2025-09-11 10:58:51 +02:00

634 lines
23 KiB
Lua

-- ====================================================================================
-- DCSEX.WORLD - FUNCTIONS RELATED TO THE GAME WORLD
-- ====================================================================================
-- DCSEx.world.collidesWithScenery(vec2, radius)
-- DCSEx.world.destroyGroupByID(groupID)
-- DCSEx.world.explodeUnit(unitID, amount)
-- DCSEx.world.getAllPlayers()
-- DCSEx.world.getAllSceneryBuildings(minHealth)
-- DCSEx.world.getAllUnits(coalitionID, unitCategory)
-- DCSEx.world.getClosestPointOnRoadsVec2(vec2)
-- DCSEx.world.getCoordinatesAsString(point, hideElevation)
-- DCSEx.world.getCurrentMarkerID()
-- DCSEx.world.getFirstPlayer(side)
-- DCSEx.world.getGroupByID(groupID)
-- DCSEx.world.getGroupCenter(group)
-- DCSEx.world.getMarkerByText(text, coalition)
-- DCSEx.world.getNextMarkerID()
-- DCSEx.world.getPlayersInAir(side)
-- DCSEx.world.getPlayersOnGround(side)
-- DCSEx.world.getSceneriesInZone(center, radius, minHealth)
-- DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius)
-- DCSEx.world.getStaticObjectByID(staticID)
-- DCSEx.world.getTerrainHeightDiff(coord, searchRadius)
-- DCSEx.world.getUnitByID(unitID)
-- DCSEx.world.getUnitsCenter(units)
-- DCSEx.world.isGroupAlive(g, unitsMustBeInAir)
-- DCSEx.world.setUnitLifePercent(unitID, life)
-- ====================================================================================
DCSEx.world = { }
do
-- TODO: get max marker already in use from envMission
local nextMarkerId = 1 -- Next map marker ID
-------------------------------------
-- Returns true if vec2 is less than radius meters away from any scenery object
-------------------------------------
-- @param vec2 A 2d point
-- @param radius A range, in meters
-- @return True if vec2 is closer than radius meters from any object, false otherwise
-------------------------------------
function DCSEx.world.collidesWithScenery(vec2, radius)
radius = radius or 8
local foundOne = false
local volS = {
id = world.VolumeType.SPHERE,
params = {
point = DCSEx.math.vec2ToVec3(vec2, "land"),
radius = radius
}
}
local ifFound = function(foundItem, val)
foundOne = true
return true
end
world.searchObjects(Object.Category.SCENERY, volS, ifFound)
return foundOne
end
-------------------------------------
-- Destroys a group
-------------------------------------
-- @param groupID ID of the group to destroy
-------------------------------------
function DCSEx.world.destroyGroupByID(groupID)
if not groupID then return end
local g = DCSEx.world.getGroupByID(groupID)
if g then g:destroy() end
end
-------------------------------------
-- Spawns an explosion where an unit is located
-------------------------------------
-- @param unitID ID of the unit
-- @param amount Intensity of the explosion
-------------------------------------
function DCSEx.world.explodeUnit(unitID, amount)
net.dostring_in("mission", string.format("a_explosion_unit(%d, %f)", unitID, amount))
end
-------------------------------------
-- Returns a table of all player-controlled units currently in the game
-------------------------------------
-- @return A table of unit objects
-------------------------------------
function DCSEx.world.getAllPlayers()
local players = {}
for coalitionID=0,2 do
local coalPlayers = coalition.getPlayers(coalitionID)
for _,p in pairs(coalPlayers) do
table.insert(players, p)
end
end
return players
end
-------------------------------------
-- Returns a table of all map scenery buildings.
-- This function is rather CPU-heavy, better run it once on mission start and store the results in a table.
-------------------------------------
-- @param minHealth Minimum health a building must have to be included in the table
-- @return A table of scenery objects
-------------------------------------
function DCSEx.world.getAllSceneryBuildings(minHealth)
minHealth = minHealth or 0
local sceneries = {}
local scenerySearchvolume = {
id = world.VolumeType.SPHERE,
params = { point = { x = env.mission.map.centerX, y = 0, z = env.mission.map.centerY }, radius = 10000000 }
}
local function ifSceneryFound(foundScenery, val)
local desc = foundScenery:getDesc()
if desc and desc.attributes and desc.attributes.Buildings then
if desc.life >= minHealth then
table.insert(sceneries, foundScenery)
end
end
return true
end
world.searchObjects(Object.Category.SCENERY, scenerySearchvolume, ifSceneryFound)
return sceneries
end
-------------------------------------
-- Returns all units belonging to a given category
-------------------------------------
-- @param coalitionID Coalition ID (coalition.side.XXX) or nil to search all coalitions
-- @param unitCategory An unit category (Group.Category.XXX)
-- @return A table of unit tables
-------------------------------------
function DCSEx.world.getAllUnits(coalitionID, unitCategory)
local units = {}
local searchedCoalitions = { 0, 1, 2 }
if coalitionID then searchedCoalitions = { coalitionID } end
for _,c in pairs(searchedCoalitions) do -- Enumerate coalitions
for _, g in pairs(coalition.getGroups(c, unitCategory)) do
for __, u in pairs(g:getUnits()) do
table.insert(units, u)
end
end
end
return units
end
-------------------------------------
-- Returns the closest point to roads as a vec2.
-- An alternative to ED's zany land.getClosestPointOnRoads which returns two integers (!!???)
-------------------------------------
-- @param vec2 Coordinates to look for
-- @return A vec2 with the closest point on roads
-------------------------------------
function DCSEx.world.getClosestPointOnRoadsVec2(vec2)
local roadX, roadY = land.getClosestPointOnRoads("roads", vec2.x, vec2.y)
return {x = roadX, y = roadY}
end
-------------------------------------
-- Returns the LL/MGRS coordinates of a point, as a string
-- Based on code by Bushmanni - https://forums.eagle.ru/showthread.php?t=99480
-------------------------------------
-- @param point The point, as a vec2 or vec3
-- @param hideElevation (optional) Show elevation NOT be displayed? Default: false
-- @return A string
-------------------------------------
function DCSEx.world.getCoordinatesAsString(point, hideElevation)
hideElevation = hideElevation or false
if not point.z then point = DCSEx.math.vec2ToVec3(point, "land") end
local cooString = ""
local LLposN, LLposE, alt = coord.LOtoLL(point)
local LLposfixN, LLposdegN = math.modf(LLposN)
LLposdegN = LLposdegN * 60
local LLposdegN2, LLposdegN3 = math.modf(LLposdegN)
local LLposdegN3Decimal = LLposdegN3 * 1000
LLposdegN3 = LLposdegN3 * 60
local LLposfixE, LLposdegE = math.modf(LLposE)
LLposdegE = LLposdegE * 60
local LLposdegE2, LLposdegE3 = math.modf(LLposdegE)
local LLposdegE3Decimal = LLposdegE3 * 1000
LLposdegE3 = LLposdegE3 * 60
local LLns = "N"
if LLposfixN < 0 then
LLns = "S"
end
local LLew = "E"
if LLposfixE < 0 then
LLew = "W"
end
local LLposNstring = LLns .. " " .. string.format("%.2i°%.2i'%.2i''", LLposfixN, LLposdegN2, LLposdegN3)
local LLposEstring = LLew .. " " .. string.format("%.3i°%.2i'%.2i''", LLposfixE, LLposdegE2, LLposdegE3)
cooString = "L/L: " .. LLposNstring .. " " .. LLposEstring
local LLposNstring = LLns .. " " .. string.format("%.2i°%.2i.%.3i", LLposfixN, LLposdegN2, LLposdegN3Decimal)
local LLposEstring = LLew .. " " .. string.format("%.3i°%.2i.%.3i", LLposfixE, LLposdegE2, LLposdegE3Decimal)
cooString = cooString .. "\nL/L: " .. LLposNstring .. " " .. LLposEstring
local mgrs = coord.LLtoMGRS(LLposN, LLposE)
local mgrsString =
mgrs.MGRSDigraph .. " " .. mgrs.UTMZone .. " " .. tostring(mgrs.Easting) .. " " .. tostring(mgrs.Northing)
cooString = cooString .. "\nMGRS: " .. mgrsString
if not hideElevation then
cooString = cooString .. "\nELEVATION: " .. math.floor(alt * 3.281) .. "ft / " .. math.floor(alt) .. " meters"
end
return cooString
end
-------------------------------------
-- Returns the last map marker ID generated by DCSEx.world.getNextMarkerID(), if any
-------------------------------------
-- @return A numeric ID, or nil
-------------------------------------
function DCSEx.world.getCurrentMarkerID()
if nextMarkerId == 1 then return nil end
return nextMarkerId - 1
end
-------------------------------------
-- Returns the first player found
-------------------------------------
-- @param side The coalition the player must belong to, or nil to search for any player
-- @return A player unit object, or nil if no player was found
-------------------------------------
function DCSEx.world.getFirstPlayer(side)
local players = {}
if side then
players = coalition.getPlayers(side)
else
players = DCSEx.world.getAllPlayers()
end
if not players or #players == 0 then return nil end
return players[1]
end
-------------------------------------
-- Searches and return a group by its ID
-------------------------------------
-- @param groupID ID of the group
-- @return A group table, or nil if no group with this ID was found
-------------------------------------
function DCSEx.world.getGroupByID(groupID)
for coalitionID = 1, 2 do
for _, grp in pairs(coalition.getGroups(coalitionID)) do
if DCSEx.dcs.getGroupIDAsNumber(grp) == groupID then
return grp
end
end
end
return nil
end
-------------------------------------
-- Searches and return a map marker by its text (case-insensitive)
-------------------------------------
-- @param text Text to look for (case insensitive)
-- @param coalition Coalition the marker must belong to, or nil to search all coalitions
-- @return A map marker table, or nil if no marker was found
-------------------------------------
function DCSEx.world.getMarkerByText(text, coalition)
if not text then return nil end
text = text:lower()
local markers = world.getMarkPanels()
for _,m in ipairs(markers) do
local markerText = m.text or ""
markerText = markerText:lower()
if markerText == text then
if not coalition or m.coalition == coalition then
return m
end
end
end
return nil
end
-------------------------------------
-- Returns a new unique map marker ID
-------------------------------------
-- @return A numeric ID
-------------------------------------
function DCSEx.world.getNextMarkerID()
nextMarkerId = nextMarkerId + 1
return nextMarkerId - 1
end
-------------------------------------
-- Returns a table of all player units currently in the air (not on ramp/ground/runway)
-------------------------------------
-- @param side Coalition the players must belong to, or nil to search all coalitions
-- @return A table of player objects
-------------------------------------
function DCSEx.world.getPlayersInAir(side)
local players = {}
if side then
players = coalition.getPlayers(side)
else
players = DCSEx.world.getAllPlayers()
end
local playersInAir = {}
for _,p in ipairs(players) do
if p:inAir() then
table.insert(playersInAir, p)
end
end
return playersInAir
end
-------------------------------------
-- Returns a table of all player units currently NOT in the air (on ramp/ground/runway)
-------------------------------------
-- @param side Coalition the players must belong to, or nil to search all coalitions
-- @return A table of player objects
-------------------------------------
function DCSEx.world.getPlayersOnGround(side)
local players = {}
if side then
players = coalition.getPlayers(side)
else
players = DCSEx.world.getAllPlayers()
end
local playersOnGround = {}
for _,p in ipairs(players) do
if not p:inAir() then
table.insert(playersOnGround, p)
end
end
return playersOnGround
end
-------------------------------------
-- Returns a valid spawn point for a ground unit (not stuck in trees, buildings...) or a naval unit
-------------------------------------
-- @param zone Trigger zone in which to look for a spawn point
-- @param surface Type of surface (land.SurfaceType enum) to look for, or any to return any point (good for air units)
-- @param safeRadius Saferadius in meters from any obstacle (default: 100)
-- @return A 2D point, or nil if none was found
-------------------------------------
function DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius)
safeRadius = safeRadius or 100
-- Only two surface types are really useful to us: land and water
if surfaceType == land.SurfaceType.SHALLOW_WATER then
surfaceType = land.SurfaceType.WATER
elseif surfaceType == land.SurfaceType.ROAD or surfaceType == land.SurfaceType.RUNWAY then
surfaceType = land.SurfaceType.LAND
end
local loopsLeft = 512
while loopsLeft > 0 do
local basePoint = DCSEx.zones.getRandomPointInside(zone)
if not surfaceType then -- Nil surfaceType means: any point is fine
return basePoint
end
if surfaceType == land.SurfaceType.WATER then
if basePoint and land.getSurfaceType(basePoint) == land.SurfaceType.WATER then
return basePoint
end
else
if safeRadius <= 0 then
return basePoint
end
basePoint = DCSEx.math.vec2ToVec3(basePoint, "land")
local spawnPoints = Disposition.getSimpleZones(basePoint, math.max(1852, safeRadius * 5), safeRadius, 1)
if #spawnPoints > 0 and land.getSurfaceType(spawnPoints[1]) == land.SurfaceType.LAND then
return spawnPoints[1]
end
end
loopsLeft = loopsLeft - 1
end
return nil
end
-------------------------------------
-- Returns a table of all scenery objects in a given radius
-------------------------------------
-- @param center 2D point on which to center object search
-- @param radius Radius (in meters) around the center in which to search
-- @param minHealth Minimum health for a scenery object to be valid. Allow filtering of small objects like bollards (default: 0)
-- @return A table of scenery objects
-------------------------------------
function DCSEx.world.getSceneriesInZone(center, radius, minHealth)
minHealth = minHealth or 0
local sceneries = {}
local scenerySearchvolume = {
id = world.VolumeType.SPHERE,
params = { point = DCSEx.math.vec2ToVec3(center, "land"), radius = radius }
}
local function ifSceneryFound(foundScenery, val)
local desc = foundScenery:getDesc()
if desc and desc.attributes and desc.attributes.Buildings then
if desc.life >= minHealth then
table.insert(sceneries, foundScenery)
end
end
return true
end
world.searchObjects(Object.Category.SCENERY, scenerySearchvolume, ifSceneryFound)
return sceneries
end
-------------------------------------
-- Returns the maximum height difference in a given radius around a point
-------------------------------------
-- @param coord 2D point in which to search
-- @param searchRadius Radius in meters
-- @return A numeric value, in meters
-------------------------------------
function DCSEx.world.getTerrainHeightDiff(coord, searchRadius)
local samples = {}
searchRadius = searchRadius or 5
samples[#samples + 1] = land.getHeight(coord)
for i = 0, 360, 30 do
samples[#samples + 1] = land.getHeight({x = (coord.x + (math.sin(math.rad(i))*searchRadius)), y = (coord.y + (math.cos(math.rad(i))*searchRadius))})
if searchRadius >= 20 then -- if search radius is sorta large, take a sample halfway between center and outer edge
samples[#samples + 1] = land.getHeight({x = (coord.x + (math.sin(math.rad(i))*(searchRadius/2))), y = (coord.y + (math.cos(math.rad(i))*(searchRadius/2)))})
end
end
local tMax, tMin = 0, 1000000
for _, height in pairs(samples) do
if height > tMax then
tMax = height
end
if height < tMin then
tMin = height
end
end
return tMax - tMin
end
-------------------------------------
-- Returns the 2D center of unit group
-------------------------------------
-- @param group A group of unit
-- @return The 2D point center of all units' positions or 0,0 if no units were found
-------------------------------------
function DCSEx.world.getGroupCenter(group)
return DCSEx.world.getUnitsCenter(group:getUnits())
end
-------------------------------------
-- Searches and return a coalition static object by its ID
-------------------------------------
-- @param unitID ID of the static object
-- @return An static object, or nil if no unit with this ID was found
-------------------------------------
function DCSEx.world.getStaticObjectByID(staticID)
for coalitionID = 1,2 do
for _,s in pairs(coalition.getStaticObjects(coalitionID)) do
if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then
return s
end
end
end
return nil
end
-------------------------------------
-- Searches and returns an unit by its ID
-------------------------------------
-- @param unitID ID of the unit
-- @return An unit, or nil if no unit with this ID was found
-------------------------------------
function DCSEx.world.getUnitByID(unitID)
for coalitionID = 1, 2 do
for _, g in pairs(coalition.getGroups(coalitionID)) do
local units = g:getUnits()
for _, u in pairs(units) do
if DCSEx.dcs.getObjectIDAsNumber(u) == unitID then
return u
end
end
end
end
return nil
end
-------------------------------------
-- Returns the 2D center of a number of units
-------------------------------------
-- @param units A table of units
-- @return The 2D point center of all units' positions or 0,0 if no units were found
-------------------------------------
function DCSEx.world.getUnitsCenter(units)
if not units or #units == 0 then return { x = 0, y = 0 } end
local center = { x = 0, y = 0 }
for _,u in pairs(units) do
local uPt2 = DCSEx.math.vec3ToVec2(u:getPoint())
center.x = center.x + uPt2.x
center.y = center.y + uPt2.y
end
center.x = center.x / #units
center.y = center.y / #units
return center
end
-------------------------------------
-- Returns true if a group exists and any of its units are alive, false otherwise
-------------------------------------
-- @param g A group
-- @param unitsMustBeInAir Are units on the ground ignored? (default: false)
-- @return True if a group exists and any of its units are alive, false otherwise
-------------------------------------
function DCSEx.world.isGroupAlive(g, unitsMustBeInAir)
if not g then return false end
if not g:isExist() then return false end
if g:getSize() == 0 then return false end
unitsMustBeInAir = unitsMustBeInAir or false
local atLeastOneActiveUnit = false
local units = g:getUnits()
if not units or #units == 0 then return false end
for _,u in pairs(units) do
if u:isExist() and u:getLife() > 0 then
if u:inAir() or not unitsMustBeInAir then
atLeastOneActiveUnit = true
end
end
end
return atLeastOneActiveUnit
end
-------------------------------------
-- Sets the health of an unit
-------------------------------------
-- @param unitID ID of the unit
-- @param life Life percentage
-------------------------------------
function DCSEx.world.setUnitLifePercent(unitID, life)
net.dostring_in("mission", string.format("a_unit_set_life_percentage(%d, %f)", unitID, life))
end
-- function DCSEx.world.destroySceneryInZone(zone, destructionPercent)
-- destructionPercent = destructionPercent or 0
-- net.dostring_in("mission", string.format("a_scenery_destruction_zone(%d, %f)", zone.zoneId, destructionPercent))
-- end
-- function DCSEx.world.highlightUnit(unitID, enabled)
-- if enabled then
-- enabled = "true"
-- else
-- enabled = "false"
-- end
-- net.dostring_in("mission", string.format("a_unit_highlight(%d, %s)", unitID, enabled))
-- end
-- function DCSEx.world.shellingZone(zone, tnt, shellsCount)
-- net.dostring_in("mission", string.format("a_shelling_zone(%d, %f, %d)", zone.zoneId, tnt, shellsCount))
-- end
-- function DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery, territorySide, expandSearch)
-- expandSearch = expandSearch or true
-- for _=0,16 do
-- for _=0,16 do
-- local spawnPoint = nil
-- spawnPoint = DCSEx.math.randomPointInCircle(
-- vec2,
-- DCSEx.converter.nmToMeters(maxRadius),
-- DCSEx.converter.nmToMeters(minRadius),
-- surfaceType)
-- if spawnPoint and radiusWithoutScenery then
-- if DCSEx.world.collidesWithScenery(spawnPoint, radiusWithoutScenery) then
-- spawnPoint = nil
-- end
-- end
-- if spawnPoint and territorySide then
-- if scramble.territories.getOwner(spawnPoint) ~= territorySide then
-- spawnPoint = nil
-- end
-- end
-- if spawnPoint then return spawnPoint end
-- end
-- if not expandSearch then return nil end
-- minRadius = minRadius * 0.9
-- maxRadius = maxRadius * 1.2
-- end
-- return nil
-- end
end