MOOSE/Moose/Spawn.lua
svenvandevelde 17bfcf8373 Rework of SPAWN
- Visible Array
- Internal table in SPAWN
GROUP functions
- Route
- RouteToZone
- CopyRoute
SPAWN functions
- SpawnFromUnit
- SpawnInZone

Replaced SpawnFromCarrier overall
2016-03-06 08:50:28 +01:00

996 lines
38 KiB
Lua

--- Dynamic spawning of Groups and Units.
-- @classmod SPAWN
-- @author Flightcontrol
MOOSE_Version = "0.1.1.1"
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Database" )
Include.File( "Group" )
Include.File( "Zone" )
SPAWN = {
ClassName = "SPAWN",
}
--- Public
-- @section Public
--- Creates the main object to spawn a Group defined in the DCS ME.
-- Spawned Groups and Units will follow the following naming convention within the DCS World run-time environment:
-- Groups will have the name SpawnPrefix#ggg, where ggg is a counter from 0 to 999 for each new spawned Group.
-- Units will have the name SpawnPrefix#ggg-uu, where uu is a counter from 0 to 99 for each new spawned Unit belonging to that Group.
-- @tparam string SpawnPrefix is the name of the Group in the ME that defines the Template. That Group must have the flag "Late Activation" set. Note that this SpawnPrefix name should not contain any # character.
-- @treturn SPAWN
-- @usage
-- -- NATO helicopters engaging in the battle field.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )
function SPAWN:New( SpawnPrefix )
local self = BASE:Inherit( self, BASE:New() )
self:T( SpawnPrefix)
local TemplateGroup = Group.getByName( SpawnPrefix )
if TemplateGroup then
self.SpawnPrefix = SpawnPrefix
self.SpawnIndex = 0
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnPrefix is going to be scheduled or not.
self.SpawnTemplate = self._GetTemplate( self, SpawnPrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnRepeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
self.SpawnMaxGroupsAlive = 0 -- The maximum amount of groups that can be alive of SpawnPrefix at the same time.
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
self.SpawnGroups[1] = {}
self.SpawnGroups[1].Visible = false
self.SpawnGroups[1].Spawned = false
self.SpawnGroups[1].UnControlled = false
self.SpawnGroups[1].Spawned = false
self.SpawnGroups[1].SpawnTime = 0
self.SpawnGroups[1].SpawnPrefix = self.SpawnPrefix
self.SpawnGroups[1].SpawnTemplate = self:_Prepare( self.SpawnPrefix, 1 )
else
error( "SPAWN:New: There is no group declared in the mission editor with SpawnPrefix = '" .. SpawnPrefix .. "'" )
end
self.AddEvent( self, world.event.S_EVENT_BIRTH, self.OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
self.EnableEvents( self )
return self
end
function SPAWN:Limit( SpawnMaxGroupsAlive, SpawnMaxGroups )
self:T( { SpawnMaxGroupsAlive, SpawnMaxGroups } )
self.SpawnMaxGroupsAlive = SpawnMaxGroupsAlive -- The maximum amount of groups that can be alive of SpawnPrefix at the same time.
self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned.
for SpawnGroupID = 1, self.SpawnMaxGroups do
self.SpawnGroups[SpawnGroupID] = {}
self.SpawnGroups[SpawnGroupID].Visible = false
self.SpawnGroups[SpawnGroupID].Spawned = false
self.SpawnGroups[SpawnGroupID].UnControlled = false
self.SpawnGroups[SpawnGroupID].Spawned = false
self.SpawnGroups[SpawnGroupID].SpawnTime = 0
self.SpawnGroups[SpawnGroupID].SpawnPrefix = self.SpawnPrefix
self.SpawnGroups[SpawnGroupID].SpawnTemplate = self:_Prepare( self.SpawnPrefix, SpawnGroupID )
end
return self
end
--- Randomizes a defined route of the Template Group in the ME when the Group is Spawned. This is very useful to define extra variation in the DCS World run-time environment of the behaviour of Groups like Ground Units, Ships, Planes, Helicopters.
-- @tparam number SpawnStartPoint is the waypoint where the randomization begins. Note that the StartPoint = 0 equals the point where the Group is Spawned. This parameter is useful to avoid randomization to start from the first waypoint, but a bit further down the route...
-- @tparam number SpawnEndPoint is the waypoint where the randomization ends. this parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route.
-- @tparam number SpawnRadius is the radius in meters, that defines the concentric circle in which the randomization of the new waypoint will take place, with the original waypoint located in the middle...
-- @treturn SPAWN
-- @usage
-- -- NATO helicopters engaging in the battle field.
-- -- The KA-50 has waypoints SP, 1, 2, 3, 4, DP.
-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new ${SPAWN} of the helicopter.
-- -- The randomization of waypoint 2 and 3 will take place within a diameter of 4000 meters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 )
function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius )
self:T( { SpawnStartPoint, SpawnEndPoint, SpawnRadius } )
for GroupID = 1, self.SpawnMaxGroups do
local SpawnTemplate = self.SpawnGroups[GroupID].SpawnTemplate
local RouteCount = #SpawnTemplate.route.points
for t = SpawnStartPoint + 1, ( RouteCount - SpawnEndPoint ) do
SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( SpawnRadius * -1, SpawnRadius )
SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( SpawnRadius * -1, SpawnRadius )
SpawnTemplate.route.points[t].alt = nil
--SpawnGroup.route.points[t].alt_type = nil
self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y )
end
end
return self
end
--- This function is rather complicated to understand. But I'll try to explain...
-- This function becomes useful when you need to SPAWN random types of Groups defined within the ME, but they all need to follow the same Template route and have the same SpawnPrefix name, then this method becomes very useful.
-- @tparam table{string,...} SpawnPrefixTable is a table with the names of the Groups defined within the ME (with late activatio on), from which on a new SPAWN of SpawnPrefix (the main Group name), a NEW Group will be choosen as the Group to be SPAWNed.
-- In other words, this method randomizes between a defined set of Groups the Group to be SPAWNed for each new SPAWN.
-- @treturn SPAWN
-- @usage
-- -- NATO Tank Platoons invading Gori.
-- -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be SPAWNed for the
-- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnPrefixes.
-- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
-- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be SPAWNed during the whole mission.
-- Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5',
-- 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10',
-- 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' }
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
function SPAWN:RandomizeTemplate( SpawnPrefixTable )
self:T( { SpawnPrefix, SpawnPrefixTable } )
self.SpawnPrefixTable = SpawnPrefixTable
for SpawnGroupID = 1, self.SpawnMaxGroups do
self.SpawnGroups[SpawnGroupID].SpawnPrefix = self.SpawnPrefixTable[ math.random( 1, #SpawnPrefixTable ) ]
self.SpawnGroups[SpawnGroupID].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnGroupID].SpawnPrefix, SpawnGroupID )
self.SpawnGroups[SpawnGroupID].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
self.SpawnGroups[SpawnGroupID].SpawnTemplate.x = self.SpawnTemplate.x
self.SpawnGroups[SpawnGroupID].SpawnTemplate.y = self.SpawnTemplate.y
end
return self
end
--- When a Group got SPAWNed, it has a life within the DCSRTE. For planes and helicopters, when these Units 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 DCSRTE.
-- This function is used to Re-Spawn automatically (so no extra call is needed anymore) the same Group after it landed. This will enable a SPAWNed group to be Re-SPAWNed after it lands, until it is destroyed...
-- Note: When the Group is respawned, it will @{ReSpawn} at the original airbase where it took off. So ensure that the paths for Groups that ReSpawn, always return to the original airbase.
-- @treturn SPAWN
-- @usage
-- -- RU Su-34 - AI Ship Attack
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
-- SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()
function SPAWN:Repeat()
self:T()
self.SpawnRepeat = true
self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = true
self:AddEvent( world.event.S_EVENT_LAND, self.OnLand )
self:AddEvent( world.event.S_EVENT_TAKEOFF, self.OnTakeOff )
self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self.OnEngineShutDown )
self:EnableEvents()
return self
end
--- Same as the @{Repeat) method.
-- @treturn SPAWN
-- @see Repeat
function SPAWN:RepeatOnLanding()
self:T()
self:Repeat()
self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = true
return self
end
--- Same as the @{Repeat) method, but now the Group will respawn after its engines have shut down.
-- @treturn SPAWN
-- @see Repeat
function SPAWN:RepeatOnEngineShutDown()
self:T()
self:Repeat()
self.RepeatOnEngineShutDown = true
self.RepeatOnLanding = false
return self
end
function SPAWN:CleanUp( SpawnCleanUpInterval )
self:T()
self.SpawnCleanUpInterval = SpawnCleanUpInterval
self.SpawnCleanUpTimeStamps = {}
self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, 60 )
return self
end
--- Makes the Groups visible before start (like a batallion).
-- @tparam number SpawnZone A @{ZONE} where the group will be positioned. The X and Y coordinates of the zone define the start position.
-- @tparam number SpawnAngle The angle in degrees how the Groups and each Unit of the Group will be positioned.
-- @tparam number SpawnFormation The formation of the Units within the Group.
-- @tparam number SpawnWidth The amount of Groups that will be positioned on the X axis.
-- @tparam number SpawnDeltaX The space between each Group on the X-axis.
-- @tparam number SpawnDeltaY The space between each Group on the Y-axis.
-- @treturn SPAWN
-- @usage
-- -- Define an array of Groups within Zone "Start".
-- Spawn_BE_Ground = SPAWN:New( 'BE Ground' ):Limit( 2, 24 ):Visible( ZONE:New( "Start" ), 90, "Diamond", 10, 100, 50 )
function SPAWN:SpawnArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
self:T( { SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } )
self.SpawnVisible = true -- When the first Spawn executes, all the Groups need to be made visible before start.
local SpawnX = 0
local SpawnY = 0
local SpawnXIndex = 0
local SpawnYIndex = 0
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:T( { SpawnX, SpawnY, SpawnXIndex, SpawnYIndex } )
self.SpawnGroups[SpawnGroupID].Visible = true
self.SpawnGroups[SpawnGroupID].Spawned = false
SpawnXIndex = SpawnXIndex + 1
if SpawnWidth and SpawnWidth ~= 0 then
if SpawnXIndex >= SpawnWidth then
SpawnXIndex = 0
SpawnYIndex = SpawnYIndex + 1
end
end
local SpawnRootX = self.SpawnGroups[SpawnGroupID].SpawnTemplate.x
local SpawnRootY = self.SpawnGroups[SpawnGroupID].SpawnTemplate.y
-- Translate
local TranslatedX = SpawnX
local TranslatedY = SpawnY
-- Rotate
-- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations
-- x' = x \cos \theta - y \sin \theta\
-- y' = x \sin \theta + y \cos \theta\
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
-- Assign
self.SpawnGroups[SpawnGroupID].SpawnTemplate.x = SpawnRootX - RotatedX
self.SpawnGroups[SpawnGroupID].SpawnTemplate.y = SpawnRootY + RotatedY
local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnGroupID].SpawnTemplate.units )
for u = 1, SpawnUnitCount do
-- Translate
local TranslatedX = SpawnX - 10 * ( u - 1 )
local TranslatedY = SpawnY
-- Rotate
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
-- Assign
self.SpawnGroups[SpawnGroupID].SpawnTemplate.units[u].x = SpawnRootX - RotatedX
self.SpawnGroups[SpawnGroupID].SpawnTemplate.units[u].y = SpawnRootY + RotatedY
end
self.SpawnGroups[SpawnGroupID].SpawnTemplate.lateActivation = true
self.SpawnGroups[SpawnGroupID].SpawnTemplate.visible = true
self.SpawnGroups[SpawnGroupID].Visible = true
self.SpawnGroups[SpawnGroupID].Group = _Database:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate )
SpawnX = SpawnXIndex * SpawnDeltaX
SpawnY = SpawnYIndex * SpawnDeltaY
end
return self
end
--- Will SPAWN a Group whenever you want to do this.
-- Note that the configuration with the above functions will apply when calling this method: Maxima, Randomization of routes, Scheduler, ...
-- Uses @{DATABASE} global object defined in MOOSE.
-- @treturn SPAWN
function SPAWN:Spawn()
self:T( { self.SpawnPrefix } )
return self:SpawnWithIndex( self.SpawnIndex + 1 )
end
--- Will Re-SPAWN a Group based on a given GroupName. The GroupName must be a group that is already alive within the DCSRTE and should have a Group Template defined in the ME (with Late Activation flag on).
-- Note that the configuration with the above functions will apply when calling this method: Maxima, Randomization of routes, Scheduler, ...
-- @tparam string SpawnGroupName
-- @treturn SPAWN
-- Uses _Database global object defined in MOOSE.
function SPAWN:ReSpawn( SpawnIndex )
self:T( { SpawnIndex } )
local DCSGroup = self:GetGroupFromIndex( SpawnIndex ):GetDCSGroup()
if DCSGroup then
DCSGroup:destroy()
end
if not SpawnIndex then
SpawnIndex = 1
end
return self:SpawnWithIndex( SpawnIndex )
end
--- Will SPAWN a Group with a specified index number whenever you want to do this.
-- Note that the configuration with the above functions will apply when calling this method: Maxima, Randomization of routes, Scheduler, ...
-- Uses @{DATABASE} global object defined in MOOSE.
-- @treturn GROUP The @{GROUP} that was spawned. You can use this group for further actions.
function SPAWN:SpawnWithIndex( SpawnIndex )
self:T( { self.SpawnPrefix, SpawnIndex, self.SpawnMaxGroups } )
if self.SpawnMaxGroups == 0 or SpawnIndex <= self.SpawnMaxGroups then
if self.SpawnGroups[SpawnIndex].Visible then
self.SpawnGroups[SpawnIndex].Group:Activate()
else
self.SpawnGroups[SpawnIndex].Group = _Database:Spawn( self.SpawnGroups[SpawnIndex].SpawnTemplate )
--if self.SpawnRepeat then
-- _Database:SetStatusGroup( SpawnTemplate.name, "ReSpawn" )
--end
end
self.SpawnGroups[SpawnIndex].Spawned = true
self.SpawnIndex = SpawnIndex
else
env.info( "No more Groups to Spawn" )
end
return self.SpawnGroups[SpawnIndex].Group
end
--- SPAWNs a new Group within varying time intervals. This is useful if you want to have continuity within your missions of certain (AI) Groups to be present (alive) within your missions.
-- @tparam number SpawnTime is the time interval defined in seconds between each new SPAWN of new Groups.
-- @tparam number SpawnTimeVariation is the variation to be applied on the defined time interval between each new SPAWN. The variation is defined as a value between 0 and 1, which expresses the %-tage of variation to be applied as the low and high time interval boundaries. Between these boundaries a new time interval will be applied. See usage.
-- @treturn SPAWN
-- @usage
-- -- NATO helicopters engaging in the battle field.
-- -- The time interval is set to SPAWN new helicopters between each 600 seconds, with a time variation of 50%.
-- -- The time variation in this case will be between 450 seconds and 750 seconds.
-- -- This is calculated as follows:
-- -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450
-- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
-- -- Between these two values, a random amount of seconds will be choosen for each new SPAWN of the helicopters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
self:T( { SpawnTime, SpawnTimeVariation } )
self.SpawnCurrentTimer = 0 -- The internal timer counter to trigger a scheduled spawning of SpawnPrefix.
self.SpawnSetTimer = 0 -- The internal timer value when a scheduled spawning of SpawnPrefix occurs.
self.AliveFactor = 1 --
self.SpawnLowTimer = 0
self.SpawnHighTimer = 0
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
self.SpawnLowTimer = SpawnTime - SpawnTime / 2 * SpawnTimeVariation
self.SpawnHighTimer = SpawnTime + SpawnTime / 2 * SpawnTimeVariation
self:ScheduleStart()
end
self:T( { self.SpawnLowTimer, self.SpawnHighTimer } )
return self
end
--- Will start the SPAWNing timers.
-- This function is called automatically when @{Schedule} is called.
function SPAWN:ScheduleStart()
self:T()
--local ClientUnit = #AlivePlayerUnits()
self.AliveFactor = 10 -- ( 10 - ClientUnit ) / 10
if self.SpawnIsScheduled == false then
self.SpawnIsScheduled = true
self.SpawnInit = true
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor / 10 , self.SpawnHighTimer * self.AliveFactor / 10 )
self.SpawnFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 1 )
end
end
--- Will stop the scheduled SPAWNing activity.
function SPAWN:ScheduleStop()
self:T()
self.SpawnIsScheduled = false
end
--- Limits the Maximum amount of Units to be alive, and the maximum amount of Groups to be SPAWNed within the DCS World run-time environment.
-- Note that this method is exceptionally important to balance the amount of Units alive within the DCSRTE and the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units.
-- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this function should be used...
-- @tparam number SpawnMaxGroupsAlive is the Maximum amount of Units to be alive. When there are more Units alive in the DCSRTE of SpawnPrefix, then no new SPAWN will happen of the Group, until some of these Units will be destroyed.
-- @tparam number SpawnMaxGroups is the Maximum amount of Groups that can be SPAWNed from SpawnPrefix. When there are more Groups alive in the DCSRTE of SpawnPrefix, then no more SPAWNs will happen of the Group. This parameter is useful to define a maximum amount of airplanes, ground troops, helicopters, ships etc within a supply area.
-- This parameter accepts the value 0, which expresses no Group count limits.
-- @treturn SPAWN
-- @usage
-- -- NATO helicopters engaging in the battle field.
-- -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE.
-- -- There will be maximum 24 groups SPAWNed during the whole mission lifetime.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Limit( 2, 24 )
--- Will SPAWN a Group whenever you want to do this, but for AIR Groups only to be applied, and will SPAWN the Group in Uncontrolled mode... This will be similar to the Uncontrolled flag setting in the ME.
-- @treturn SPAWN
function SPAWN:UnControlled()
self:T()
self.UnControlled = true
for SpawnGroupID = 1, self.SpawnMaxGroups do
self.SpawnGroups[SpawnGroupID].UnControlled = true
end
return self
end
--- Will SPAWN a Group from a Hosting @{UNIT}. This function is mostly advisable to be used if you want to simulate SPAWNing from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
-- Note that each point in the route assigned to the spawning @{GROUP} is reset to the Point of the spawn.
-- You can use the returned @{GROUP} to further define the route to be followed.
-- @tparam UNIT HostUnit is the AIR unit or GROUND unit dropping or unloading the Spawn group.
-- @treturn GROUP
function SPAWN:SpawnFromUnit( HostUnit )
self:T( { HostUnit, SpawnFormation, self.SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
self.SpawnIndex = self.SpawnIndex + 1
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
if ( self.SpawnMaxGroups == 0 ) or ( self.SpawnCount <= self.SpawnMaxGroups ) then
if ( self.SpawnMaxGroupsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxGroupsAlive * #self.SpawnTemplate.units ) or self.UnControlled then
local UnitPoint = HostUnit:GetPoint()
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
--Point.x = UnitPoint.x
--Point.y = UnitPoint.y
--Point.alt = nil
--Point.alt_type = nil
--end
SpawnTemplate.route.points = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
SpawnTemplate.route.points[1].x = UnitPoint.x
SpawnTemplate.route.points[1].y = UnitPoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].x = UnitPoint.x
SpawnTemplate.units[UnitID].y = UnitPoint.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = routines.getRandPointInCircle( UnitPoint, 80, 20 )
local Point = {}
Point.type = "Turning Point"
Point.x = SpawnPos.x
Point.y = SpawnPos.y
Point.action = "Cone"
Point.speed = 5
table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
end
end
return nil
end
--- Will spawn a Group within a given @{ZONE}.
-- @tparam ZONE The @{ZONE} where the Group is to be SPAWNed.
-- @treturn SpawnTemplate
function SPAWN:SpawnInZone( Zone )
self:T( Zone )
if Zone then
self.SpawnIndex = self.SpawnIndex + 1
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
if ( self.SpawnMaxGroups == 0 ) or ( self.SpawnCount <= self.SpawnMaxGroups ) then
if ( self.SpawnMaxGroupsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxGroupsAlive * #self.SpawnTemplate.units ) or self.UnControlled then
local ZonePoint = Zone:GetPoint()
SpawnTemplate.route.points = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
SpawnTemplate.route.points[1].x = ZonePoint.x
SpawnTemplate.route.points[1].y = ZonePoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].x = ZonePoint.x
SpawnTemplate.units[UnitID].y = ZonePoint.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = Zone:GetRandomPoint()
local Point = {}
Point.type = "Turning Point"
Point.x = SpawnPos.x
Point.y = SpawnPos.y
Point.action = "Cone"
Point.speed = 5
table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
end
end
return nil
end
--- Will SPAWN a Group from a Carrier. This function is mostly advisable to be used if you want to simulate SPAWNing from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
-- @tparam Group CarrierUnit is the AIR unit or GROUND unit dropping or unloading the Spawn group.
-- @tparam string TargetZonePrefix is the Prefix of the Zone defined in the ME where the Group should be moving to after drop.
-- @tparam string NewGroupName (forgot this).
-- @tparam bool LateActivate (optional) does the SPAWNing with Lateactivation on.
function SPAWN:FromCarrier( CarrierUnit, TargetZonePrefix, NewGroupName, LateActivate )
self:T( { CarrierUnit, TargetZonePrefix, NewGroupName, LateActivate } )
local SpawnTemplate
if CarrierUnit and CarrierUnit:isExist() then -- and CarrierUnit:getUnit(1):inAir() == false then
SpawnTemplate = self:_Prepare( NewGroupName )
if ( self.SpawnMaxGroups == 0 ) or ( self.SpawnCount <= self.SpawnMaxGroups ) then
if ( self.SpawnMaxGroupsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxGroupsAlive * #self.SpawnTemplate.units ) or self.UnControlled then
if LateActivate ~= nil then
if LateActivate == true then
SpawnTemplate.lateActivation = true
SpawnTemplate.visible = true
end
end
SpawnTemplate = self:_RandomizeRoute( SpawnTemplate )
local TargetZone = trigger.misc.getZone( TargetZonePrefix )
local TargetZonePos = {}
TargetZonePos.x = TargetZone.point.x + math.random(TargetZone.radius / 2 * -1, TargetZone.radius / 2 )
TargetZonePos.z = TargetZone.point.z + math.random(TargetZone.radius / 2 * -1, TargetZone.radius / 2 )
local RouteCount = table.getn( SpawnTemplate.route.points )
self:T( "RouteCount = " .. RouteCount )
local UnitDeployPosition = CarrierUnit:getPosition().p
SpawnTemplate.route.points[1].x = UnitDeployPosition.x - 50
SpawnTemplate.route.points[1].y = UnitDeployPosition.z
SpawnTemplate.route.points[1].alt = nil
SpawnTemplate.route.points[1].alt_type = nil
if self.SpawnRandomize then
SpawnTemplate.route.points[RouteCount].x = TargetZonePos.x
SpawnTemplate.route.points[RouteCount].y = TargetZonePos.z
else
SpawnTemplate.route.points[RouteCount].x = TargetZone.point.x
SpawnTemplate.route.points[RouteCount].y = TargetZone.point.z
end
self:T( 'SpawnTemplate.route.points['..RouteCount..'].x = ' .. SpawnTemplate.route.points[RouteCount].x .. ', SpawnTemplate.route.points['..RouteCount..'].y = ' .. SpawnTemplate.route.points[RouteCount].y )
for v = 1, table.getn( SpawnTemplate.units ) do
local SpawnPos = routines.getRandPointInCircle( UnitDeployPosition, 40, 10 )
SpawnTemplate.units[v].x = SpawnPos.x
SpawnTemplate.units[v].y = SpawnPos.y
self:T( 'SpawnTemplate.units['..v..'].x = ' .. SpawnTemplate.units[v].x .. ', SpawnTemplate.units['..v..'].y = ' .. SpawnTemplate.units[v].y )
end
_Database:Spawn( SpawnTemplate )
end
end
end
return SpawnTemplate
end
--- Will return the SpawnGroupName either with with a specific count number or without any count.
-- @tparam number SpawnIndex is the number of the Group that is to be SPAWNed.
-- @treturn string SpawnGroupName
function SPAWN:SpawnGroupName( SpawnIndex )
self:T( { self.SpawnPrefix, SpawnIndex } )
if SpawnIndex then
self:T( string.format( '%s#%03d', self.SpawnPrefix, SpawnIndex ) )
return string.format( '%s#%03d', self.SpawnPrefix, SpawnIndex )
else
self:T( self.SpawnPrefix )
return self.SpawnPrefix
end
end
function SPAWN:GetGroupFromIndex( SpawnIndex )
self:T( { SpawnIndex } )
if SpawnIndex then
local SpawnGroup = self.SpawnGroups[SpawnIndex].Group
return SpawnGroup
else
local SpawnGroup = self.SpawnGroups[1].Group
return SpawnGroup
end
end
function SPAWN:GetGroupIndexFromDCSUnit( Unit )
self:T()
local IndexString = string.match( Unit:getName(), "#.*-" ):sub( 2, -2 )
self:T( IndexString )
if IndexString then
local Index = tonumber( IndexString )
self:T( { "Index:", IndexString, Index } )
return Index
end
return nil
end
function SPAWN:GetGroupFromDCSUnit( DCSUnit )
self:T()
local SpawnPrefix = string.match( DCSUnit:getName(), ".*#" ):sub( 1, -2 )
self:T( SpawnPrefix )
if self.SpawnPrefix == SpawnPrefix then
local SpawnGroupIndex = self:GetGroupIndexFromDCSUnit( DCSUnit )
local SpawnGroup = self.SpawnGroups[SpawnGroupIndex].Group
self:T( SpawnGroup )
return SpawnGroup
end
return nil
end
function SPAWN:GetIndexFromGroup( SpawnGroup )
self:T( { self.SpawnPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#.*$" ):sub( 2 )
local Index = tonumber( IndexString )
self:T( IndexString, Index )
return Index
end
function SPAWN:GetLastIndex()
return self.SpawnCount
end
function SPAWN:GetFirstAliveGroup( SpawnCursor )
self:T()
for SpawnIndex = 1, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
end
end
return nil, nil
end
function SPAWN:GetNextAliveGroup( SpawnCursor )
self:T()
SpawnCursor = SpawnCursor + 1
for SpawnIndex = SpawnCursor, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
end
end
return nil, nil
end
function SPAWN:GetLastAliveGroup()
self:T()
self.SpawnIndex = self:GetLastIndex()
for SpawnIndex = self.SpawnIndex, 1, -1 do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
self.SpawnIndex = SpawnIndex
return SpawnGroup
end
end
self.SpawnIndex = nil
return nil
end
--- Private
-- @section
--- Gets the CategoryID of the Group with the given SpawnPrefix
function SPAWN:_GetGroupCategoryID( SpawnPrefix )
local TemplateGroup = Group.getByName( SpawnPrefix )
if TemplateGroup then
return TemplateGroup:getCategory()
else
return nil
end
end
--- Gets the CoalitionID of the Group with the given SpawnPrefix
function SPAWN:_GetGroupCoalitionID( SpawnPrefix )
local TemplateGroup = Group.getByName( SpawnPrefix )
if TemplateGroup then
return TemplateGroup:getCoalition()
else
return nil
end
end
--- Gets the CountryID of the Group with the given SpawnPrefix
function SPAWN:_GetGroupCountryID( SpawnPrefix )
local TemplateGroup = Group.getByName( SpawnPrefix )
if TemplateGroup then
local TemplateUnits = TemplateGroup:getUnits()
return TemplateUnits[1]:getCountry()
else
return nil
end
end
--- Gets the Group Template from the ME environment definition.
-- This method used the @{DATABASE} object, which contains ALL initial and new SPAWNed object in MOOSE.
function SPAWN:_GetTemplate( SpawnPrefix )
self:T( SpawnPrefix )
local SpawnTemplate = nil
SpawnTemplate = routines.utils.deepCopy( _Database.Groups[SpawnPrefix].Template )
if SpawnTemplate == nil then
error( 'No Template returned for SpawnPrefix = ' .. SpawnPrefix )
end
SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnPrefix )
SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnPrefix )
SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnPrefix )
self:T( { SpawnTemplate } )
return SpawnTemplate
end
--- Prepares the new Group Template.
function SPAWN:_Prepare( SpawnPrefix, SpawnIndex )
self:T()
local SpawnTemplate = routines.utils.deepCopy( self:_GetTemplate( SpawnPrefix ) )
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
SpawnTemplate.groupId = nil
SpawnTemplate.lateActivation = false
if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then
SpawnTemplate.visible = false
end
if SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER or SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE then
SpawnTemplate.uncontrolled = false
end
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
SpawnTemplate.units[UnitID].unitId = nil
SpawnTemplate.units[UnitID].x = SpawnTemplate.route.points[1].x
SpawnTemplate.units[UnitID].y = SpawnTemplate.route.points[1].y
end
self:T( { "Template:", SpawnTemplate } )
return SpawnTemplate
end
--- Events
-- @section Events
--- Obscolete
-- @todo Need to delete this... _Database does this now ...
function SPAWN:OnBirth( event )
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
if event.initiator and event.initiator:getName() then
local EventPrefix = string.match( event.initiator:getName(), ".*#" )
if EventPrefix == self.SpawnPrefix .. '#' then
self:T( { "Birth event: " .. event.initiator:getName(), event } )
--MessageToAll( "Mission command: unit " .. SpawnPrefix .. " spawned." , 5, EventPrefix .. '/Event')
self.AliveUnits = self.AliveUnits + 1
self:T( "Alive Units: " .. self.AliveUnits )
end
end
end
end
--- Obscolete
-- @todo Need to delete this... _Database does this now ...
function SPAWN:OnDeadOrCrash( event )
if event.initiator and event.initiator:getName() then
local EventPrefix = string.match( event.initiator:getName(), ".*#" )
if EventPrefix == self.SpawnPrefix .. '#' then
self:T( { "Dead event: " .. event.initiator:getName(), event } )
-- local DestroyedUnit = Unit.getByName( EventPrefix )
-- if DestroyedUnit and DestroyedUnit.getLife() <= 1.0 then
--MessageToAll( "Mission command: unit " .. SpawnPrefix .. " crashed." , 5, EventPrefix .. '/Event')
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
-- end
end
end
end
--- Will detect AIR Units taking off... When the event takes place, the SPAWNed Group is registered as airborne...
-- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.
-- @todo Need to test for AIR Groups only...
function SPAWN:OnTakeOff( event )
if event.initiator and event.initiator:getName() then
local SpawnGroup = self:GetGroupFromDCSUnit( event.initiator )
if SpawnGroup then
self:T( { "TakeOff event: " .. event.initiator:getName(), event } )
self:T( "self.Landed = false" )
self.Landed = false
end
end
end
--- Will detect AIR Units landing... When the event takes place, the SPAWNed Group is registered as landed.
-- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.
-- @todo Need to test for AIR Groups only...
function SPAWN:OnLand( event )
if event.initiator and event.initiator:getName() then
local SpawnGroup = self:GetGroupFromDCSUnit( event.initiator )
if SpawnGroup then
self:T( { "Landed event:" .. event.initiator:getName(), event } )
self.Landed = true
self:T( "self.Landed = true" )
if self.Landed and self.RepeatOnLanding then
local SpawnGroupIndex = self:GetIndexFromGroup( SpawnGroup )
self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
self:ReSpawn( SpawnGroupIndex )
end
end
end
end
--- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the SPAWNed Group will Re-SPAWN.
-- But only when the Unit was registered to have landed.
-- @see OnTakeOff
-- @see OnLand
-- @todo Need to test for AIR Groups only...
function SPAWN:OnEngineShutDown( event )
if event.initiator and event.initiator:getName() then
local SpawnGroup = self:GetGroupFromDCSUnit( event.initiator )
if SpawnGroup then
self:T( { "EngineShutDown event: " .. event.initiator:getName(), event } )
if self.Landed and self.RepeatOnEngineShutDown then
local SpawnGroupIndex = self:GetIndexFromGroup( SpawnGroup )
self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
self:ReSpawn( SpawnGroupIndex )
end
end
end
end
--- Scheduled
-- @section Scheduled
--- This function is called automatically by the Spawning scheduler.
-- It is the internal worker method SPAWNing new Groups on the defined time intervals.
function SPAWN:_Scheduler()
if self.SpawnInit or self.SpawnCurrentTimer == self.SpawnSetTimer then
self:T( "Spawn Scheduler:" .. self.SpawnPrefix )
-- Validate if there are still groups left in the batch...
if ( self.SpawnMaxGroups == 0 ) or ( self.SpawnCount <= self.SpawnMaxGroups ) then
if self.AliveUnits < self.SpawnMaxGroupsAlive * #self.SpawnTemplate.units or self.UnControlled then
self:Spawn()
self.SpawnInit = false
end
end
if self.SpawnIsScheduled == true then
--local ClientUnit = #AlivePlayerUnits()
self.AliveFactor = 1 -- ( 10 - ClientUnit ) / 10
self.SpawnCurrentTimer = 0
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor , self.SpawnHighTimer * self.AliveFactor )
end
else
self.SpawnCurrentTimer = self.SpawnCurrentTimer + 1
end
end
function SPAWN:_SpawnCleanUpScheduler()
self:T( "CleanUp Scheduler:" .. self.SpawnPrefix )
local SpawnCursor
local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup( SpawnCursor )
while SpawnGroup do
if SpawnGroup:AllOnGround() and SpawnGroup:GetMaxVelocity() < 1 then
if not self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] then
self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] = timer.getTime()
else
if self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] + self.SpawnCleanUpInterval < timer.getTime() then
SpawnGroup:Destroy()
end
end
else
self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] = nil
end
SpawnGroup, SpawnCursor = self:GetNextAliveGroup( SpawnCursor )
end
end