Progress, a lot is working already.

This commit is contained in:
FlightControl
2017-02-28 14:01:38 +01:00
parent e0254308d3
commit 8edbb5ca23
65 changed files with 1672 additions and 65421 deletions

View File

@@ -182,6 +182,20 @@ function MESSAGE:ToCoalition( CoalitionSide )
return self
end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @return #MESSAGE
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide )
if CoalitionSide then
self:ToCoalition( CoalitionSide )
end
return self
end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @return #MESSAGE
@@ -194,10 +208,24 @@ end
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
function MESSAGE:ToAll()
self:F()
self:F()
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
return self
end
--- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE
function MESSAGE:ToAllIf( Condition )
if Condition then
self:ToCoalition( coalition.side.RED )
self:ToCoalition( coalition.side.BLUE )
end
return self
end

View File

@@ -35,8 +35,8 @@
--
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
--
-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a @{Point#POINT_VEC2} is within the zone.
-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a @{Point#POINT_VEC3} is within the zone.
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
--
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
--
@@ -145,21 +145,28 @@
--
-- Hereby the change log:
--
-- 2017-02-18: ZONE_POLYGON_BASE:**GetRandomPointVec2()** added.
-- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_.
-- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_.
--
-- 2017-02-18: ZONE_POLYGON_BASE:**GetRandomPointVec3()** added.
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added.
--
-- 2017-02-18: ZONE_RADIUS:**GetRandomPointVec3( inner, outer )** added.
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added.
--
-- 2017-02-18: ZONE_RADIUS:**GetRandomPointVec2( inner, outer )** added.
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added.
--
-- 2016-08-15: ZONE_BASE:**GetName()** added.
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added.
--
-- 2016-08-15: ZONE_BASE:**SetZoneProbability( ZoneProbability )** added.
-- 2016-08-15: ZONE\_BASE:**GetName()** added.
--
-- 2016-08-15: ZONE_BASE:**GetZoneProbability()** added.
-- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added.
--
-- 2016-08-15: ZONE_BASE:**GetZoneMaybe()** added.
-- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added.
--
-- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added.
--
-- ===
--
@@ -212,7 +219,7 @@ end
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_BASE:IsPointVec2InZone( Vec2 )
function ZONE_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
return false
@@ -222,10 +229,10 @@ end
-- @param #ZONE_BASE self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_BASE:IsPointVec3InZone( Vec3 )
function ZONE_BASE:IsVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsPointVec2InZone( { x = Vec3.x, y = Vec3.z } )
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
@@ -455,7 +462,7 @@ end
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_RADIUS:IsPointVec2InZone( Vec2 )
function ZONE_RADIUS:IsVec2InZone( Vec2 )
self:F2( Vec2 )
local ZoneVec2 = self:GetVec2()
@@ -473,10 +480,10 @@ end
-- @param #ZONE_RADIUS self
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
-- @return #boolean true if the point is within the zone.
function ZONE_RADIUS:IsPointVec3InZone( Vec3 )
function ZONE_RADIUS:IsVec3InZone( Vec3 )
self:F2( Vec3 )
local InZone = self:IsPointVec2InZone( { x = Vec3.x, y = Vec3.z } )
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
return InZone
end
@@ -795,7 +802,7 @@ end
-- @param #ZONE_POLYGON_BASE self
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
-- @return #boolean true if the location is within the zone.
function ZONE_POLYGON_BASE:IsPointVec2InZone( Vec2 )
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
self:F2( Vec2 )
local Next
@@ -837,7 +844,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
while Vec2Found == false do
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
self:T2( Vec2 )
if self:IsPointVec2InZone( Vec2 ) then
if self:IsVec2InZone( Vec2 ) then
Vec2Found = true
end
end

File diff suppressed because it is too large Load Diff

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@@ -27,6 +27,7 @@ Include.File( "Wrapper/Unit" )
Include.File( "Wrapper/Client" )
Include.File( "Wrapper/Static" )
Include.File( "Wrapper/Airbase" )
Include.File( "Wrapper/Scenery" )
--- Functional Classes
Include.File( "Functional/Scoring" )

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@@ -455,8 +455,7 @@ function GROUP:IsCompletelyInZone( Zone )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
-- TODO: Rename IsPointVec3InZone to IsVec3InZone
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
if Zone:IsVec3InZone( Unit:GetVec3() ) then
else
return false
end
@@ -474,7 +473,7 @@ function GROUP:IsPartlyInZone( Zone )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return true
end
end
@@ -491,7 +490,7 @@ function GROUP:IsNotInZone( Zone )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsPointVec3InZone( Unit:GetVec3() ) then
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return false
end
end

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@@ -217,10 +217,7 @@ function IDENTIFIABLE:GetCallsign()
end
function IDENTIFIABLE:GetThreatLevel()
return 0, "Scenery"
end

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@@ -0,0 +1,39 @@
--- This module contains the SCENERY class.
--
-- 1) @{Scenery#SCENERY} class, extends @{Positionable#POSITIONABLE}
-- ===============================================================
-- Scenery objects are defined on the map.
-- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
--
-- * Wraps the DCS Scenery objects.
-- * Support all DCS Scenery APIs.
-- * Enhance with Scenery specific APIs not in the DCS API set.
--
-- @module Scenery
-- @author FlightControl
--- The SCENERY class
-- @type SCENERY
-- @extends Wrapper.Positionable#POSITIONABLE
SCENERY = {
ClassName = "SCENERY",
}
function SCENERY:Register( SceneryName, SceneryObject )
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
self.SceneryName = SceneryName
self.SceneryObject = SceneryObject
return self
end
function SCENERY:GetDCSObject()
return self.SceneryObject
end
function SCENERY:GetThreatLevel()
return 0, "Scenery"
end

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@@ -673,7 +673,7 @@ function UNIT:IsInZone( Zone )
self:F2( { self.UnitName, Zone } )
if self:IsAlive() then
local IsInZone = Zone:IsPointVec3InZone( self:GetVec3() )
local IsInZone = Zone:IsVec3InZone( self:GetVec3() )
self:T( { IsInZone } )
return IsInZone
@@ -690,7 +690,7 @@ function UNIT:IsNotInZone( Zone )
self:F2( { self.UnitName, Zone } )
if self:IsAlive() then
local IsInZone = not Zone:IsPointVec3InZone( self:GetVec3() )
local IsInZone = not Zone:IsVec3InZone( self:GetVec3() )
self:T( { IsInZone } )
return IsInZone