mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
First test mission with ZONE_POLYGON working!
This commit is contained in:
@@ -1,8 +0,0 @@
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Include.File( "Group" )
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Include.File( "Unit" )
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local UnitAirPlaneAI = _DATABASE:FindUnit( "Airplane AI" )
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UnitAirPlaneAI:FlareRed()
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@@ -526,6 +526,24 @@ end
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-- Is Functions
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--- Returns if all units of the group are within a @{Zone#ZONE}.
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-- @param #GROUP self
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-- @param Zone#ZONE_BASE Zone The zone to test.
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-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE}
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function GROUP:IsCompletelyInZone( Zone )
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self:F2( { self.GroupName, Zone } )
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for UnitID, UnitData in pairs( self:GetUnits() ) do
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local Unit = UnitData -- Unit#UNIT
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if Zone:IsPointVec3InZone( Unit:GetPointVec3() ) then
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else
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return false
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end
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end
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return true
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end
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--- Returns if the group is of an air category.
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-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
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-- @param #GROUP self
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@@ -2488,7 +2506,7 @@ end
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--- Returns a message for a coalition or a client.
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-- @param #GROUP self
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-- @param #string Message The message text
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-- @param #Duration Duration The duration of the message.
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-- @param DCSTypes#Duration Duration The duration of the message.
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-- @return Message#MESSAGE
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function GROUP:Message( Message, Duration )
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self:F2( { Message, Duration } )
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@@ -2505,7 +2523,7 @@ end
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-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
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-- @param #GROUP self
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-- @param #string Message The message text
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-- @param #Duration Duration The duration of the message.
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-- @param DCSTypes#Duration Duration The duration of the message.
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function GROUP:MessageToAll( Message, Duration )
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self:F2( { Message, Duration } )
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@@ -2521,7 +2539,7 @@ end
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-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
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-- @param #GROUP self
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-- @param #string Message The message text
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-- @param #Duration Duration The duration of the message.
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-- @param DCSTYpes#Duration Duration The duration of the message.
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function GROUP:MessageToRed( Message, Duration )
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self:F2( { Message, Duration } )
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@@ -2537,7 +2555,7 @@ end
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-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
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-- @param #GROUP self
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-- @param #string Message The message text
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-- @param #Duration Duration The duration of the message.
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-- @param DCSTypes#Duration Duration The duration of the message.
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function GROUP:MessageToBlue( Message, Duration )
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self:F2( { Message, Duration } )
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@@ -2553,7 +2571,7 @@ end
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-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
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-- @param #GROUP self
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-- @param #string Message The message text
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-- @param #Duration Duration The duration of the message.
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-- @param DCSTypes#Duration Duration The duration of the message.
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-- @param Client#CLIENT Client The client object receiving the message.
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function GROUP:MessageToClient( Message, Duration, Client )
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self:F2( { Message, Duration } )
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@@ -121,7 +121,7 @@ function SCHEDULER:_Scheduler()
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self:T( { Status, Result } )
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if Status and Status == true and Result and Result == true then
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if Status and ( ( not Result ) or ( Result and Result ~= false ) ) then
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if self.Repeat and ( not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) ) then
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timer.scheduleFunction(
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self._Scheduler,
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@@ -1,79 +1,346 @@
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--- ZONE Classes
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-- =============
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-- This module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
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-- There are essentially two core functions that zones accomodate:
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--
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-- * Test if an object is within the zone boundaries.
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-- * Provide the zone behaviour. Some zones are static, while others are moveable.
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--
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-- The object classes are using the zone classes to test the zone boundaries, which can take various forms:
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--
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-- * Test if completely within the zone.
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-- * Test if partly within the zone (for @{Group#GROUP} objects).
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-- * Test if not in the zone.
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-- * Distance to the nearest intersecting point of the zone.
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-- * Distance to the center of the zone.
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-- * ...
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--
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-- Each of these ZONE classes have a zone name, and specific parameters defining the zone type:
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--
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-- * @{Zone#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
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-- * @{Zone#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
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-- * @{Zone#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
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-- * @{Zone#ZONE_UNIT}: The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
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-- * @{Zone#ZONE_POLYGON}: The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
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--
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-- Polymorphic methods
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-- ===================
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-- Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
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--
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-- * @{#ZONE_BASE.IsPointVec2InZone}: Returns if a location is within the zone.
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-- * @{#ZONE_BASE.IsPointVec3InZone}: Returns if a point is within the zone.
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--
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-- @module Zone
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-- @author FlightControl
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Include.File( "Routines" )
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Include.File( "Base" )
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Include.File( "Message" )
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--- The ZONE class
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-- @type ZONE
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-- @Extends Base#BASE
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ZONE = {
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ClassName="ZONE",
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}
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function ZONE:New( ZoneName )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( ZoneName )
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local Zone = trigger.misc.getZone( ZoneName )
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if not Zone then
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error( "Zone " .. ZoneName .. " does not exist." )
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return nil
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end
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self.Zone = Zone
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self.ZoneName = ZoneName
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--- The ZONE_BASE class
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-- @type ZONE_BASE
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-- @Extends Base#BASE
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ZONE_BASE = {
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ClassName = "ZONE_BASE",
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}
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function ZONE_BASE:New( ZoneName )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( ZoneName )
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self.ZoneName = ZoneName
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return self
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end
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--- Returns if a location is within the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Vec2 PointVec2 The location to test.
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-- @return #boolean true if the location is within the zone.
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function ZONE_BASE:IsPointVec2InZone( PointVec2 )
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self:F2( PointVec2 )
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return false
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end
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--- Returns if a point is within the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Vec3 PointVec3 The point to test.
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-- @return #boolean true if the point is within the zone.
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function ZONE_BASE:IsPointVec3InZone( PointVec3 )
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self:F2( PointVec3 )
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local InZone = self:IsPointVec2InZone( { x = PointVec3.x, y = PointVec3.z } )
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return InZone
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end
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--- The ZONE_RADIUS class, defined by a zone name, a location and a radius.
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-- @type ZONE_RADIUS
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-- @field DCSTypes#Vec2 PointVec2 The current location of the zone.
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-- @field DCSTypes#Distance Radius The radius of the zone.
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-- @Extends Zone#ZONE_BASE
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ZONE_RADIUS = {
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ClassName="ZONE_RADIUS",
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}
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--- Constructor of ZONE_RADIUS, taking the zone name, the zone location and a radius.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Vec2 PointVec2 The location of the zone.
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-- @param DCSTypes#Distance Radius The radius of the zone.
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-- @return #ZONE_RADIUS
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function ZONE_RADIUS:New( ZoneName, PointVec2, Radius )
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local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
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self:F( { ZoneName, PointVec2, Radius } )
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self.Radius = Radius
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self.PointVec2 = PointVec2
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return self
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end
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function ZONE:GetPointVec2()
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self:F( self.ZoneName )
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local Zone = trigger.misc.getZone( self.ZoneName )
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local Point = { x = Zone.point.x, y = Zone.point.z }
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--- Returns the radius of the zone.
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-- @param #ZONE_RADIUS self
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-- @return DCSTypes#Distance The radius of the zone.
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function ZONE_RADIUS:GetRadius()
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self:F2( self.ZoneName )
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self:T( { Zone, Point } )
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self:T2( { self.Radius } )
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return self.Radius
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end
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--- Sets the radius of the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Distance Radius The radius of the zone.
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-- @return DCSTypes#Distance The radius of the zone.
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function ZONE_RADIUS:SetRadius( Radius )
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self:F2( self.ZoneName )
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self.Radius = Radius
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self:T2( { self.Radius } )
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return self.Radius
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end
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--- Returns the location of the zone.
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-- @param #ZONE_RADIUS self
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-- @return DCSTypes#Vec2 The location of the zone.
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function ZONE_RADIUS:GetPointVec2()
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self:F2( self.ZoneName )
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self:T2( { self.PointVec2 } )
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return Point
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return self.PointVec2
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end
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function ZONE:GetPointVec3( Height )
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self:F( self.ZoneName )
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local Zone = trigger.misc.getZone( self.ZoneName )
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local Point = { x = Zone.point.x, y = land.getHeight( self:GetPointVec2() ) + Height, z = Zone.point.z }
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self:T( { Zone, Point } )
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--- Sets the location of the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Vec2 PointVec2 The new location of the zone.
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-- @return DCSTypes#Vec2 The new location of the zone.
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function ZONE_RADIUS:SetPointVec2( PointVec2 )
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self:F2( self.ZoneName )
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return Point
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self.PointVec2 = PointVec2
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self:T2( { self.PointVec2 } )
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return self.PointVec2
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end
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function ZONE:GetRandomPointVec2()
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--- Returns the point of the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
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-- @return DCSTypes#Vec3 The point of the zone.
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function ZONE_RADIUS:GetPointVec3( Height )
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self:F2( self.ZoneName )
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local PointVec2 = self:GetPointVec2()
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local PointVec3 = { x = PointVec2.x, y = land.getHeight( self:GetPointVec2() ) + Height, z = PointVec2.y }
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self:T2( { PointVec3 } )
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return PointVec3
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end
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--- Returns if a location is within the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Vec2 PointVec2 The location to test.
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-- @return #boolean true if the location is within the zone.
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function ZONE_RADIUS:IsPointVec2InZone( PointVec2 )
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self:F2( PointVec2 )
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if (( PointVec2.x - self.PointVec2.x )^2 + ( PointVec2.y - self.PointVec2.y ) ^2 ) ^ 0.5 <= self.Radius then
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return true
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end
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return false
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end
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--- Returns if a point is within the zone.
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-- @param #ZONE_RADIUS self
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-- @param DCSTypes#Vec3 PointVec3 The point to test.
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-- @return #boolean true if the point is within the zone.
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function ZONE_RADIUS:IsPointVec3InZone( PointVec3 )
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self:F2( PointVec3 )
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local InZone = self:IsPointVec3InZone( { x = PointVec3.x, y = PointVec3.z } )
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return InZone
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end
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--- Returns a random location within the zone.
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-- @param #ZONE_RADIUS self
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-- @return DCSTypes#Vec2 The random location within the zone.
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function ZONE_RADIUS:GetRandomPointVec2()
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self:F( self.ZoneName )
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local Point = {}
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local Zone = trigger.misc.getZone( self.ZoneName )
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local angle = math.random() * math.pi*2;
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Point.x = Zone.point.x + math.cos( angle ) * math.random() * Zone.radius;
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Point.y = Zone.point.z + math.sin( angle ) * math.random() * Zone.radius;
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Point.x = self.PointVec2.x + math.cos( angle ) * math.random() * self.Radius;
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Point.y = self.PointVec2.y + math.sin( angle ) * math.random() * self.Radius;
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self:T( { Zone, Point } )
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self:T( { Point } )
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return Point
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end
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function ZONE:GetRadius()
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self:F( self.ZoneName )
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local Zone = trigger.misc.getZone( self.ZoneName )
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self:T( { Zone } )
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--- The ZONE class, defined by the zone name as defined within the Mission Editor. The location and the radius are automatically collected from the mission settings.
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-- @type ZONE
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-- @Extends Zone#ZONE_RADIUS
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ZONE = {
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ClassName="ZONE",
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}
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return Zone.radius
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--- Constructor of ZONE, taking the zone name.
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-- @param #ZONE self
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-- @param #string ZoneName The name of the zone as defined within the mission editor.
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-- @return #ZONE
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function ZONE:New( ZoneName )
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local Zone = trigger.misc.getZone( ZoneName )
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if not Zone then
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error( "Zone " .. ZoneName .. " does not exist." )
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return nil
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end
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local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.x, y = Zone.y }, Zone.radius ) )
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self:F( ZoneName )
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self.Zone = Zone
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return self
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end
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|
||||
|
||||
|
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--- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
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||||
-- @type ZONE_UNIT
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-- @field Unit#UNIT ZoneUNIT
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-- @Extends Zone#ZONE_RADIUS
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ZONE_UNIT = {
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ClassName="ZONE_UNIT",
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}
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||||
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||||
--- Constructor to create a ZONE_UNIT instance, taking the zone name, a zone unit and a radius.
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||||
-- @param #ZONE_UNIT self
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-- @param #string ZoneName Name of the zone.
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||||
-- @param Unit#UNIT ZoneUNIT The unit as the center of the zone.
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||||
-- @param DCSTypes#Distance Radius The radius of the zone.
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-- @return #ZONE_UNIT self
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||||
function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
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local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetPointVec2(), Radius ) )
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self:F( { ZoneName, ZoneUNIT:GetPointVec2(), Radius } )
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||||
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||||
self.ZoneUNIT = ZoneUNIT
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||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Returns the current location of the @{Unit#UNIT}.
|
||||
-- @param #ZONE_UNIT self
|
||||
-- @return DCSTypes#Vec2 The location of the zone based on the @{Unit#UNIT}location.
|
||||
function ZONE_UNIT:GetPointVec2()
|
||||
self:F( self.ZoneName )
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||||
|
||||
local ZonePointVec2 = self.ZoneUNIT:GetPointVec2()
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||||
|
||||
self:T( { ZonePointVec2 } )
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||||
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||||
return ZonePointVec2
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||||
end
|
||||
|
||||
|
||||
--- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- @type ZONE_POLYGON
|
||||
-- @Extends Zone#ZONE_BASE
|
||||
ZONE_POLYGON = {
|
||||
ClassName="ZONE_POLYGON",
|
||||
}
|
||||
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||||
--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the @{Group#GROUP} defined within the Mission Editor.
|
||||
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON.
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||||
-- @param #ZONE_POLYGON self
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||||
-- @param #string ZoneName Name of the zone.
|
||||
-- @param Group#GROUP ZoneGroup The GROUP waypoints as defined within the Mission Editor define the polygon shape.
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||||
-- @return #ZONE_POLYGON self
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||||
function ZONE_POLYGON:New( ZoneName, ZoneGroup )
|
||||
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
|
||||
self:F( { ZoneName, ZoneGroup } )
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||||
|
||||
local GroupPoints = ZoneGroup:GetTaskRoute()
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||||
local i = 0
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||||
|
||||
self.Polygon = {}
|
||||
|
||||
for i = 1, #GroupPoints do
|
||||
self.Polygon[i] = {}
|
||||
self.Polygon[i].x = GroupPoints[i].x
|
||||
self.Polygon[i].y = GroupPoints[i].y
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Returns if a location is within the zone.
|
||||
-- @param #ZONE_POLYGON self
|
||||
-- @param DCSTypes#Vec2 PointVec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
function ZONE_POLYGON:IsPointVec2InZone( PointVec2 )
|
||||
self:F2( PointVec2 )
|
||||
|
||||
local i
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||||
local j
|
||||
local c = false
|
||||
|
||||
i = 1
|
||||
j = #self.Polygon
|
||||
|
||||
while i < #self.Polygon do
|
||||
j = i
|
||||
i = i + 1
|
||||
self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
|
||||
if ( ( ( self.Polygon[i].y > PointVec2.y ) ~= ( self.Polygon[j].y > PointVec2.y ) ) and
|
||||
( PointVec2.x < ( self.Polygon[j].x - self.Polygon[i].x ) * ( PointVec2.y - self.Polygon[i].y ) / ( self.Polygon[j].y - self.Polygon[i].y ) + self.Polygon[i].x )
|
||||
) then
|
||||
c = not c
|
||||
end
|
||||
self:T( { "c = ", c } )
|
||||
end
|
||||
|
||||
return c
|
||||
end
|
||||
|
||||
|
||||
Reference in New Issue
Block a user