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Merge remote-tracking branch 'origin/master'
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f6fdecf892
@ -278,7 +278,7 @@ SPAWN = {
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-- @type SPAWN.Takeoff
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-- @extends Wrapper.Group#GROUP.Takeoff
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--- @field #SPAWN.Takeoff Takeoff
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-- @field #SPAWN.Takeoff Takeoff
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SPAWN.Takeoff = {
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Air = 1,
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Runway = 2,
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@ -286,7 +286,7 @@ SPAWN.Takeoff = {
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Cold = 4,
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}
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--- @type SPAWN.SpawnZoneTable
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-- @type SPAWN.SpawnZoneTable
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-- @list <Core.Zone#ZONE_BASE> SpawnZone
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--- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME.
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@ -1057,7 +1057,7 @@ end
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--- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types.
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-- @param #SPAWN self
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-- @param #table SpawnZoneTable A table with @{Core.Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Core.Zone}s objects.
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-- @return #SPAWN
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-- @return #SPAWN self
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-- @usage
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--
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-- -- Create a zone table of the 2 zones.
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@ -1087,6 +1087,31 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
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return self
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end
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--- This method sets a spawn position for the group that is different from the location of the template.
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-- @param #SPAWN self
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-- @param Core.Point#COORDINATE Coordinate The position to spawn from
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-- @return #SPAWN self
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function SPAWN:InitPositionCoordinate(Coordinate)
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self:T( { self.SpawnTemplatePrefix, Coordinate:GetVec2()} )
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self:InitPositionVec2(Coordinate:GetVec2())
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return self
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end
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--- This method sets a spawn position for the group that is different from the location of the template.
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-- @param #SPAWN self
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-- @param DCS#Vec2 Vec2 The position to spawn from
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-- @return #SPAWN self
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function SPAWN:InitPositionVec2(Vec2)
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self:T( { self.SpawnTemplatePrefix, Vec2} )
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self.SpawnInitPosition = Vec2
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self.SpawnFromNewPosition = true
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self:I("MaxGroups:"..self.SpawnMaxGroups)
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for SpawnGroupID = 1, self.SpawnMaxGroups do
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self:_SetInitialPosition( SpawnGroupID )
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end
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return self
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end
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--- For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.
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-- This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
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-- This will enable a spawned group to be re-spawned after it lands, until it is destroyed...
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@ -1386,7 +1411,12 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
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if self:_GetSpawnIndex( SpawnIndex ) then
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if self.SpawnFromNewPosition then
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self:_SetInitialPosition( SpawnIndex )
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end
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if self.SpawnGroups[self.SpawnIndex].Visible then
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self.SpawnGroups[self.SpawnIndex].Group:Activate()
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else
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@ -1624,7 +1654,7 @@ end
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-- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups.
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-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
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-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
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-- @param #boolen WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
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-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
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-- Effectively the same as @{InitDelayOn}().
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-- @return #SPAWN self
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-- @usage
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@ -3137,7 +3167,11 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
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self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
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local SpawnTemplate = nil
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if _DATABASE.Templates.Groups[SpawnTemplatePrefix] == nil then
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error( 'No Template exists for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
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end
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local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template
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self:F( { Template = Template } )
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@ -3306,6 +3340,57 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
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return self
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end
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--- Private method that sets the DCS#Vec2 where the Group will be spawned.
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-- @param #SPAWN self
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-- @param #number SpawnIndex
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-- @return #SPAWN self
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function SPAWN:_SetInitialPosition( SpawnIndex )
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self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } )
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if self.SpawnFromNewPosition then
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self:T( "Preparing Spawn at Vec2 ", self.SpawnInitPosition )
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local SpawnVec2 = self.SpawnInitPosition
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self:T( { SpawnVec2 = SpawnVec2 } )
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local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
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SpawnTemplate.route = SpawnTemplate.route or {}
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SpawnTemplate.route.points = SpawnTemplate.route.points or {}
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SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {}
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SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0
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SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0
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self:T( { Route = SpawnTemplate.route } )
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for UnitID = 1, #SpawnTemplate.units do
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local UnitTemplate = SpawnTemplate.units[UnitID]
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self:T( 'Before Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. UnitTemplate.y )
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local SX = UnitTemplate.x
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local SY = UnitTemplate.y
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local BX = SpawnTemplate.route.points[1].x
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local BY = SpawnTemplate.route.points[1].y
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local TX = SpawnVec2.x + (SX - BX)
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local TY = SpawnVec2.y + (SY - BY)
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UnitTemplate.x = TX
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UnitTemplate.y = TY
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-- TODO: Manage altitude based on landheight...
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-- SpawnTemplate.units[UnitID].alt = SpawnVec2:
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self:T( 'After Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. UnitTemplate.y )
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end
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SpawnTemplate.route.points[1].x = SpawnVec2.x
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SpawnTemplate.route.points[1].y = SpawnVec2.y
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SpawnTemplate.x = SpawnVec2.x
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SpawnTemplate.y = SpawnVec2.y
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end
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return self
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end
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--- Private method that randomizes the @{Core.Zone}s where the Group will be spawned.
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-- @param #SPAWN self
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-- @param #number SpawnIndex
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@ -3425,7 +3510,7 @@ end
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-- TODO Need to delete this... _DATABASE does this now ...
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--- @param #SPAWN self
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-- @param #SPAWN self
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-- @param Core.Event#EVENTDATA EventData
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function SPAWN:_OnBirth( EventData )
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self:F( self.SpawnTemplatePrefix )
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@ -3445,7 +3530,7 @@ function SPAWN:_OnBirth( EventData )
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end
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--- @param #SPAWN self
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-- @param #SPAWN self
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-- @param Core.Event#EVENTDATA EventData
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function SPAWN:_OnDeadOrCrash( EventData )
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self:F( self.SpawnTemplatePrefix )
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