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#ZONE
* Added `ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(...)` #MARKEROPS * Some documentation improvement #PLAYTASKCONTROLLER * Added `PLAYERTASKCONTROLLER:EnableMarkerOps(Tag)` #OPSGROUP * Changed offset to 2m for lasing ground units *AUFTRAG * Documentation correction `NewARMOREDGUARD`
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@ -123,7 +123,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
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end
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--- (internal) Handle events.
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-- @param #MARKEROPS self
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-- @param #MARKEROPS_BASE self
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-- @param Core.Event#EVENTDATA Event
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function MARKEROPS_BASE:OnEventMark(Event)
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self:T({Event})
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@ -173,7 +173,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
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end
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--- (internal) Match tag.
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-- @param #MARKEROPS self
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-- @param #MARKEROPS_BASE self
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-- @param #string Eventtext Text added to the marker.
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-- @return #boolean
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function MARKEROPS_BASE:_MatchTag(Eventtext)
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@ -186,7 +186,7 @@ function MARKEROPS_BASE:_MatchTag(Eventtext)
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end
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--- (internal) Match keywords table.
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-- @param #MARKEROPS self
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-- @param #MARKEROPS_BASE self
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-- @param #string Eventtext Text added to the marker.
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-- @return #table
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function MARKEROPS_BASE:_MatchKeywords(Eventtext)
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@ -970,7 +970,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
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local SceneryName = ZoneObject:getName()
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self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
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self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
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self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
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self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
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end
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end
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@ -1373,7 +1373,86 @@ function ZONE_RADIUS:GetRandomCoordinate(inner, outer, surfacetypes)
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return Coordinate
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end
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--- Returns a @{Core.Point#COORDINATE} object reflecting a random location within the zone where there are no **map objects** of type "Building".
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-- Does not find statics you might have placed there. **Note** This might be quite CPU intensive, use with care.
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-- @param #ZONE_RADIUS self
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-- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0m.
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-- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
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-- @param #number distance (Optional) Minumum distance from any building coordinate. Defaults to 100m.
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-- @param #boolean markbuildings (Optional) Place markers on found buildings (if any).
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-- @param #boolean markfinal (Optional) Place marker on the final coordinate (if any).
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-- @return Core.Point#COORDINATE The random coordinate or `nil` if cannot be found in 1000 iterations.
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function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,markbuildings,markfinal)
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local dist = distance or 100
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local objects = {}
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if self.ScanData and self.ScanData.Scenery then
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objects = self:GetScannedScenery()
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else
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self:Scan({Object.Category.SCENERY})
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objects = self:GetScannedScenery()
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end
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local T0 = timer.getTime()
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local T1 = timer.getTime()
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local buildings = {}
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if self.ScanData and self.ScanData.BuildingCoordinates then
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buildings = self.ScanData.BuildingCoordinates
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else
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-- build table of buildings coordinates
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for _,_object in pairs (objects) do
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for _,_scen in pairs (_object) do
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local scenery = _scen -- Wrapper.Scenery#SCENERY
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local description=scenery:GetDesc()
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if description and description.attributes and description.attributes.Buildings then
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if markbuildings then
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MARKER:New(scenery:GetCoordinate(),"Building"):ToAll()
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end
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buildings[#buildings+1] = scenery:GetCoordinate()
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end
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end
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end
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self.ScanData.BuildingCoordinates = buildings
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end
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-- max 1000 tries
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local rcoord = nil
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local found = false
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local iterations = 0
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for i=1,1000 do
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iterations = iterations + 1
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rcoord = self:GetRandomCoordinate(inner,outer)
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found = false
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for _,_coord in pairs (buildings) do
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local coord = _coord -- Core.Point#COORDINATE
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-- keep >50m dist from buildings
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if coord:Get2DDistance(rcoord) > dist then
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found = true
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else
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found = false
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end
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end
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if found then
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-- we have a winner!
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if markfinal then
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MARKER:New(rcoord,"FREE"):ToAll()
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end
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break
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end
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end
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T1=timer.getTime()
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self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %d",tostring(found),iterations,T1-T0))
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if found then return rcoord else return nil end
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end
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--- @type ZONE
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-- @extends #ZONE_RADIUS
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@ -2185,7 +2185,7 @@ end
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--- **[GROUND]** Create an ARMORED ON GUARD mission.
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-- @param #AUFTRAG self
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-- @param Core.Point#COORDINATE Coordinate Coordinate, where to stand guard.
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-- @param #string Formation Formation to take, e.g. "on Road", "Vee" etc.
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-- @param #string Formation Formation to take, e.g. "On Road", "Vee" etc.
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-- @return #AUFTRAG self
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function AUFTRAG:NewARMOREDGUARD(Coordinate,Formation)
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@ -6421,7 +6421,7 @@ function OPSGROUP:onbeforeLaserOn(From, Event, To, Target)
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self.spot.element=element
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-- Height offset. No offset for aircraft. We take the height for ground or naval.
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local offsetY=0
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local offsetY=2 --2m for ARMYGROUP, else there might be no LOS
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if self.isFlightgroup or self.isNavygroup then
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offsetY=element.height
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end
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@ -703,6 +703,7 @@ do
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-- @field #string locale
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-- @field #boolean precisionbombing
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-- @field Ops.FlightGroup#FLIGHTGROUP LasingDrone
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-- @field Core.MarkerOps_BASE#MARKEROPS_BASE MarkerOps
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-- @extends Core.Fsm#FSM
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---
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@ -1324,6 +1325,37 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode)
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return self
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end
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--- [User] Allow addition of targets with user F10 map markers.
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-- @param #PLAYERTASKCONTROLLER self
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-- @param #string Tag (Optional) The tagname to use to identify commands, defaults to "TASK"
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-- @return #PLAYERTASKCONTROLLER self
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function PLAYERTASKCONTROLLER:EnableMarkerOps(Tag)
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self:T(self.lid.."EnableMarkerOps")
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local tag = Tag or "TASK"
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local MarkerOps = MARKEROPS_BASE:New(tag)
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local function Handler(Keywords,Coord,Text)
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if self.verbose then
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local m = MESSAGE:New(string.format("Target added from marker at: %s", Coord:ToStringLLDMS()),15,"INFO"):ToAll()
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end
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self:AddTarget(Coord)
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end
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-- Event functions
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function MarkerOps:OnAfterMarkAdded(From,Event,To,Text,Keywords,Coord)
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Handler(Keywords,Coord,Text)
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end
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function MarkerOps:OnAfterMarkChanged(From,Event,To,Text,Keywords,Coord)
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Handler(Keywords,Coord,Text)
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end
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self.MarkerOps = MarkerOps
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return self
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end
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--- [Internal] Get player name
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-- @param #PLAYERTASKCONTROLLER self
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-- @param Wrapper.Client#CLIENT Client
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@ -1595,7 +1627,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
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if self.LasingDrone and self.LasingDrone:IsAlive() then
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if self.LasingDrone.playertask and (not self.LasingDrone.playertask.busy) then
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-- not busy, get a task
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self:I(self.lid.."Sending lasing unit to target")
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self:T(self.lid.."Sending lasing unit to target")
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local task = self.PrecisionTasks:Pull() -- Ops.PlayerTask#PLAYERTASK
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self.LasingDrone.playertask.id = task.PlayerTaskNr
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self.LasingDrone.playertask.busy = true
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@ -1612,7 +1644,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
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local tgtzone = ZONE_RADIUS:New("ArmyGroup-"..math.random(1,10000),tgtcoord:GetVec2(),3000)
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local finalpos=nil -- Core.Point#COORDINATE
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for i=1,50 do
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finalpos = tgtzone:GetRandomCoordinate(2000,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER})
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finalpos = tgtzone:GetRandomCoordinate(2500,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER})
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if finalpos then
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if finalpos:IsLOS(tgtcoord,0) then
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break
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@ -1621,7 +1653,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
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end
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if finalpos then
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-- yeah we got one
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local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos)
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local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos,"Off road")
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local currmission = self.LasingDrone:GetMissionCurrent()
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self.LasingDrone:AddMission(auftrag)
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if currmission then currmission:__Cancel(-2) end
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@ -1638,7 +1670,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
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elseif self.LasingDrone.playertask and self.LasingDrone.playertask.busy then
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-- drone is busy, set up laser when over target
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local task = self.PrecisionTasks:ReadByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
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self:I("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState())
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self:T("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState())
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if (not task) or task:GetState() == "Done" or task:GetState() == "Stopped" then
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-- we're done here
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local task = self.PrecisionTasks:PullByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
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@ -1651,7 +1683,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
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self.LasingDrone.playertask.inreach = false
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self.LasingDrone.playertask.id = 0
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self.LasingDrone.playertask.reachmessage = false
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self:I(self.lid.."Laser Off")
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self:T(self.lid.."Laser Off")
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else
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-- not done yet
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local dcoord = self.LasingDrone:GetCoordinate()
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@ -1659,7 +1691,7 @@ function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
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local dist = dcoord:Get2DDistance(tcoord)
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-- close enough?
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if dist < 3000 and not self.LasingDrone:IsLasing() then
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self:I(self.lid.."Laser On")
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self:T(self.lid.."Laser On")
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self.LasingDrone:__LaserOn(-1,tcoord)
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self.LasingDrone.playertask.inreach = true
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if not self.LasingDrone.playertask.reachmessage then
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