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[FIXED] Disposition.getSimpleZones
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@ -3797,6 +3797,22 @@ do -- COORDINATE
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function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
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return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
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end
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--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number SearchRadius Radius of the search area.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of Core.Point#COORDINATE that are clear of map objects within the given PosRadius.
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function COORDINATE:GetSimpleZones(SearchRadius, PosRadius, NumPositions)
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local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), SearchRadius, PosRadius, NumPositions)
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local coords = {}
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for _, pos in ipairs(clearPositions) do
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local coord = COORDINATE:NewFromVec2(pos)
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table.insert(coords, coord)
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end
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return coords
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end
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end
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@ -1509,6 +1509,42 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
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return InZone
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end
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--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
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function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
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local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), self:GetRadius(), PosRadius, NumPositions)
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if clearPositions or #clearPositions > 0 then
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local validZones = {}
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for _, vec2 in pairs(clearPositions) do
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if self.zone:IsVec2InZone(vec2) then
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table.insert(validZones, vec2)
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end
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end
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if #validZones > 0 then
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return validZones
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end
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end
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return nil
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end
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--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
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-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
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-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
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-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
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function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
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local radius = PosRadius or math.min(self.Radius/10, 200)
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local clearPositions = self:GetClearZonePositions(radius, NumPositions or 50)
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if clearPositions or #clearPositions > 0 then
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local randomPosition = clearPositions[math.random(1, #clearPositions)]
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return COORDINATE:NewFromVec2(randomPosition), radius
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end
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return nil
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end
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--- Returns a random Vec2 location within the zone.
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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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@ -4630,3 +4630,13 @@ function UTILS.DestroyScenery(name, level)
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net.dostring_in("mission",string.format("a_scenery_destruction_zone(%d, %d)", z.zoneId, level))
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end
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end
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--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
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-- @param DCS##Vec3 Center position vector for the search area.
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-- @param #number SearchRadius Radius of the search area.
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-- @param #number PosRadius Required clear radius around each position.
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-- @param #number NumPositions Number of positions to find.
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-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius.
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function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
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return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions)
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end
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