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https://github.com/akaAgar/the-universal-mission-for-dcs-world.git
synced 2025-11-25 19:31:01 +00:00
Cleaned up and added comments
This commit is contained in:
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8e7dc3ba7a
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25ba1ccd2e
@ -2,19 +2,25 @@
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-- DCSEX.WORLD - FUNCTIONS RELATED TO THE GAME WORLD
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-- ====================================================================================
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-- DCSEx.world.collidesWithScenery(vec2, radius)
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-- DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery)
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-- DCSEx.world.destroyGroupByID(groupID)
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-- DCSEx.world.explodeUnit(unitID, amount)
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-- DCSEx.world.getAllPlayers()
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-- DCSEx.world.getAllSceneryBuildings(minHealth)
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-- DCSEx.world.getAllUnits(unitCategory)
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-- DCSEx.world.getAllUnits(coalitionID, unitCategory)
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-- DCSEx.world.getClosestPointOnRoadsVec2(vec2)
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-- DCSEx.world.getCoordinatesAsString(point)
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-- DCSEx.world.getCoordinatesAsString(point, hideElevation)
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-- DCSEx.world.getCurrentMarkerID()
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-- DCSEx.world.getGroupByID(groupID)
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-- DCSEx.world.getGroupCenter(group)
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-- DCSEx.world.getMarkerByText(text, coalition)
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-- DCSEx.world.getNextMarkerID()
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-- DCSEx.world.getPlayersInAir(side)
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-- DCSEx.world.getSceneriesInZone(center, radius, minHealth)
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-- DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius)
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-- DCSEx.world.getStaticObjectByID(staticID)
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-- DCSEx.world.getTerrainHeightDiff(coord, searchRadius)
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-- DCSEx.world.getUnitByID(unitID)
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-- DCSEx.world.getUnitsCenter(units)
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-- DCSEx.world.isGroupAlive(g, unitsMustBeInAir)
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-- DCSEx.world.setUnitLifePercent(unitID, life)
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-- ====================================================================================
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@ -25,9 +31,16 @@ do
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-- TODO: get max marker already in use from envMission
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local nextMarkerId = 1 -- Next map marker ID
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-------------------------------------
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-- Returns true if vec2 is less than radius meters away from any scenery object
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-------------------------------------
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-- @param vec2 A 2d point
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-- @param radius A range, in meters
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-- @return True if vec2 is closer than radius meters from any object, false otherwise
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-------------------------------------
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function DCSEx.world.collidesWithScenery(vec2, radius)
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local foundOne = false
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radius = radius or 8
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local foundOne = false
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local volS = {
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id = world.VolumeType.SPHERE,
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@ -47,46 +60,30 @@ do
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return foundOne
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end
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-- function DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery, territorySide, expandSearch)
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-- expandSearch = expandSearch or true
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-------------------------------------
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-- Destroys a group
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-------------------------------------
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-- @param groupID ID of the group to destroy
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-------------------------------------
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function DCSEx.world.destroyGroupByID(groupID)
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if not groupID then return end
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local g = DCSEx.world.getGroupByID(groupID)
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if g then g:destroy() end
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end
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-- for _=0,16 do
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-- for _=0,16 do
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-- local spawnPoint = nil
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-------------------------------------
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-- Spawns an explosion where an unit is located
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-------------------------------------
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-- @param unitID ID of the unit
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-- @param amount Intensity of the explosion
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-------------------------------------
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function DCSEx.world.explodeUnit(unitID, amount)
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net.dostring_in("mission", string.format("a_explosion_unit(%d, %f)", unitID, amount))
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end
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-- spawnPoint = DCSEx.math.randomPointInCircle(
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-- vec2,
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-- DCSEx.converter.nmToMeters(maxRadius),
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-- DCSEx.converter.nmToMeters(minRadius),
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-- surfaceType)
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-- if spawnPoint and radiusWithoutScenery then
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-- if DCSEx.world.collidesWithScenery(spawnPoint, radiusWithoutScenery) then
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-- spawnPoint = nil
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-- end
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-- end
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-- if spawnPoint and territorySide then
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-- if scramble.territories.getOwner(spawnPoint) ~= territorySide then
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-- spawnPoint = nil
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-- end
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-- end
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-- if spawnPoint then return spawnPoint end
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-- end
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-- if not expandSearch then return nil end
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-- minRadius = minRadius * 0.9
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-- maxRadius = maxRadius * 1.2
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-- end
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-- return nil
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-- end
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-------------------------------------
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-- Returns a table of all player-controlled units currently in the game
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-------------------------------------
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-- @return A table of unit objects
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-------------------------------------
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function DCSEx.world.getAllPlayers()
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@ -104,7 +101,8 @@ do
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-------------------------------------
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-- Returns a table of all map scenery buildings.
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-- This function is rather CPU-consuming, better run it once on mission start and store the result in table.
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-- This function is rather CPU-heavy, better run it once on mission start and store the results in a table.
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-------------------------------------
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-- @param minHealth Minimum health a building must have to be included in the table
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-- @return A table of scenery objects
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-------------------------------------
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@ -134,6 +132,7 @@ do
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-------------------------------------
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-- Returns all units belonging to a given category
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-------------------------------------
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-- @param coalitionID Coalition ID (coalition.side.XXX) or nil to search all coalitions
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-- @param unitCategory An unit category (Group.Category.XXX)
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-- @return A table of unit tables
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@ -156,7 +155,9 @@ do
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end
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-------------------------------------
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-- Returns the closest point to roads as a vec2
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-- Returns the closest point to roads as a vec2.
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-- An alternative to ED's zany land.getClosestPointOnRoads which returns two integers (!!???)
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-------------------------------------
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-- @param vec2 Coordinates to look for
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-- @return A vec2 with the closest point on roads
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-------------------------------------
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@ -168,6 +169,7 @@ do
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-------------------------------------
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-- Returns the LL/MGRS coordinates of a point, as a string
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-- Based on code by Bushmanni - https://forums.eagle.ru/showthread.php?t=99480
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-------------------------------------
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-- @param point The point, as a vec2 or vec3
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-- @param hideElevation (optional) Show elevation NOT be displayed? Default: false
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-- @return A string
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@ -222,6 +224,7 @@ do
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-------------------------------------
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-- Returns the last map marker ID generated by DCSEx.world.getNextMarkerID(), if any
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-------------------------------------
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-- @return A numeric ID, or nil
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-------------------------------------
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function DCSEx.world.getCurrentMarkerID()
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@ -231,6 +234,7 @@ do
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-------------------------------------
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-- Searches and return a group by its ID
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-------------------------------------
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-- @param groupID ID of the group
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-- @return A group table, or nil if no group with this ID was found
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-------------------------------------
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@ -246,7 +250,13 @@ do
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return nil
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end
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-- TODO: description
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-------------------------------------
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-- Searches and return a map marker by its text (case-insensitive)
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-------------------------------------
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-- @param text Text to look for (case insensitive)
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-- @param coalition Coalition the marker must belong to, or nil to search all coalitions
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-- @return A map marker table, or nil if no marker was found
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-------------------------------------
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function DCSEx.world.getMarkerByText(text, coalition)
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if not text then return nil end
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text = text:lower()
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@ -256,7 +266,7 @@ do
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local markerText = m.text or ""
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markerText = markerText:lower()
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if markerText == text then
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if coalition == nil or m.coalition == coalition then
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if not coalition or m.coalition == coalition then
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return m
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end
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end
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@ -266,7 +276,8 @@ do
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end
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-------------------------------------
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-- Returns a new, unique, map marker ID
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-- Returns a new unique map marker ID
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-------------------------------------
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-- @return A numeric ID
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-------------------------------------
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function DCSEx.world.getNextMarkerID()
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@ -274,7 +285,12 @@ do
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return nextMarkerId - 1
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end
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-- TODO: description, file header
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-------------------------------------
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-- Returns a table of all player units currently in the air (not on ramp/ground/runway)
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-------------------------------------
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-- @param side Coalition the players must belong to, or nil to search all coalitions
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-- @return A table of player objects
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-------------------------------------
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function DCSEx.world.getPlayersInAir(side)
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local players = {}
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if side then
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@ -293,7 +309,14 @@ do
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return playersInAir
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end
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-- TODO: description, file header
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-------------------------------------
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-- Returns a valid spawn point for a ground unit (not stuck in trees, buildings...) or a naval unit
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-------------------------------------
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-- @param zone Trigger zone in which to look for a spawn point
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-- @param surface Type of surface (land.SurfaceType enum) to look for, or any to return any point (good for air units)
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-- @param safeRadius Saferadius in meters from any obstacle (default: 100)
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-- @return A 2D point, or nil if none was found
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-------------------------------------
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function DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius)
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safeRadius = safeRadius or 100
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@ -336,7 +359,14 @@ do
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return nil
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end
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-- TODO: description
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-------------------------------------
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-- Returns a table of all scenery objects in a given radius
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-------------------------------------
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-- @param center 2D point on which to center object search
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-- @param radius Radius (in meters) around the center in which to search
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-- @param minHealth Minimum health for a scenery object to be valid. Allow filtering of small objects like bollards (default: 0)
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-- @return A table of scenery objects
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-------------------------------------
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function DCSEx.world.getSceneriesInZone(center, radius, minHealth)
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minHealth = minHealth or 0
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local sceneries = {}
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@ -362,23 +392,12 @@ do
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end
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-------------------------------------
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-- Searches and return a static object by its ID
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-- @param staticID ID of the static object
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-- @return An unit, or nil if no static object with this ID was found
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-- Returns the maximum height difference in a given radius around a point
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-------------------------------------
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-- @param coord 2D point in which to search
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-- @param searchRadius Radius in meters
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-- @return A numeric value, in meters
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-------------------------------------
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function DCSEx.world.getStaticObjectByID(staticID)
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for coalitionID = 1, 2 do
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for _, s in pairs(coalition.getStaticObjects(coalitionID)) do
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if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then
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return s
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end
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end
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end
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return nil
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end
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-- TODO: description, update file header
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function DCSEx.world.getTerrainHeightDiff(coord, searchRadius)
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local samples = {}
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searchRadius = searchRadius or 5
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@ -403,30 +422,37 @@ do
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return tMax - tMin
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end
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-- TODO: description, update file header
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-------------------------------------
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-- Returns the 2D center of unit group
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-------------------------------------
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-- @param group A group of unit
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-- @return The 2D point center of all units' positions or 0,0 if no units were found
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-------------------------------------
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function DCSEx.world.getGroupCenter(group)
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return DCSEx.world.getUnitsCenter(group:getUnits())
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end
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-- TODO: description, update file header
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function DCSEx.world.getUnitsCenter(units)
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if not units or #units == 0 then return { x = 0, y = 0 } end
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local center = { x = 0, y = 0 }
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for _,u in pairs(units) do
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local uPt2 = DCSEx.math.vec3ToVec2(u:getPoint())
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center.x = center.x + uPt2.x
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center.y = center.y + uPt2.y
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-------------------------------------
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-- Searches and return a coalition static object by its ID
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-------------------------------------
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-- @param unitID ID of the static object
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-- @return An static object, or nil if no unit with this ID was found
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-------------------------------------
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function DCSEx.world.getStaticObjectByID(staticID)
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for coalitionID = 1,2 do
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for _,s in pairs(coalition.getStaticObjects(coalitionID)) do
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if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then
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return s
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end
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end
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end
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center.x = center.x / #units
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center.y = center.y / #units
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return center
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return nil
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end
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-------------------------------------
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-- Searches and return an unit by its ID
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-- Searches and returns an unit by its ID
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-------------------------------------
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-- @param unitID ID of the unit
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-- @return An unit, or nil if no unit with this ID was found
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-------------------------------------
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@ -446,23 +472,34 @@ do
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end
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-------------------------------------
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-- Searches and return a coalition static object by its ID
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-- @param unitID ID of the static object
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-- @return An static object, or nil if no unit with this ID was found
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-- Returns the 2D center of a number of units
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-------------------------------------
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function DCSEx.world.getStaticObjectByID(staticID)
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for coalitionID = 1,2 do
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for _,s in pairs(coalition.getStaticObjects(coalitionID)) do
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if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then
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return s
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end
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end
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-- @param units A table of units
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-- @return The 2D point center of all units' positions or 0,0 if no units were found
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-------------------------------------
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function DCSEx.world.getUnitsCenter(units)
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if not units or #units == 0 then return { x = 0, y = 0 } end
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local center = { x = 0, y = 0 }
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for _,u in pairs(units) do
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local uPt2 = DCSEx.math.vec3ToVec2(u:getPoint())
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center.x = center.x + uPt2.x
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center.y = center.y + uPt2.y
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end
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return nil
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center.x = center.x / #units
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center.y = center.y / #units
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return center
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end
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-- TODO: description
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-------------------------------------
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-- Returns true if a group exists and any of its units are alive, false otherwise
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-------------------------------------
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-- @param g A group
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-- @param unitsMustBeInAir Are units on the ground ignored? (default: false)
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-- @return True if a group exists and any of its units are alive, false otherwise
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-------------------------------------
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function DCSEx.world.isGroupAlive(g, unitsMustBeInAir)
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if not g then return false end
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if not g:isExist() then return false end
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@ -484,22 +521,16 @@ do
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return atLeastOneActiveUnit
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end
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-- TODO: description & file header
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-------------------------------------
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-- Sets the health of an unit
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-------------------------------------
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-- @param unitID ID of the unit
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-- @param life Life percentage
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-------------------------------------
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function DCSEx.world.setUnitLifePercent(unitID, life)
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net.dostring_in("mission", string.format("a_unit_set_life_percentage(%d, %f)", unitID, life))
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end
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-- TODO: description & file header
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function DCSEx.world.explodeUnit(unitID, amount)
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net.dostring_in("mission", string.format("a_explosion_unit(%d, %f)", unitID, amount))
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end
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function DCSEx.world.destroyGroupByID(groupID)
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if not groupID then return end
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local g = DCSEx.world.getGroupByID(groupID)
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if g then g:destroy() end
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end
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-- function DCSEx.world.destroySceneryInZone(zone, destructionPercent)
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-- destructionPercent = destructionPercent or 0
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-- net.dostring_in("mission", string.format("a_scenery_destruction_zone(%d, %f)", zone.zoneId, destructionPercent))
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@ -518,4 +549,41 @@ do
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-- function DCSEx.world.shellingZone(zone, tnt, shellsCount)
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-- net.dostring_in("mission", string.format("a_shelling_zone(%d, %f, %d)", zone.zoneId, tnt, shellsCount))
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-- end
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-- function DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery, territorySide, expandSearch)
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-- expandSearch = expandSearch or true
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-- for _=0,16 do
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-- for _=0,16 do
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-- local spawnPoint = nil
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-- spawnPoint = DCSEx.math.randomPointInCircle(
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-- vec2,
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-- DCSEx.converter.nmToMeters(maxRadius),
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-- DCSEx.converter.nmToMeters(minRadius),
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-- surfaceType)
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-- if spawnPoint and radiusWithoutScenery then
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-- if DCSEx.world.collidesWithScenery(spawnPoint, radiusWithoutScenery) then
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-- spawnPoint = nil
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-- end
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-- end
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-- if spawnPoint and territorySide then
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-- if scramble.territories.getOwner(spawnPoint) ~= territorySide then
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-- spawnPoint = nil
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-- end
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-- end
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-- if spawnPoint then return spawnPoint end
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-- end
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-- if not expandSearch then return nil end
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-- minRadius = minRadius * 0.9
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-- maxRadius = maxRadius * 1.2
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-- end
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-- return nil
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-- end
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end
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