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1498 lines
47 KiB
Lua
1498 lines
47 KiB
Lua
--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
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--
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-- 
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--
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-- ===
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--
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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_BASE}: The ZONE_BASE class defining the base for all other zone classes.
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-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
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-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
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-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
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-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
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-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Zone
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--- @type ZONE_BASE
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-- @field #string ZoneName Name of the zone.
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-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
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-- @extends Core.Base#BASE
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--- # ZONE_BASE class, extends @{Base#BASE}
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--
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-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
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--
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-- ## Each zone has a name:
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--
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-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
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-- * @{#ZONE_BASE.SetName}(): Sets the name of the zone.
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--
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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.IsVec2InZone}(): Returns if a 2D vector is within the zone.
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-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone.
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-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a 2D point vector is within the zone.
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-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a 3D point vector is within the zone.
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--
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-- ## A zone has a probability factor that can be set to randomize a selection between zones:
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--
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-- * @{#ZONE_BASE.SetZoneProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
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-- * @{#ZONE_BASE.GetZoneProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
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-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
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--
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-- ## A zone manages vectors:
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--
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-- * @{#ZONE_BASE.GetVec2}(): Returns the 2D vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetVec3}(): Returns the 3D vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetPointVec2}(): Returns the 2D point vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetPointVec3}(): Returns the 3D point vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random 2D vector within the zone.
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-- * @{#ZONE_BASE.GetRandomPointVec2}(): Define a random 2D point vector within the zone.
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-- * @{#ZONE_BASE.GetRandomPointVec3}(): Define a random 3D point vector within the zone.
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--
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-- ## A zone has a bounding square:
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--
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-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
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--
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-- ## A zone can be marked:
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--
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-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
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-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
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--
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-- @field #ZONE_BASE
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ZONE_BASE = {
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ClassName = "ZONE_BASE",
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ZoneName = "",
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ZoneProbability = 1,
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}
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--- The ZONE_BASE.BoundingSquare
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-- @type ZONE_BASE.BoundingSquare
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-- @field Dcs.DCSTypes#Distance x1 The lower x coordinate (left down)
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-- @field Dcs.DCSTypes#Distance y1 The lower y coordinate (left down)
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-- @field Dcs.DCSTypes#Distance x2 The higher x coordinate (right up)
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-- @field Dcs.DCSTypes#Distance y2 The higher y coordinate (right up)
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--- ZONE_BASE constructor
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-- @param #ZONE_BASE self
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-- @param #string ZoneName Name of the zone.
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-- @return #ZONE_BASE self
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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 the name of the zone.
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-- @param #ZONE_BASE self
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-- @return #string The name of the zone.
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function ZONE_BASE:GetName()
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self:F2()
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return self.ZoneName
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end
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--- Sets the name of the zone.
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-- @param #ZONE_BASE self
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-- @param #string ZoneName The name of the zone.
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-- @return #ZONE_BASE
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function ZONE_BASE:SetName( ZoneName )
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self:F2()
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self.ZoneName = ZoneName
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end
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--- Returns if a Vec2 is within the zone.
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-- @param #ZONE_BASE self
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-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 to test.
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-- @return #boolean true if the Vec2 is within the zone.
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function ZONE_BASE:IsVec2InZone( Vec2 )
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self:F2( Vec2 )
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return false
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end
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--- Returns if a Vec3 is within the zone.
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-- @param #ZONE_BASE self
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-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
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-- @return #boolean true if the Vec3 is within the zone.
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function ZONE_BASE:IsVec3InZone( Vec3 )
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local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
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return InZone
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end
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--- Returns if a Coordinate is within the zone.
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-- @param #ZONE_BASE self
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-- @param Core.Point#COORDINATE Coordinate The coordinate to test.
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-- @return #boolean true if the coordinate is within the zone.
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function ZONE_BASE:IsCoordinateInZone( Coordinate )
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local InZone = self:IsVec2InZone( Coordinate:GetVec2() )
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return InZone
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end
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--- Returns if a PointVec2 is within the zone.
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-- @param #ZONE_BASE self
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-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test.
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-- @return #boolean true if the PointVec2 is within the zone.
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function ZONE_BASE:IsPointVec2InZone( PointVec2 )
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local InZone = self:IsVec2InZone( PointVec2:GetVec2() )
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return InZone
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end
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--- Returns if a PointVec3 is within the zone.
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-- @param #ZONE_BASE self
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-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test.
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-- @return #boolean true if the PointVec3 is within the zone.
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function ZONE_BASE:IsPointVec3InZone( PointVec3 )
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local InZone = self:IsPointVec2InZone( PointVec3 )
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return InZone
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end
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--- Returns the @{DCSTypes#Vec2} coordinate of the zone.
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-- @param #ZONE_BASE self
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-- @return #nil.
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function ZONE_BASE:GetVec2()
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return nil
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end
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--- Returns a @{Point#POINT_VEC2} of the zone.
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-- @param #ZONE_BASE self
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-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
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-- @return Core.Point#POINT_VEC2 The PointVec2 of the zone.
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function ZONE_BASE:GetPointVec2()
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self:F2( self.ZoneName )
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local Vec2 = self:GetVec2()
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local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
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self:T2( { PointVec2 } )
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return PointVec2
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end
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--- Returns a @{Point#COORDINATE} of the zone.
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-- @param #ZONE_BASE self
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-- @return Core.Point#COORDINATE The Coordinate of the zone.
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function ZONE_BASE:GetCoordinate()
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self:F2( self.ZoneName )
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local Vec2 = self:GetVec2()
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local Coordinate = COORDINATE:NewFromVec2( Vec2 )
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self:T2( { Coordinate } )
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return Coordinate
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end
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--- Returns the @{DCSTypes#Vec3} of the zone.
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-- @param #ZONE_BASE self
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-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
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-- @return Dcs.DCSTypes#Vec3 The Vec3 of the zone.
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function ZONE_BASE:GetVec3( Height )
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self:F2( self.ZoneName )
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Height = Height or 0
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local Vec2 = self:GetVec2()
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local Vec3 = { x = Vec2.x, y = Height and Height or land.getHeight( self:GetVec2() ), z = Vec2.y }
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self:T2( { Vec3 } )
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return Vec3
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end
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--- Returns a @{Point#POINT_VEC3} of the zone.
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-- @param #ZONE_BASE self
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-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
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-- @return Core.Point#POINT_VEC3 The PointVec3 of the zone.
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function ZONE_BASE:GetPointVec3( Height )
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self:F2( self.ZoneName )
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local Vec3 = self:GetVec3( Height )
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local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
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self:T2( { PointVec3 } )
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return PointVec3
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end
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--- Returns a @{Point#COORDINATE} of the zone.
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-- @param #ZONE_BASE self
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-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
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-- @return Core.Point#COORDINATE The Coordinate of the zone.
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function ZONE_BASE:GetCoordinate( Height ) --R2.1
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self:F2( self.ZoneName )
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local Vec3 = self:GetVec3( Height )
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local PointVec3 = COORDINATE:NewFromVec3( Vec3 )
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self:T2( { PointVec3 } )
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return PointVec3
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end
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--- Define a random @{DCSTypes#Vec2} within the zone.
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-- @param #ZONE_BASE self
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-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinates.
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function ZONE_BASE:GetRandomVec2()
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return nil
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end
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--- Define a random @{Point#POINT_VEC2} within the zone.
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-- @param #ZONE_BASE self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_BASE:GetRandomPointVec2()
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return nil
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end
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--- Define a random @{Point#POINT_VEC3} within the zone.
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-- @param #ZONE_BASE self
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-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
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function ZONE_BASE:GetRandomPointVec3()
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return nil
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end
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--- Get the bounding square the zone.
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-- @param #ZONE_BASE self
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-- @return #nil The bounding square.
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function ZONE_BASE:GetBoundingSquare()
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--return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
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return nil
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end
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--- Bound the zone boundaries with a tires.
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-- @param #ZONE_BASE self
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function ZONE_BASE:BoundZone()
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self:F2()
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end
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--- Smokes the zone boundaries in a color.
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-- @param #ZONE_BASE self
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-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
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function ZONE_BASE:SmokeZone( SmokeColor )
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self:F2( SmokeColor )
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end
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--- Set the randomization probability of a zone to be selected.
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-- @param #ZONE_BASE self
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-- @param ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
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function ZONE_BASE:SetZoneProbability( ZoneProbability )
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self:F2( ZoneProbability )
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self.ZoneProbability = ZoneProbability or 1
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return self
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end
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--- Get the randomization probability of a zone to be selected.
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-- @param #ZONE_BASE self
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-- @return #number A value between 0 and 1. 0 = 0% and 1 = 100% probability.
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function ZONE_BASE:GetZoneProbability()
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self:F2()
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return self.ZoneProbability
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end
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--- Get the zone taking into account the randomization probability of a zone to be selected.
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-- @param #ZONE_BASE self
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-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
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-- @return #nil The zone is not selected taking into account the randomization probability factor.
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-- @usage
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--
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-- local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) }
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--
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-- -- We set a zone probability of 70% to the first zone and 30% to the second zone.
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-- ZoneArray[1]:SetZoneProbability( 0.5 )
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-- ZoneArray[2]:SetZoneProbability( 0.5 )
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--
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-- local ZoneSelected = nil
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--
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-- while ZoneSelected == nil do
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-- for _, Zone in pairs( ZoneArray ) do
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-- ZoneSelected = Zone:GetZoneMaybe()
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-- if ZoneSelected ~= nil then
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-- break
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-- end
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-- end
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-- end
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--
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-- -- The result should be that Zone1 would be more probable selected than Zone2.
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--
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function ZONE_BASE:GetZoneMaybe()
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self:F2()
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local Randomization = math.random()
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if Randomization <= self.ZoneProbability then
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return self
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else
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return nil
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end
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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 Dcs.DCSTypes#Vec2 Vec2 The current location of the zone.
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-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
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-- @extends #ZONE_BASE
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--- # ZONE_RADIUS class, extends @{Zone#ZONE_BASE}
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--
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-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
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-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
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--
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-- ## ZONE_RADIUS constructor
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--
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-- * @{#ZONE_RADIUS.New}(): Constructor.
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--
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-- ## Manage the radius of the zone
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--
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-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
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-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
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--
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-- ## Manage the location of the zone
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--
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-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
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-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
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-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
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--
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-- ## Zone point randomization
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--
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-- Various functions exist to find random points within the zone.
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--
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-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
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-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
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-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
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--
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-- @field #ZONE_RADIUS
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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 #string ZoneName Name of the zone.
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-- @param Dcs.DCSTypes#Vec2 Vec2 The location of the zone.
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-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
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-- @return #ZONE_RADIUS self
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function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
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local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
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self:F( { ZoneName, Vec2, Radius } )
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self.Radius = Radius
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self.Vec2 = Vec2
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return self
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end
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--- Bounds the zone with tires.
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-- @param #ZONE_RADIUS self
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-- @param #number Points (optional) The amount of points in the circle.
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-- @param #boolean UnBound If true the tyres will be destroyed.
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-- @return #ZONE_RADIUS self
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function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
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local Point = {}
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local Vec2 = self:GetVec2()
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Points = Points and Points or 360
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local Angle
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local RadialBase = math.pi*2
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--
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for Angle = 0, 360, (360 / Points ) do
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local Radial = Angle * RadialBase / 360
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Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
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Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
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local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
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local Tire = {
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["country"] = CountryName,
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["category"] = "Fortifications",
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["canCargo"] = false,
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["shape_name"] = "H-tyre_B_WF",
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["type"] = "Black_Tyre_WF",
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--["unitId"] = Angle + 10000,
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["y"] = Point.y,
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["x"] = Point.x,
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["name"] = string.format( "%s-Tire #%0d", self:GetName(), Angle ),
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["heading"] = 0,
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} -- end of ["group"]
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local Group = coalition.addStaticObject( CountryID, Tire )
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if UnBound and UnBound == true then
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Group:destroy()
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end
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end
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return self
|
|
end
|
|
|
|
|
|
--- Smokes the zone boundaries in a color.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
|
-- @param #number Points (optional) The amount of points in the circle.
|
|
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
|
-- @param #number AddOffSet (optional) The angle to be added for the smoking start position.
|
|
-- @return #ZONE_RADIUS self
|
|
function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
|
|
self:F2( SmokeColor )
|
|
|
|
local Point = {}
|
|
local Vec2 = self:GetVec2()
|
|
|
|
AddHeight = AddHeight or 0
|
|
AngleOffset = AngleOffset or 0
|
|
|
|
Points = Points and Points or 360
|
|
|
|
local Angle
|
|
local RadialBase = math.pi*2
|
|
|
|
for Angle = 0, 360, 360 / Points do
|
|
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
|
|
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
|
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
|
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Flares the zone boundaries in a color.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Utilities.Utils#FLARECOLOR FlareColor The flare color.
|
|
-- @param #number Points (optional) The amount of points in the circle.
|
|
-- @param Dcs.DCSTypes#Azimuth Azimuth (optional) Azimuth The azimuth of the flare.
|
|
-- @param #number AddHeight (optional) The height to be added for the smoke.
|
|
-- @return #ZONE_RADIUS self
|
|
function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight )
|
|
self:F2( { FlareColor, Azimuth } )
|
|
|
|
local Point = {}
|
|
local Vec2 = self:GetVec2()
|
|
|
|
AddHeight = AddHeight or 0
|
|
|
|
Points = Points and Points or 360
|
|
|
|
local Angle
|
|
local RadialBase = math.pi*2
|
|
|
|
for Angle = 0, 360, 360 / Points do
|
|
local Radial = Angle * RadialBase / 360
|
|
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
|
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
|
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Returns the radius of the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @return Dcs.DCSTypes#Distance The radius of the zone.
|
|
function ZONE_RADIUS:GetRadius()
|
|
self:F2( self.ZoneName )
|
|
|
|
self:T2( { self.Radius } )
|
|
|
|
return self.Radius
|
|
end
|
|
|
|
--- Sets the radius of the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
|
|
-- @return Dcs.DCSTypes#Distance The radius of the zone.
|
|
function ZONE_RADIUS:SetRadius( Radius )
|
|
self:F2( self.ZoneName )
|
|
|
|
self.Radius = Radius
|
|
self:T2( { self.Radius } )
|
|
|
|
return self.Radius
|
|
end
|
|
|
|
--- Returns the @{DCSTypes#Vec2} of the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @return Dcs.DCSTypes#Vec2 The location of the zone.
|
|
function ZONE_RADIUS:GetVec2()
|
|
self:F2( self.ZoneName )
|
|
|
|
self:T2( { self.Vec2 } )
|
|
|
|
return self.Vec2
|
|
end
|
|
|
|
--- Sets the @{DCSTypes#Vec2} of the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Dcs.DCSTypes#Vec2 Vec2 The new location of the zone.
|
|
-- @return Dcs.DCSTypes#Vec2 The new location of the zone.
|
|
function ZONE_RADIUS:SetVec2( Vec2 )
|
|
self:F2( self.ZoneName )
|
|
|
|
self.Vec2 = Vec2
|
|
|
|
self:T2( { self.Vec2 } )
|
|
|
|
return self.Vec2
|
|
end
|
|
|
|
--- Returns the @{DCSTypes#Vec3} of the ZONE_RADIUS.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
|
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
|
|
function ZONE_RADIUS:GetVec3( Height )
|
|
self:F2( { self.ZoneName, Height } )
|
|
|
|
Height = Height or 0
|
|
local Vec2 = self:GetVec2()
|
|
|
|
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
|
|
|
|
self:T2( { Vec3 } )
|
|
|
|
return Vec3
|
|
end
|
|
|
|
|
|
--- Scan the zone for the presence of units of the given ObjectCategories.
|
|
-- Note that after a zone has been scanned, the zone can be evaluated by:
|
|
--
|
|
-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
|
|
-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
|
|
-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
|
|
-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
|
|
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
|
|
-- @{#ZONE_RADIUS.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param ObjectCategories
|
|
-- @param Coalition
|
|
-- @usage
|
|
-- self.Zone:Scan()
|
|
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
|
function ZONE_RADIUS:Scan( ObjectCategories )
|
|
|
|
self.ScanData = {}
|
|
self.ScanData.Coalitions = {}
|
|
self.ScanData.Scenery = {}
|
|
self.ScanData.Units = {}
|
|
|
|
local ZoneCoord = self:GetCoordinate()
|
|
local ZoneRadius = self:GetRadius()
|
|
|
|
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
|
|
|
|
local SphereSearch = {
|
|
id = world.VolumeType.SPHERE,
|
|
params = {
|
|
point = ZoneCoord:GetVec3(),
|
|
radius = ZoneRadius,
|
|
}
|
|
}
|
|
|
|
local function EvaluateZone( ZoneObject )
|
|
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
|
|
if ZoneObject then
|
|
local ObjectCategory = ZoneObject:getCategory()
|
|
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or
|
|
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
|
|
local CoalitionDCSUnit = ZoneObject:getCoalition()
|
|
self.ScanData.Coalitions[CoalitionDCSUnit] = true
|
|
self.ScanData.Units[ZoneObject] = ZoneObject
|
|
self:F( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
|
end
|
|
if ObjectCategory == Object.Category.SCENERY then
|
|
local SceneryType = ZoneObject:getTypeName()
|
|
local SceneryName = ZoneObject:getName()
|
|
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
|
|
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
|
|
self:F( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone )
|
|
|
|
end
|
|
|
|
|
|
function ZONE_RADIUS:GetScannedUnits()
|
|
|
|
return self.ScanData.Units
|
|
end
|
|
|
|
|
|
function ZONE_RADIUS:CountScannedCoalitions()
|
|
|
|
local Count = 0
|
|
|
|
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
|
|
Count = Count + 1
|
|
end
|
|
return Count
|
|
end
|
|
|
|
|
|
--- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
|
|
-- Returns nil if there are none ot two Coalitions in the zone!
|
|
-- Returns one Coalition if there are only Units of one Coalition in the Zone.
|
|
-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone
|
|
-- @param #ZONE_RADIUS self
|
|
-- @return #table
|
|
function ZONE_RADIUS:GetScannedCoalition( Coalition )
|
|
|
|
if Coalition then
|
|
return self.ScanData.Coalitions[Coalition]
|
|
else
|
|
local Count = 0
|
|
local ReturnCoalition = nil
|
|
|
|
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
|
|
Count = Count + 1
|
|
ReturnCoalition = CoalitionID
|
|
end
|
|
|
|
if Count ~= 1 then
|
|
ReturnCoalition = nil
|
|
end
|
|
|
|
return ReturnCoalition
|
|
end
|
|
end
|
|
|
|
|
|
function ZONE_RADIUS:GetScannedSceneryType( SceneryType )
|
|
return self.ScanData.Scenery[SceneryType]
|
|
end
|
|
|
|
|
|
function ZONE_RADIUS:GetScannedScenery()
|
|
return self.ScanData.Scenery
|
|
end
|
|
|
|
|
|
--- Is All in Zone of Coalition?
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Coalition
|
|
-- @return #boolean
|
|
-- @usage
|
|
-- self.Zone:Scan()
|
|
-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
|
|
function ZONE_RADIUS:IsAllInZoneOfCoalition( Coalition )
|
|
|
|
--self:E( { Coalitions = self.Coalitions, Count = self:CountScannedCoalitions() } )
|
|
return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true
|
|
end
|
|
|
|
|
|
--- Is All in Zone of Other Coalition?
|
|
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
|
|
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Coalition
|
|
-- @return #boolean
|
|
-- @usage
|
|
-- self.Zone:Scan()
|
|
-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
|
|
function ZONE_RADIUS:IsAllInZoneOfOtherCoalition( Coalition )
|
|
|
|
--self:E( { Coalitions = self.Coalitions, Count = self:CountScannedCoalitions() } )
|
|
return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil
|
|
end
|
|
|
|
|
|
--- Is Some in Zone of Coalition?
|
|
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
|
|
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Coalition
|
|
-- @return #boolean
|
|
-- @usage
|
|
-- self.Zone:Scan()
|
|
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
|
function ZONE_RADIUS:IsSomeInZoneOfCoalition( Coalition )
|
|
|
|
return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true
|
|
end
|
|
|
|
|
|
--- Is None in Zone of Coalition?
|
|
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
|
|
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Coalition
|
|
-- @return #boolean
|
|
-- @usage
|
|
-- self.Zone:Scan()
|
|
-- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
|
function ZONE_RADIUS:IsNoneInZoneOfCoalition( Coalition )
|
|
|
|
return self:GetScannedCoalition( Coalition ) == nil
|
|
end
|
|
|
|
|
|
--- Is None in Zone?
|
|
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
|
|
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @return #boolean
|
|
-- @usage
|
|
-- self.Zone:Scan()
|
|
-- local IsEmpty = self.Zone:IsNoneInZone()
|
|
function ZONE_RADIUS:IsNoneInZone()
|
|
|
|
return self:CountScannedCoalitions() == 0
|
|
end
|
|
|
|
|
|
|
|
|
|
--- Searches the zone
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param ObjectCategories A list of categories, which are members of Object.Category
|
|
-- @param EvaluateFunction
|
|
function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
|
|
|
|
local SearchZoneResult = true
|
|
|
|
local ZoneCoord = self:GetCoordinate()
|
|
local ZoneRadius = self:GetRadius()
|
|
|
|
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
|
|
|
|
local SphereSearch = {
|
|
id = world.VolumeType.SPHERE,
|
|
params = {
|
|
point = ZoneCoord:GetVec3(),
|
|
radius = ZoneRadius / 2,
|
|
}
|
|
}
|
|
|
|
local function EvaluateZone( ZoneDCSUnit )
|
|
|
|
env.info( ZoneDCSUnit:getName() )
|
|
|
|
local ZoneUnit = UNIT:Find( ZoneDCSUnit )
|
|
|
|
return EvaluateFunction( ZoneUnit )
|
|
end
|
|
|
|
world.searchObjects( Object.Category.UNIT, SphereSearch, EvaluateZone )
|
|
|
|
end
|
|
|
|
--- Returns if a location is within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
|
|
-- @return #boolean true if the location is within the zone.
|
|
function ZONE_RADIUS:IsVec2InZone( Vec2 )
|
|
self:F2( Vec2 )
|
|
|
|
local ZoneVec2 = self:GetVec2()
|
|
|
|
if ZoneVec2 then
|
|
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Returns if a point is within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param Dcs.DCSTypes#Vec3 Vec3 The point to test.
|
|
-- @return #boolean true if the point is within the zone.
|
|
function ZONE_RADIUS:IsVec3InZone( Vec3 )
|
|
self:F2( Vec3 )
|
|
|
|
local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } )
|
|
|
|
return InZone
|
|
end
|
|
|
|
--- Returns a random Vec2 location within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
|
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
|
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
|
|
function ZONE_RADIUS:GetRandomVec2( inner, outer )
|
|
self:F( self.ZoneName, inner, outer )
|
|
|
|
local Point = {}
|
|
local Vec2 = self:GetVec2()
|
|
local _inner = inner or 0
|
|
local _outer = outer or self:GetRadius()
|
|
|
|
local angle = math.random() * math.pi * 2;
|
|
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
|
|
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
|
|
|
|
self:T( { Point } )
|
|
|
|
return Point
|
|
end
|
|
|
|
--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
|
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
|
-- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
|
|
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
|
|
self:F( self.ZoneName, inner, outer )
|
|
|
|
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) )
|
|
|
|
self:T3( { PointVec2 } )
|
|
|
|
return PointVec2
|
|
end
|
|
|
|
--- Returns Returns a random Vec3 location within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
|
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
|
-- @return Dcs.DCSTypes#Vec3 The random location within the zone.
|
|
function ZONE_RADIUS:GetRandomVec3( inner, outer )
|
|
self:F( self.ZoneName, inner, outer )
|
|
|
|
local Vec2 = self:GetRandomVec2( inner, outer )
|
|
|
|
self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } )
|
|
|
|
return { x = Vec2.x, y = self.y, z = Vec2.y }
|
|
end
|
|
|
|
|
|
--- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
|
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
|
-- @return Core.Point#POINT_VEC3 The @{Point#POINT_VEC3} object reflecting the random 3D location within the zone.
|
|
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
|
|
self:F( self.ZoneName, inner, outer )
|
|
|
|
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) )
|
|
|
|
self:T3( { PointVec3 } )
|
|
|
|
return PointVec3
|
|
end
|
|
|
|
|
|
--- Returns a @{Point#COORDINATE} object reflecting a random 3D location within the zone.
|
|
-- @param #ZONE_RADIUS self
|
|
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
|
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
|
-- @return Core.Point#COORDINATE
|
|
function ZONE_RADIUS:GetRandomCoordinate( inner, outer )
|
|
self:F( self.ZoneName, inner, outer )
|
|
|
|
local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() )
|
|
|
|
self:T3( { Coordinate = Coordinate } )
|
|
|
|
return Coordinate
|
|
end
|
|
|
|
|
|
|
|
--- @type ZONE
|
|
-- @extends #ZONE_RADIUS
|
|
|
|
|
|
--- # ZONE class, extends @{Zone#ZONE_RADIUS}
|
|
--
|
|
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
|
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
|
--
|
|
-- @field #ZONE
|
|
ZONE = {
|
|
ClassName="ZONE",
|
|
}
|
|
|
|
|
|
--- Constructor of ZONE, taking the zone name.
|
|
-- @param #ZONE self
|
|
-- @param #string ZoneName The name of the zone as defined within the mission editor.
|
|
-- @return #ZONE
|
|
function ZONE:New( ZoneName )
|
|
|
|
local Zone = trigger.misc.getZone( ZoneName )
|
|
|
|
if not Zone then
|
|
error( "Zone " .. ZoneName .. " does not exist." )
|
|
return nil
|
|
end
|
|
|
|
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.point.x, y = Zone.point.z }, Zone.radius ) )
|
|
self:F( ZoneName )
|
|
|
|
self.Zone = Zone
|
|
|
|
return self
|
|
end
|
|
|
|
--- Find a zone in the _DATABASE using the name of the zone.
|
|
-- @param #ZONE_BASE self
|
|
-- @param #string ZoneName The name of the zone.
|
|
-- @return #ZONE_BASE self
|
|
function ZONE:FindByName( ZoneName )
|
|
|
|
local ZoneFound = _DATABASE:FindZone( ZoneName )
|
|
return ZoneFound
|
|
end
|
|
|
|
|
|
|
|
--- @type ZONE_UNIT
|
|
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
|
-- @extends Core.Zone#ZONE_RADIUS
|
|
|
|
--- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
|
|
--
|
|
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
|
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
|
--
|
|
-- @field #ZONE_UNIT
|
|
ZONE_UNIT = {
|
|
ClassName="ZONE_UNIT",
|
|
}
|
|
|
|
--- Constructor to create a ZONE_UNIT instance, taking the zone name, a zone unit and a radius.
|
|
-- @param #ZONE_UNIT self
|
|
-- @param #string ZoneName Name of the zone.
|
|
-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
|
|
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
|
|
-- @return #ZONE_UNIT self
|
|
function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
|
|
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius ) )
|
|
self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
|
|
|
|
self.ZoneUNIT = ZoneUNIT
|
|
self.LastVec2 = ZoneUNIT:GetVec2()
|
|
|
|
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
|
|
_EVENTDISPATCHER:CreateEventNewZone( self )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Returns the current location of the @{Unit#UNIT}.
|
|
-- @param #ZONE_UNIT self
|
|
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Unit#UNIT}location.
|
|
function ZONE_UNIT:GetVec2()
|
|
self:F2( self.ZoneName )
|
|
|
|
local ZoneVec2 = self.ZoneUNIT:GetVec2()
|
|
if ZoneVec2 then
|
|
self.LastVec2 = ZoneVec2
|
|
return ZoneVec2
|
|
else
|
|
return self.LastVec2
|
|
end
|
|
|
|
self:T2( { ZoneVec2 } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns a random location within the zone.
|
|
-- @param #ZONE_UNIT self
|
|
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
|
|
function ZONE_UNIT:GetRandomVec2()
|
|
self:F( self.ZoneName )
|
|
|
|
local RandomVec2 = {}
|
|
local Vec2 = self.ZoneUNIT:GetVec2()
|
|
|
|
if not Vec2 then
|
|
Vec2 = self.LastVec2
|
|
end
|
|
|
|
local angle = math.random() * math.pi*2;
|
|
RandomVec2.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
|
|
RandomVec2.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
|
|
|
|
self:T( { RandomVec2 } )
|
|
|
|
return RandomVec2
|
|
end
|
|
|
|
--- Returns the @{DCSTypes#Vec3} of the ZONE_UNIT.
|
|
-- @param #ZONE_UNIT self
|
|
-- @param Dcs.DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
|
|
-- @return Dcs.DCSTypes#Vec3 The point of the zone.
|
|
function ZONE_UNIT:GetVec3( Height )
|
|
self:F2( self.ZoneName )
|
|
|
|
Height = Height or 0
|
|
|
|
local Vec2 = self:GetVec2()
|
|
|
|
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
|
|
|
|
self:T2( { Vec3 } )
|
|
|
|
return Vec3
|
|
end
|
|
|
|
--- @type ZONE_GROUP
|
|
-- @extends #ZONE_RADIUS
|
|
|
|
|
|
--- # ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
|
|
--
|
|
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
|
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
|
--
|
|
-- @field #ZONE_GROUP
|
|
ZONE_GROUP = {
|
|
ClassName="ZONE_GROUP",
|
|
}
|
|
|
|
--- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Group#GROUP} and a radius.
|
|
-- @param #ZONE_GROUP self
|
|
-- @param #string ZoneName Name of the zone.
|
|
-- @param Wrapper.Group#GROUP ZoneGROUP The @{Group} as the center of the zone.
|
|
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone.
|
|
-- @return #ZONE_GROUP self
|
|
function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
|
|
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius ) )
|
|
self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
|
|
|
|
self._.ZoneGROUP = ZoneGROUP
|
|
|
|
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
|
|
_EVENTDISPATCHER:CreateEventNewZone( self )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Returns the current location of the @{Group}.
|
|
-- @param #ZONE_GROUP self
|
|
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
|
|
function ZONE_GROUP:GetVec2()
|
|
self:F( self.ZoneName )
|
|
|
|
local ZoneVec2 = self._.ZoneGROUP:GetVec2()
|
|
|
|
self:T( { ZoneVec2 } )
|
|
|
|
return ZoneVec2
|
|
end
|
|
|
|
--- Returns a random location within the zone of the @{Group}.
|
|
-- @param #ZONE_GROUP self
|
|
-- @return Dcs.DCSTypes#Vec2 The random location of the zone based on the @{Group} location.
|
|
function ZONE_GROUP:GetRandomVec2()
|
|
self:F( self.ZoneName )
|
|
|
|
local Point = {}
|
|
local Vec2 = self._.ZoneGROUP:GetVec2()
|
|
|
|
local angle = math.random() * math.pi*2;
|
|
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
|
|
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
|
|
|
|
self:T( { Point } )
|
|
|
|
return Point
|
|
end
|
|
|
|
--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
|
|
-- @param #ZONE_GROUP self
|
|
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
|
|
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
|
|
-- @return Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
|
|
function ZONE_GROUP:GetRandomPointVec2( inner, outer )
|
|
self:F( self.ZoneName, inner, outer )
|
|
|
|
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
|
|
|
|
self:T3( { PointVec2 } )
|
|
|
|
return PointVec2
|
|
end
|
|
|
|
|
|
--- @type ZONE_POLYGON_BASE
|
|
-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
|
-- @extends #ZONE_BASE
|
|
|
|
|
|
--- # ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
|
|
--
|
|
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
|
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
|
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
|
--
|
|
-- ## Zone point randomization
|
|
--
|
|
-- Various functions exist to find random points within the zone.
|
|
--
|
|
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
|
|
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
|
|
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
|
--
|
|
-- @field #ZONE_POLYGON_BASE
|
|
ZONE_POLYGON_BASE = {
|
|
ClassName="ZONE_POLYGON_BASE",
|
|
}
|
|
|
|
--- A points array.
|
|
-- @type ZONE_POLYGON_BASE.ListVec2
|
|
-- @list <Dcs.DCSTypes#Vec2>
|
|
|
|
--- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCSTypes#Vec2}, forming a polygon.
|
|
-- The @{Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @param #string ZoneName Name of the zone.
|
|
-- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCSTypes#Vec2}, forming a polygon..
|
|
-- @return #ZONE_POLYGON_BASE self
|
|
function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
|
local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) )
|
|
self:F( { ZoneName, PointsArray } )
|
|
|
|
local i = 0
|
|
|
|
self._.Polygon = {}
|
|
|
|
for i = 1, #PointsArray do
|
|
self._.Polygon[i] = {}
|
|
self._.Polygon[i].x = PointsArray[i].x
|
|
self._.Polygon[i].y = PointsArray[i].y
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Returns the center location of the polygon.
|
|
-- @param #ZONE_GROUP self
|
|
-- @return Dcs.DCSTypes#Vec2 The location of the zone based on the @{Group} location.
|
|
function ZONE_POLYGON_BASE:GetVec2()
|
|
self:F( self.ZoneName )
|
|
|
|
local Bounds = self:GetBoundingSquare()
|
|
|
|
return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 }
|
|
end
|
|
|
|
--- Flush polygon coordinates as a table in DCS.log.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @return #ZONE_POLYGON_BASE self
|
|
function ZONE_POLYGON_BASE:Flush()
|
|
self:F2()
|
|
|
|
self:E( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Smokes the zone boundaries in a color.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @param #boolean UnBound If true, the tyres will be destroyed.
|
|
-- @return #ZONE_POLYGON_BASE self
|
|
function ZONE_POLYGON_BASE:BoundZone( UnBound )
|
|
|
|
local i
|
|
local j
|
|
local Segments = 10
|
|
|
|
i = 1
|
|
j = #self._.Polygon
|
|
|
|
while i <= #self._.Polygon do
|
|
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
|
|
|
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
|
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
|
|
|
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
|
|
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
|
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
|
local Tire = {
|
|
["country"] = "USA",
|
|
["category"] = "Fortifications",
|
|
["canCargo"] = false,
|
|
["shape_name"] = "H-tyre_B_WF",
|
|
["type"] = "Black_Tyre_WF",
|
|
["y"] = PointY,
|
|
["x"] = PointX,
|
|
["name"] = string.format( "%s-Tire #%0d", self:GetName(), ((i - 1) * Segments) + Segment ),
|
|
["heading"] = 0,
|
|
} -- end of ["group"]
|
|
|
|
local Group = coalition.addStaticObject( country.id.USA, Tire )
|
|
if UnBound and UnBound == true then
|
|
Group:destroy()
|
|
end
|
|
|
|
end
|
|
j = i
|
|
i = i + 1
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- Smokes the zone boundaries in a color.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
|
-- @return #ZONE_POLYGON_BASE self
|
|
function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
|
|
self:F2( SmokeColor )
|
|
|
|
local i
|
|
local j
|
|
local Segments = 10
|
|
|
|
i = 1
|
|
j = #self._.Polygon
|
|
|
|
while i <= #self._.Polygon do
|
|
self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
|
|
|
|
local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
|
|
local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
|
|
|
|
for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
|
|
local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
|
|
local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
|
|
POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
|
|
end
|
|
j = i
|
|
i = i + 1
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
|
|
--- Returns if a location is within the zone.
|
|
-- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @param Dcs.DCSTypes#Vec2 Vec2 The location to test.
|
|
-- @return #boolean true if the location is within the zone.
|
|
function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
|
|
self:F2( Vec2 )
|
|
|
|
local Next
|
|
local Prev
|
|
local InPolygon = false
|
|
|
|
Next = 1
|
|
Prev = #self._.Polygon
|
|
|
|
while Next <= #self._.Polygon do
|
|
self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } )
|
|
if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and
|
|
( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x )
|
|
) then
|
|
InPolygon = not InPolygon
|
|
end
|
|
self:T2( { InPolygon = InPolygon } )
|
|
Prev = Next
|
|
Next = Next + 1
|
|
end
|
|
|
|
self:T( { InPolygon = InPolygon } )
|
|
return InPolygon
|
|
end
|
|
|
|
--- Define a random @{DCSTypes#Vec2} within the zone.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinate.
|
|
function ZONE_POLYGON_BASE:GetRandomVec2()
|
|
self:F2()
|
|
|
|
--- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way...
|
|
local Vec2Found = false
|
|
local Vec2
|
|
local BS = self:GetBoundingSquare()
|
|
|
|
self:T2( BS )
|
|
|
|
while Vec2Found == false do
|
|
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
|
|
self:T2( Vec2 )
|
|
if self:IsVec2InZone( Vec2 ) then
|
|
Vec2Found = true
|
|
end
|
|
end
|
|
|
|
self:T2( Vec2 )
|
|
|
|
return Vec2
|
|
end
|
|
|
|
--- Return a @{Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @return @{Point#POINT_VEC2}
|
|
function ZONE_POLYGON_BASE:GetRandomPointVec2()
|
|
self:F2()
|
|
|
|
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
|
|
|
|
self:T2( PointVec2 )
|
|
|
|
return PointVec2
|
|
end
|
|
|
|
--- Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @return @{Point#POINT_VEC3}
|
|
function ZONE_POLYGON_BASE:GetRandomPointVec3()
|
|
self:F2()
|
|
|
|
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
|
|
|
|
self:T2( PointVec3 )
|
|
|
|
return PointVec3
|
|
end
|
|
|
|
|
|
--- Return a @{Point#COORDINATE} object representing a random 3D point at landheight within the zone.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @return Core.Point#COORDINATE
|
|
function ZONE_POLYGON_BASE:GetRandomCoordinate()
|
|
self:F2()
|
|
|
|
local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() )
|
|
|
|
self:T2( Coordinate )
|
|
|
|
return Coordinate
|
|
end
|
|
|
|
|
|
--- Get the bounding square the zone.
|
|
-- @param #ZONE_POLYGON_BASE self
|
|
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
|
|
function ZONE_POLYGON_BASE:GetBoundingSquare()
|
|
|
|
local x1 = self._.Polygon[1].x
|
|
local y1 = self._.Polygon[1].y
|
|
local x2 = self._.Polygon[1].x
|
|
local y2 = self._.Polygon[1].y
|
|
|
|
for i = 2, #self._.Polygon do
|
|
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
|
|
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
|
|
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
|
|
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
|
|
y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
|
|
|
|
end
|
|
|
|
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
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end
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--- @type ZONE_POLYGON
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-- @extends #ZONE_POLYGON_BASE
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--- # ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
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--
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-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
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-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- @field #ZONE_POLYGON
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ZONE_POLYGON = {
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ClassName="ZONE_POLYGON",
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}
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--- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Group#GROUP} defined within the Mission Editor.
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-- 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.
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-- @param Wrapper.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 )
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local GroupPoints = ZoneGroup:GetTaskRoute()
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local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) )
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self:F( { ZoneName, ZoneGroup, self._.Polygon } )
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return self
|
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end
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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.
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-- 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.
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-- @param #string GroupName The group name of the GROUP defining the waypoints within the Mission Editor to define the polygon shape.
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-- @return #ZONE_POLYGON self
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function ZONE_POLYGON:NewFromGroupName( GroupName )
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local ZoneGroup = GROUP:FindByName( GroupName )
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local GroupPoints = ZoneGroup:GetTaskRoute()
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local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( GroupName, GroupPoints ) )
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self:F( { GroupName, ZoneGroup, self._.Polygon } )
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return self
|
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end
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