classes, and is not meant to be instantiated. --- +-- -- ## Zone point randomization --- +-- -- Various functions exist to find random points within the zone. --- +-- -- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone. -- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone. -- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. -- -- ## Draw zone --- --- * @{#ZONE_POLYGON_BASE.DrawZone}(): Draws the zone on the F10 map. -- --- +-- * @{#ZONE_POLYGON_BASE.DrawZone}(): Draws the zone on the F10 map. +-- * @{#ZONE_POLYGON_BASE.Boundary}(): Draw a frontier on the F10 map with small filled circles. +-- +-- -- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE = { ClassName="ZONE_POLYGON_BASE", } ---- A points array. +--- A 2D points array. -- @type ZONE_POLYGON_BASE.ListVec2 --- @list +-- @list Table of 2D vectors. + +--- A 3D points array. +-- @type ZONE_POLYGON_BASE.ListVec3 +-- @list Table of 3D vectors. --- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon. -- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected. -- @param #ZONE_POLYGON_BASE self -- @param #string ZoneName Name of the zone. --- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon.. +-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon. -- @return #ZONE_POLYGON_BASE self function ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) + + -- Inherit ZONE_BASE. local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) self:F( { ZoneName, PointsArray } ) - local i = 0 - + if PointsArray then + + self._.Polygon = {} + + for i = 1, #PointsArray do + self._.Polygon[i] = {} + self._.Polygon[i].x = PointsArray[i].x + self._.Polygon[i].y = PointsArray[i].y + end + + end + + return self +end + +--- Update polygon points with an array of @{DCS#Vec2}. +-- @param #ZONE_POLYGON_BASE self +-- @param #ZONE_POLYGON_BASE.ListVec2 Vec2Array An array of @{DCS#Vec2}, forming a polygon. +-- @return #ZONE_POLYGON_BASE self +function ZONE_POLYGON_BASE:UpdateFromVec2(Vec2Array) + self._.Polygon = {} - - for i = 1, #PointsArray do + + for i=1,#Vec2Array do self._.Polygon[i] = {} - self._.Polygon[i].x = PointsArray[i].x - self._.Polygon[i].y = PointsArray[i].y + self._.Polygon[i].x=Vec2Array[i].x + self._.Polygon[i].y=Vec2Array[i].y + end + + return self +end + +--- Update polygon points with an array of @{DCS#Vec3}. +-- @param #ZONE_POLYGON_BASE self +-- @param #ZONE_POLYGON_BASE.ListVec3 Vec2Array An array of @{DCS#Vec3}, forming a polygon. +-- @return #ZONE_POLYGON_BASE self +function ZONE_POLYGON_BASE:UpdateFromVec3(Vec3Array) + + self._.Polygon = {} + + for i=1,#Vec3Array do + self._.Polygon[i] = {} + self._.Polygon[i].x=Vec3Array[i].x + self._.Polygon[i].y=Vec3Array[i].z end return self @@ -1556,13 +1660,13 @@ function ZONE_POLYGON_BASE:GetVec2() self:F( self.ZoneName ) local Bounds = self:GetBoundingSquare() - - return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 } + + return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 } end --- Get a vertex of the polygon. -- @param #ZONE_POLYGON_BASE self --- @param #number Index Index of the vertex. Default 1. +-- @param #number Index Index of the vertex. Default 1. -- @return DCS#Vec2 Vertex of the polygon. function ZONE_POLYGON_BASE:GetVertexVec2(Index) return self._.Polygon[Index or 1] @@ -1570,7 +1674,7 @@ end --- Get a vertex of the polygon. -- @param #ZONE_POLYGON_BASE self --- @param #number Index Index of the vertex. Default 1. +-- @param #number Index Index of the vertex. Default 1. -- @return DCS#Vec3 Vertex of the polygon. function ZONE_POLYGON_BASE:GetVertexVec3(Index) local vec2=self:GetVertexVec2(Index) @@ -1583,7 +1687,7 @@ end --- Get a vertex of the polygon. -- @param #ZONE_POLYGON_BASE self --- @param #number Index Index of the vertex. Default 1. +-- @param #number Index Index of the vertex. Default 1. -- @return Core.Point#COORDINATE Vertex of the polygon. function ZONE_POLYGON_BASE:GetVertexCoordinate(Index) local vec2=self:GetVertexVec2(Index) @@ -1613,7 +1717,7 @@ function ZONE_POLYGON_BASE:GetVerticiesVec3() local vec3={x=vec2.x, y=land.getHeight(vec2), z=vec2.y} table.insert(coords, vec3) end - + return coords end @@ -1628,7 +1732,7 @@ function ZONE_POLYGON_BASE:GetVerticiesCoordinates() local coord=COORDINATE:NewFromVec2(vec2) table.insert(coords, coord) end - + return coords end @@ -1649,24 +1753,24 @@ end -- @return #ZONE_POLYGON_BASE self function ZONE_POLYGON_BASE:BoundZone( UnBound ) - local i - local j + local i + local j local Segments = 10 - + i = 1 j = #self._.Polygon - + while i <= #self._.Polygon do self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) - + local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y - + for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) local Tire = { - ["country"] = "USA", + ["country"] = "USA", ["category"] = "Fortifications", ["canCargo"] = false, ["shape_name"] = "H-tyre_B_WF", @@ -1676,12 +1780,12 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound ) ["name"] = string.format( "%s-Tire #%0d", self:GetName(), ((i - 1) * Segments) + Segment ), ["heading"] = 0, } -- end of ["group"] - + local Group = coalition.addStaticObject( country.id.USA, Tire ) if UnBound and UnBound == true then Group:destroy() end - + end j = i i = i + 1 @@ -1712,23 +1816,23 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph if #self._.Polygon==4 then - + local Coord2=COORDINATE:NewFromVec2(self._.Polygon[2]) local Coord3=COORDINATE:NewFromVec2(self._.Polygon[3]) local Coord4=COORDINATE:NewFromVec2(self._.Polygon[4]) - + self.DrawID=coordinate:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) - + else - + local Coordinates=self:GetVerticiesCoordinates() table.remove(Coordinates, 1) self.DrawID=coordinate:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) - + end - - + + return self end @@ -1741,16 +1845,16 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor, Segments ) self:F2( SmokeColor ) Segments=Segments or 10 - + local i=1 local j=#self._.Polygon - + while i <= #self._.Polygon do self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) - + local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y - + for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) @@ -1775,18 +1879,18 @@ function ZONE_POLYGON_BASE:FlareZone( FlareColor, Segments, Azimuth, AddHeight ) self:F2(FlareColor) Segments=Segments or 10 - + AddHeight = AddHeight or 0 - + local i=1 local j=#self._.Polygon - + while i <= #self._.Polygon do self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) - + local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y - + for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) @@ -1810,17 +1914,17 @@ end function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) self:F2( Vec2 ) - local Next - local Prev + local Next + local Prev local InPolygon = false - + Next = 1 Prev = #self._.Polygon - + while Next <= #self._.Polygon do self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } ) if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and - ( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x ) + ( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x ) ) then InPolygon = not InPolygon end @@ -1843,9 +1947,9 @@ function ZONE_POLYGON_BASE:GetRandomVec2() 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 ) @@ -1853,7 +1957,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2() Vec2Found = true end end - + self:T2( Vec2 ) return Vec2 @@ -1866,7 +1970,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2() self:F2() local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - + self:T2( PointVec2 ) return PointVec2 @@ -1879,7 +1983,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec3() self:F2() local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() ) - + self:T2( PointVec3 ) return PointVec3 @@ -1893,7 +1997,7 @@ function ZONE_POLYGON_BASE:GetRandomCoordinate() self:F2() local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() ) - + self:T2( Coordinate ) return Coordinate @@ -1909,19 +2013,58 @@ function ZONE_POLYGON_BASE:GetBoundingSquare() 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 +--- Draw a frontier on the F10 map with small filled circles. +-- @param #ZONE_POLYGON_BASE self +-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All. +-- @param #table Color (Optional) RGB color table {r, g, b}, e.g. {1, 0, 0} for red. Default {1, 1, 1}= White. +-- @param #number Radius (Optional) Radius of the circles in meters. Default 1000. +-- @param #number Alpha (Optional) Alpha transparency [0,1]. Default 1. +-- @param #number Segments (Optional) Number of segments within boundary line. Default 10. +-- @param #boolean Closed (Optional) Link the last point with the first one to obtain a closed boundary. Default false +-- @return #ZONE_POLYGON_BASE self +function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, Closed) + Coalition = Coalition or -1 + Color = Color or {1, 1, 1} + Radius = Radius or 1000 + Alpha = Alpha or 1 + Segments = Segments or 10 + Closed = Closed or false + local i = 1 + local j = #self._.Polygon + if (Closed) then + Limit = #self._.Polygon + 1 + else + Limit = #self._.Polygon + end + while i <= #self._.Polygon do + self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) + if j ~= Limit then + local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x + local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y + for Segment = 0, Segments do + local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) + local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) + ZONE_RADIUS:New( "Zone", {x = PointX, y = PointY}, Radius ):DrawZone(Coalition, Color, 1, Color, Alpha, nil, true) + end + end + j = i + i = i + 1 + end + return self +end --- @type ZONE_POLYGON -- @extends #ZONE_POLYGON_BASE @@ -1929,27 +2072,27 @@ end --- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. --- +-- -- ## Declare a ZONE_POLYGON directly in the DCS mission editor! --- +-- -- You can declare a ZONE_POLYGON using the DCS mission editor by adding the ~ZONE_POLYGON tag in the group name. --- +-- -- So, imagine you have a group declared in the mission editor, with group name `DefenseZone~ZONE_POLYGON`. -- Then during mission startup, when loading Moose.lua, this group will be detected as a ZONE_POLYGON declaration. -- Within the background, a ZONE_POLYGON object will be created within the @{Core.Database} using the properties of the group. -- The ZONE_POLYGON name will be the group name without the ~ZONE_POLYGON tag. --- +-- -- So, you can search yourself for the ZONE_POLYGON by using the @{#ZONE_POLYGON.FindByName}() method. -- In this example, `local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" )` would return the ZONE_POLYGON object -- that was created at mission startup, and reference it into the `PolygonZone` local object. --- +-- -- Mission `ZON-510` shows a demonstration of this feature or method. --- +-- -- This is especially handy if you want to quickly setup a SET_ZONE... -- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`, -- then SetZone would contain the ZONE_POLYGON object `DefenseZone` as part of the zone collection, -- without much scripting overhead! --- +-- -- @field #ZONE_POLYGON ZONE_POLYGON = { ClassName="ZONE_POLYGON", @@ -2001,7 +2144,7 @@ end -- @param #string ZoneName The name of the polygon zone. -- @return #ZONE_POLYGON self function ZONE_POLYGON:FindByName( ZoneName ) - + local ZoneFound = _DATABASE:FindZone( ZoneName ) return ZoneFound end @@ -2010,85 +2153,85 @@ do -- ZONE_AIRBASE --- @type ZONE_AIRBASE -- @extends #ZONE_RADIUS - - + + --- The ZONE_AIRBASE class defines by a zone around a @{Wrapper.Airbase#AIRBASE} with a radius. -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. - -- + -- -- @field #ZONE_AIRBASE ZONE_AIRBASE = { ClassName="ZONE_AIRBASE", } - - - + + + --- Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone @{Wrapper.Airbase#AIRBASE} and a radius. -- @param #ZONE_AIRBASE self -- @param #string AirbaseName Name of the airbase. -- @param DCS#Distance Radius (Optional)The radius of the zone in meters. Default 4000 meters. -- @return #ZONE_AIRBASE self function ZONE_AIRBASE:New( AirbaseName, Radius ) - + Radius=Radius or 4000 - + local Airbase = AIRBASE:FindByName( AirbaseName ) - + local self = BASE:Inherit( self, ZONE_RADIUS:New( AirbaseName, Airbase:GetVec2(), Radius ) ) - + self._.ZoneAirbase = Airbase self._.ZoneVec2Cache = self._.ZoneAirbase:GetVec2() - + -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) - + return self end - + --- Get the airbase as part of the ZONE_AIRBASE object. -- @param #ZONE_AIRBASE self -- @return Wrapper.Airbase#AIRBASE The airbase. function ZONE_AIRBASE:GetAirbase() return self._.ZoneAirbase - end - + end + --- Returns the current location of the @{Wrapper.Group}. -- @param #ZONE_AIRBASE self -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. function ZONE_AIRBASE:GetVec2() self:F( self.ZoneName ) - + local ZoneVec2 = nil - + if self._.ZoneAirbase:IsAlive() then ZoneVec2 = self._.ZoneAirbase:GetVec2() self._.ZoneVec2Cache = ZoneVec2 else ZoneVec2 = self._.ZoneVec2Cache end - + self:T( { ZoneVec2 } ) - + return ZoneVec2 end - + --- Returns a random location within the zone of the @{Wrapper.Group}. -- @param #ZONE_AIRBASE self -- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location. function ZONE_AIRBASE:GetRandomVec2() self:F( self.ZoneName ) - + local Point = {} local Vec2 = self._.ZoneAirbase:GetVec2() - + local angle = math.random() * math.pi*2; Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - + self:T( { Point } ) - + return Point end - + --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. -- @param #ZONE_AIRBASE self -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. @@ -2096,11 +2239,11 @@ do -- ZONE_AIRBASE -- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. function ZONE_AIRBASE:GetRandomPointVec2( inner, outer ) self:F( self.ZoneName, inner, outer ) - + local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - + self:T3( { PointVec2 } ) - + return PointVec2 end From 6e37300d9b6cb7039cd307e65f4f2fa409de98c3 Mon Sep 17 00:00:00 2001 From: Applevangelist <72444570+Applevangelist@users.noreply.github.com> Date: Wed, 26 May 2021 08:44:30 +0200 Subject: [PATCH 2/2] Update Controllable.lua Added function `IsSubmarine()`removed type from `OptionDisperseOnAttack()` --- .../Moose/Wrapper/Controllable.lua | 22 ++++++++++++++++++- 1 file changed, 21 insertions(+), 1 deletion(-) diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index 58e1a747e..7f2f1f795 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -3817,10 +3817,30 @@ function CONTROLLABLE:OptionDisperseOnAttack(Seconds) local Controller = self:_GetController() if Controller then if self:IsGround() then - self:SetOption(AI.Option.GROUND.id.DISPERSE_ON_ATTACK, seconds) + self:SetOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK, seconds) end end return self end return nil end + +--- Returns if the unit is a submarine. +-- @param #POSITIONABLE self +-- @return #boolean Submarines attributes result. +function POSITIONABLE:IsSubmarine() + self:F2() + + local DCSUnit = self:GetDCSObject() + + if DCSUnit then + local UnitDescriptor = DCSUnit:getDesc() + if UnitDescriptor.attributes["Submarines"] == true then + return true + else + return false + end + end + + return nil +end