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https://github.com/FlightControl-Master/MOOSE.git
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11 Commits
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6058160160 | ||
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479dfc28b9 | ||
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b28e66fe6d | ||
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8392788cdb | ||
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1965e24860 | ||
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55242edbde | ||
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2c5d9f043e | ||
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2b2acbe244 | ||
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7d4e103660 | ||
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faccee88e7 |
@@ -157,8 +157,6 @@ ASTAR = {
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-- @field #number surfacetype Surface type.
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-- @field #table valid Cached valid/invalid nodes.
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-- @field #table cost Cached cost.
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-- @field Core.Pathline#PATHLINE pathline Pathline that node is part of.
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-- @field Core.Pathline#PATHLINE.Point pathpoint Pathline point.
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--- ASTAR infinity.
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-- @field #number INF
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@@ -166,7 +164,7 @@ ASTAR.INF=1/0
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--- ASTAR class version.
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-- @field #string version
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ASTAR.version="0.5.0"
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ASTAR.version="0.4.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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@@ -174,7 +172,6 @@ ASTAR.version="0.5.0"
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-- TODO: Add more valid neighbour functions.
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-- TODO: Write docs.
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-- DONE: Add pathlines for seach/valid neighbours.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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@@ -249,9 +246,6 @@ function ASTAR:AddNode(Node)
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self.nodes[Node.id]=Node
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self.Nnodes=self.Nnodes+1
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self:T3(self.lid..string.format("Adding node UID=%d", Node.id))
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--Node.coordinate:MarkToAll(string.format("Node ID=%d", Node.id))
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return self
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end
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@@ -268,47 +262,6 @@ function ASTAR:AddNodeFromCoordinate(Coordinate)
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return node
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end
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--- Adds nodes to the table of grid nodes from a PATHLINE.
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-- @param #ASTAR self
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-- @param Core.Pathline#PATHLINE Pathline Pathline or name of pathline. Has to exist.
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-- @return #ASTAR self
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function ASTAR:AddNodeFromPathlineName(Pathline)
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if type(Pathline)=="string" then
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Pathline=PATHLINE:FindByName(Pathline)
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end
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if Pathline then
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for i,_point in pairs(Pathline.points) do
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local point=_point --Core.Pathline#PATHLINE.Point
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-- Create node from point coordinate.
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local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(point.vec3))
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-- Add pathline parameters.
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node.pathline=Pathline
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node.pathpoint=point
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-- Debug.
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local name=node.pathline and node.pathline.name or "N/A"
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local idx=node.pathline and node.pathline:_GetPointIndex(node.pathpoint) or "N/A"
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-- Debug message.
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self:T(self.lid..string.format("Adding node UID=%d pathline=%s [%s]", node.id, name, tostring(idx)))
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-- Debug mark
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--node.coordinate:MarkToAll(string.format("Node ID=%d\npathline=%s [%s]", node.id, name, tostring(idx)))
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end
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else
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env.error("FF error pathline")
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end
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return self
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end
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--- Check if the coordinate of a node has is at a valid surface type.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added.
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@@ -387,18 +340,6 @@ function ASTAR:SetValidNeighbourRoad(MaxDistance)
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return self
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end
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--- Set valid neighbours to be on the same pathline or not further apart than 10 meters to jump from one pathline to another.
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-- @param #ASTAR self
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-- @param #number MaxDistance Max allowed distance between nodes of different pathlines in meters. Default is 10 m.
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-- @return #ASTAR self
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function ASTAR:SetValidNeighbourPathline(MaxDistance)
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self:SetValidNeighbourFunction(ASTAR.Pathline, MaxDistance)
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return self
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end
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--- Set the function which calculates the "cost" to go from one to another node.
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-- The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments.
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-- Very often the distance between nodes is a good measure for the cost.
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@@ -443,7 +384,7 @@ end
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-- @return #ASTAR self
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function ASTAR:SetCostRoad()
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self:SetCostFunction(ASTAR.Road)
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self:SetCostFunction(ASTAR)
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return self
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end
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@@ -603,55 +544,6 @@ function ASTAR.Road(nodeA, nodeB)
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end
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--- Function to check if two nodes are on the same pathline or if nodes are less than 10 meters apart.
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-- @param #ASTAR.Node nodeA First node.
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-- @param #ASTAR.Node nodeB Other node.
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-- @param #number distmax Max distance in meters. Default is 10 m.
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-- @return #boolean If true, two nodes are connected.
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function ASTAR.Pathline(nodeA, nodeB, distmax)
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distmax=distmax or 10
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if nodeA.pathline.name==nodeB.pathline.name then
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-- Nodes are on the same pathline. We use the index to check if they are neighbours.
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local pathline=nodeA.pathline
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local idxA=pathline:_GetPointIndex(nodeA.pathpoint)
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local idxB=pathline:_GetPointIndex(nodeB.pathpoint)
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if math.abs(idxA-idxB)<=1 then
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return true
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end
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else
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-- Check if nodeB is close to pathline of nodeA.
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local c, dist, segA=nodeA.pathline:GetClosestPoint3D(nodeB.coordinate)
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local seg=segA --Core.Pathline#PATHLINE.Segment
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if dist<distmax and (nodeA.pathpoint.uid==seg.p1.uid or nodeA.pathpoint.uid==seg.p2.uid) then
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--env.info(string.format("FF NodeB=%d [pathline=%s] is close to NodeA=%d [pathline=%s] ==> valid neighbour", nodeB.id, nodeB.pathline.name, nodeA.id, nodeA.pathline.name))
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return true
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end
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-- Check if nodeA is close to pathline of nodeB.
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local c, dist, segB=nodeB.pathline:GetClosestPoint3D(nodeA.coordinate)
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local seg=segB --Core.Pathline#PATHLINE.Segment
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if dist<distmax and (nodeB.pathpoint.uid==seg.p1.uid or nodeB.pathpoint.uid==seg.p2.uid) then
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--env.info(string.format("FF NodeA=%d [pathline=%s] is close to NodeB=%d [pathline=%s] ==> valid neighbour", nodeA.id, nodeA.pathline.name, nodeB.id, nodeB.pathline.name))
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return true
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end
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end
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return false
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end
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--- Function to check if distance between two nodes is less than a threshold distance.
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-- @param #ASTAR.Node nodeA First node.
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-- @param #ASTAR.Node nodeB Other node.
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@@ -675,9 +567,7 @@ end
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-- @param #ASTAR.Node nodeB Other node.
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-- @return #number Distance between the two nodes.
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function ASTAR.Dist2D(nodeA, nodeB)
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local dist=nodeA.coordinate:Get2DDistance(nodeB.coordinate)
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--local text=string.format("FF Cost Dist2D NodeA=%d-->NodeB=%d = %.1f", nodeA.id, nodeB.id, dist)
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--env.info(text)
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local dist=nodeA.coordinate:Get2DDistance(nodeB)
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return dist
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end
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@@ -704,7 +594,7 @@ function ASTAR.DistRoad(nodeA, nodeB)
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local dist=0
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for i=2,#path do
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local b=path[i] --DCS#Vec2
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local b=path[i] --DCS#Vec2
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local a=path[i-1] --DCS#Vec2
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dist=dist+UTILS.VecDist2D(a,b)
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@@ -714,6 +604,7 @@ function ASTAR.DistRoad(nodeA, nodeB)
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return dist
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end
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return math.huge
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end
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@@ -723,11 +614,10 @@ end
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--- Find the closest node from a given coordinate.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
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-- @param #table ExcludeNodes Table of nodes that are excluded.
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-- @return #ASTAR.Node Closest node to the coordinate.
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-- @param Core.Point#COORDINATE Coordinate.
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-- @return #ASTAR.Node Cloest node to the coordinate.
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-- @return #number Distance to closest node in meters.
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function ASTAR:FindClosestNode(Coordinate, ExcludeNodes)
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function ASTAR:FindClosestNode(Coordinate)
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local distMin=math.huge
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local closeNode=nil
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@@ -735,15 +625,11 @@ function ASTAR:FindClosestNode(Coordinate, ExcludeNodes)
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for _,_node in pairs(self.nodes) do
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local node=_node --#ASTAR.Node
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if ExcludeNodes==nil or self:_IsNodeNotInTable(ExcludeNodes, node) then
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local dist=node.coordinate:Get2DDistance(Coordinate)
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if dist<distMin then
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distMin=dist
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closeNode=node
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end
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local dist=node.coordinate:Get2DDistance(Coordinate)
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if dist<distMin then
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distMin=dist
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closeNode=node
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end
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end
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@@ -751,163 +637,39 @@ function ASTAR:FindClosestNode(Coordinate, ExcludeNodes)
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return closeNode, distMin
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end
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--- Find the closest pathline to a given reference coordinate.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
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-- @return Core.Pathline#PATHLINE Closest pathline
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-- @return #number Distance in meters.
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-- @return DCS#Vec3 Closest point on pathline to the ref coordinate.
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-- @return Core.Pathline#PATHLINE.Segment Segment.
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function ASTAR:FindClosestPathline(Coordinate)
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local pathline=nil --Core.Pathline#PATHLINE
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local dist=math.huge
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local vec3=nil
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local S=nil
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for _,_node in pairs(self.nodes) do
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local node=_node --#ASTAR.Node
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if node.pathline then
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local vec, d, s=node.pathline:GetClosestPoint3D(Coordinate)
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if d<dist then
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pathline=node.pathline
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dist=d
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vec3=vec
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S=s
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end
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end
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end
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if pathline then
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-- Debug info.
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self:T(self.lid..string.format("Closest pathline %s: dist=%.1f", pathline.name, dist))
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end
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return pathline, dist, vec3, S
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end
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--- Find the closest node to the given coordinate.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coord Reference coordinate.
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-- @param #table ExcludeNodes Nodes that are excluded.
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-- @return #ASTAR.Node The node that was fround
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function ASTAR:_FindClosestTerminalNode(Coord, ExcludeNodes)
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-- Find the closest pathline to the ref coordinate.
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local pathline, dist, vec3, s=self:FindClosestPathline(Coord)
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-- Find the closest node to the given start coordinate.
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local node, dist2=self:FindClosestNode(Coord)
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if pathline and vec3 and dist and dist2>dist then
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-- Create a node on the closest pathline so we first go straight there and then along the pathline.
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local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
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-- We also need the pathline point.
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local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
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node.pathline=pathline
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node.pathpoint=point
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self:T2(self.lid..string.format("Added new node=%d, which is closest to start coord. dist=%.1f m", node.id, dist))
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end
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-- Find the closest node to the given start coordinate.
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local Node, dist3=self:FindClosestNode(Coord, ExcludeNodes)
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-- Debug info.
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self:T(self.lid..string.format("CLOSEST node ID=%d, distance=%.1f", Node.id, dist3))
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return Node, dist3
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end
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--- Find the start node.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added to the nodes table.
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-- @return #ASTAR self
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function ASTAR:FindStartNode()
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-- Find the closest pathline to the
|
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local pathline, dist, vec3, s=self:FindClosestPathline(self.startCoord)
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local node, dist=self:FindClosestNode(self.startCoord)
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-- Find the closest node to the given start coordinate.
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local node, dist2=self:FindClosestNode(self.startCoord)
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self.startNode=node
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|
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if pathline and vec3 and dist and dist2>dist then
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-- Create a node on the closest pathline so we first go straight there and then along the pathline.
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local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
|
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|
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-- We also need the pathline point.
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local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
|
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|
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node.pathline=pathline
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node.pathpoint=point
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self:T2(self.lid..string.format("Added new node=%d, which is closest to start coord. dist=%.1f m", node.id, dist))
|
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if dist>1000 then
|
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self:T(self.lid.."Adding start node to node grid!")
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self:AddNode(node)
|
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end
|
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|
||||
-- Find the closest node to the given start coordinate.
|
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self.startNode, dist2=self:FindClosestNode(self.startCoord)
|
||||
|
||||
--self.startNode.coordinate:MarkToAll("Start Node")
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("START node ID=%d", self.startNode.id))
|
||||
|
||||
-- Not sure why I did this. The node does not need to be added again as it is already contained in self.nodes!
|
||||
-- if dist>1000 then
|
||||
-- self:T(self.lid.."Adding start node to node grid!")
|
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-- self:AddNode(node)
|
||||
-- end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Find the end node.
|
||||
--- Add a node.
|
||||
-- @param #ASTAR self
|
||||
-- @param #ASTAR.Node Node The node to be added to the nodes table.
|
||||
-- @return #ASTAR self
|
||||
function ASTAR:FindEndNode()
|
||||
|
||||
local pathline, dist, vec3, s=self:FindClosestPathline(self.endCoord)
|
||||
local node, dist=self:FindClosestNode(self.endCoord)
|
||||
|
||||
-- Find the closest node to the given start coordinate.
|
||||
local node, dist2=self:FindClosestNode(self.endCoord)
|
||||
self.endNode=node
|
||||
|
||||
if pathline and vec3 and dist and dist2>dist then
|
||||
|
||||
-- Create a node on the closest pathline so we first go straight there and then along the pathline.
|
||||
local node=self:AddNodeFromCoordinate(COORDINATE:NewFromVec3(vec3))
|
||||
|
||||
-- We also need the point.
|
||||
local point=pathline:AddPointFromVec3(vec3, nil, s.p1)
|
||||
|
||||
-- Add pathline parameters to node.
|
||||
node.pathline=pathline
|
||||
node.pathpoint=point
|
||||
|
||||
self:T2(self.lid..string.format("Added new node=%d, which is closest to END coord: dist=%.1f m", node.id, dist))
|
||||
if dist>1000 then
|
||||
self:T(self.lid.."Adding end node to node grid!")
|
||||
self:AddNode(node)
|
||||
end
|
||||
|
||||
-- Find closest node to the end coordinate (exclude the start coordinate.
|
||||
self.endNode, dist=self:FindClosestNode(self.endCoord, {self.startNode})
|
||||
|
||||
--self.endNode.coordinate:MarkToAll("End Node")
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("END node ID=%d", self.endNode.id))
|
||||
|
||||
-- Not sure why I did this. The node does not need to be added again as it is already contained in self.nodes!
|
||||
-- if dist>1000 then
|
||||
-- self:T(self.lid.."Adding end node to node grid!")
|
||||
-- self:AddNode(node)
|
||||
-- end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -922,22 +684,13 @@ end
|
||||
-- @return #table Table of nodes from start to finish.
|
||||
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
|
||||
|
||||
-- self:FindStartNode()
|
||||
-- self:FindEndNode()
|
||||
|
||||
-- Find start Node (closest node to start coordinate).
|
||||
self.startNode=self:_FindClosestTerminalNode(self.startCoord)
|
||||
|
||||
-- Find end node, which is not the start node (excluded).
|
||||
self.endNode=self:_FindClosestTerminalNode(self.endCoord, {self.startNode})
|
||||
self:FindStartNode()
|
||||
self:FindEndNode()
|
||||
|
||||
local nodes=self.nodes
|
||||
local start=self.startNode
|
||||
local goal=self.endNode
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("GetPath Start Node=%d, End Node=%d", start.id, goal.id))
|
||||
|
||||
-- Sets.
|
||||
local openset = {}
|
||||
local closedset = {}
|
||||
@@ -994,11 +747,6 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
|
||||
end
|
||||
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache)
|
||||
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
|
||||
text=text..string.format("\nNodes:")
|
||||
for i,_node in ipairs(path) do
|
||||
local node=_node --#ASTAR.Node
|
||||
text=text..string.format("\n[%d] Node ID=%d", i, node.id)
|
||||
end
|
||||
self:T(self.lid..text)
|
||||
|
||||
return path
|
||||
@@ -1015,12 +763,9 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
|
||||
-- Loop over neighbours.
|
||||
for _,neighbor in pairs(neighbors) do
|
||||
|
||||
-- Node is not in closed set.
|
||||
if self:_NotIn(closedset, neighbor.id) then
|
||||
|
||||
-- Calculate tentative_g_score.
|
||||
--local tentative_g_score=g_score[current.id] + self:_DistNodes(current, neighbor)
|
||||
local tentative_g_score=g_score[current.id] + self:_HeuristicCost(current, neighbor)
|
||||
local tentative_g_score=g_score[current.id]+self:_DistNodes(current, neighbor)
|
||||
|
||||
if self:_NotIn(openset, neighbor.id) or tentative_g_score < g_score[neighbor.id] then
|
||||
|
||||
@@ -1048,73 +793,6 @@ function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
|
||||
return nil -- no valid path
|
||||
end
|
||||
|
||||
--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
|
||||
-- It automatically creates a PATHLINE object that is returned in combination with the nodes of the optimal path.
|
||||
-- @param #ASTAR self
|
||||
-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
|
||||
-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
|
||||
-- @return Core.Pathline#PATHLINE Pathline.
|
||||
-- @return #table Nodes of path.
|
||||
function ASTAR:GetPathline(ExcludeStartNode, ExcludeEndNode)
|
||||
|
||||
local nodes=self:GetPath(ExcludeStartNode, ExcludeEndNode)
|
||||
|
||||
local pathline=nil --Core.Pathline#PATHLINE
|
||||
if nodes then
|
||||
|
||||
pathline=PATHLINE:New("Astar")
|
||||
|
||||
for _,_node in pairs(nodes) do
|
||||
local node=_node --#ASTAR.Node
|
||||
|
||||
local point=pathline:AddPointFromVec3(node.coordinate)
|
||||
point.name=node.pathline.name
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return pathline, nodes
|
||||
end
|
||||
|
||||
--- Get pathlines from nodes.
|
||||
-- @param #ASTAR self
|
||||
-- @param #table Nodes Given nodes.
|
||||
-- @return #table Table of PATHLINES used in the path.
|
||||
function ASTAR:GetPathlinesFromNodes(Nodes)
|
||||
|
||||
local pathlines={}
|
||||
|
||||
--for _,_node in pairs(Nodes or {}) do
|
||||
for i=1,#Nodes do
|
||||
local node=Nodes[i] --#ASTAR.Node
|
||||
|
||||
-- Pathline.
|
||||
local pathline=node.pathline
|
||||
|
||||
if pathline and i>1 and i<#Nodes then
|
||||
|
||||
-- Previous and next nodes.
|
||||
local n=Nodes[i-1] --#ASTAR.Node
|
||||
local N=Nodes[i+1] --#ASTAR.Node
|
||||
|
||||
-- Check if previous and next nodes are on the same pathline.
|
||||
-- If only one point in beteen is of another pathline, this is a junction and we dont actually switch to the other pathline.
|
||||
if n.pathline and N.pathline and n.pathline.name==N.pathline.name and n.pathline.name~=pathline.name then
|
||||
pathline=n.pathline
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- We do not want to add the same pathline two times in a row.
|
||||
if #pathlines==0 or (#pathlines>0 and pathlines[#pathlines].name~=pathline.name) then
|
||||
table.insert(pathlines, pathline)
|
||||
end
|
||||
end
|
||||
|
||||
return pathlines
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- A* pathfinding helper functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1133,18 +811,16 @@ function ASTAR:_HeuristicCost(nodeA, nodeB)
|
||||
local cost=nodeA.cost[nodeB.id]
|
||||
if cost~=nil then
|
||||
self.ncostcache=self.ncostcache+1
|
||||
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f (Cashed!)", nodeA.id, nodeB.id, cost))
|
||||
return cost
|
||||
end
|
||||
|
||||
local cost=nil
|
||||
if self.CostFunc then
|
||||
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
|
||||
else
|
||||
cost=self:_DistNodes(nodeA, nodeB)
|
||||
end
|
||||
|
||||
self:T(self.lid..string.format("Cost nodeA=%d --> nodeB=%d = %.1f", nodeA.id, nodeB.id, cost))
|
||||
|
||||
nodeA.cost[nodeB.id]=cost
|
||||
nodeB.cost[nodeA.id]=cost -- Symmetric problem.
|
||||
|
||||
@@ -1158,10 +834,9 @@ end
|
||||
-- @return #boolean If true, transition between nodes is possible.
|
||||
function ASTAR:_IsValidNeighbour(node, neighbor)
|
||||
|
||||
-- Counter of function calls.
|
||||
-- Counter.
|
||||
self.nvalid=self.nvalid+1
|
||||
|
||||
-- Check if neighbour is in cached set.
|
||||
local valid=node.valid[neighbor.id]
|
||||
if valid~=nil then
|
||||
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id))
|
||||
@@ -1169,16 +844,13 @@ function ASTAR:_IsValidNeighbour(node, neighbor)
|
||||
return valid
|
||||
end
|
||||
|
||||
-- Check if this is a valid neighbour.
|
||||
local valid=nil
|
||||
if self.ValidNeighbourFunc then
|
||||
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
|
||||
else
|
||||
-- If no valid neighbour function is defined, we assume all nodes are valid neighbours.
|
||||
valid=true
|
||||
end
|
||||
|
||||
-- Cache valid neighbour.
|
||||
node.valid[neighbor.id]=valid
|
||||
neighbor.valid[node.id]=valid -- Symmetric problem.
|
||||
|
||||
@@ -1212,9 +884,6 @@ function ASTAR:_LowestFscore(set, f_score)
|
||||
end
|
||||
end
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Lowest Fscore=%.1f, Node=%s", lowest, tostring(bestNode)))
|
||||
|
||||
return self.nodes[bestNode]
|
||||
end
|
||||
|
||||
@@ -1259,46 +928,16 @@ end
|
||||
-- @param #table map Map.
|
||||
-- @param #ASTAR.Node current_node The current node.
|
||||
-- @return #table Unwinded path.
|
||||
function ASTAR:_UnwindPath(flat_path, map, current_node)
|
||||
function ASTAR:_UnwindPath( flat_path, map, current_node )
|
||||
|
||||
local previous_node=map[current_node]
|
||||
|
||||
if previous_node then
|
||||
table.insert(flat_path, 1, previous_node)
|
||||
return self:_UnwindPath(flat_path, map, previous_node)
|
||||
if map [current_node] then
|
||||
table.insert (flat_path, 1, map[current_node])
|
||||
return self:_UnwindPath(flat_path, map, map[current_node])
|
||||
else
|
||||
-- No previous node ==> return path.
|
||||
return flat_path
|
||||
end
|
||||
end
|
||||
|
||||
--- Function to check if a certain node is in a given table.
|
||||
-- @param #ASTAR self
|
||||
-- @param #table Nodes Nodes table.
|
||||
-- @param #ASTAR.Node Node The node to check.
|
||||
-- @return #boolean If true, the node is not in the set.
|
||||
function ASTAR:_IsNodeInTable(Nodes, Node)
|
||||
|
||||
for _,_node in pairs(Nodes) do
|
||||
local node=_node --#ASTAR.Node
|
||||
if node.id==Node.id then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Function to check if a certain node is **not** in a given table.
|
||||
-- @param #ASTAR self
|
||||
-- @param #table Nodes Nodes table.
|
||||
-- @param #ASTAR.Node Node The node to check.
|
||||
-- @return #boolean If true, the node is not in the set.
|
||||
function ASTAR:_IsNodeNotInTable(Nodes, Node)
|
||||
local is=self:_IsNodeInTable(Nodes, Node)
|
||||
return not is
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -5,8 +5,6 @@
|
||||
-- * Path from A to B
|
||||
-- * Arbitrary number of points
|
||||
-- * Automatically from lines drawtool
|
||||
-- * Draw line or mark points on F10 map
|
||||
-- * Find closest points to path
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -23,7 +21,6 @@
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field #string name Name of the path line.
|
||||
-- @field #table points List of 3D points defining the path.
|
||||
-- @field #number counter Running number counting the point IDs.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *The shortest distance between two points is a straight line.* -- Archimedes
|
||||
@@ -62,39 +59,27 @@ PATHLINE = {
|
||||
ClassName = "PATHLINE",
|
||||
lid = nil,
|
||||
points = {},
|
||||
counter = 0,
|
||||
}
|
||||
|
||||
--- Point of line.
|
||||
-- @type PATHLINE.Point
|
||||
-- @field #number uid Unique ID of this point.
|
||||
-- @field #string mother Name of the pathline this point belongs to.
|
||||
-- @field #string name Name of this point.
|
||||
-- @field DCS#Vec3 vec3 3D position.
|
||||
-- @field DCS#Vec2 vec2 2D position.
|
||||
-- @field #number surfaceType Surface type.
|
||||
-- @field #number landHeight Land height in meters.
|
||||
-- @field #number depth Water depth in meters.
|
||||
-- @field #number markerID Marker ID.
|
||||
-- @field #number lineID Marker of pathline ID.
|
||||
|
||||
--- Segment of line.
|
||||
-- @type PATHLINE.Segment
|
||||
-- @field #PATHLINE.Point p1 First point.
|
||||
-- @field #PATHLINE.Point p2 Second point.
|
||||
|
||||
|
||||
--- PATHLINE class version.
|
||||
-- @field #string version
|
||||
PATHLINE.version="0.3.0"
|
||||
PATHLINE.version="0.1.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Read/write to JSON file
|
||||
-- TODO: Translate/rotate pathline
|
||||
-- TODO: Add color.
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
@@ -111,7 +96,7 @@ function PATHLINE:New(Name)
|
||||
|
||||
self.name=Name or "Unknown Path"
|
||||
|
||||
self.lid=string.format("PATHLINE %s | ", self.name)
|
||||
self.lid=string.format("PATHLINE %s | ", Name)
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -166,30 +151,15 @@ end
|
||||
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
|
||||
-- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
|
||||
-- @param #PATHLINE.Point Point Add point after given point. Default is at the end or at given index.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:AddPointFromVec2(Vec2, Index, Point)
|
||||
function PATHLINE:AddPointFromVec2(Vec2)
|
||||
|
||||
if Vec2 then
|
||||
|
||||
-- Create a new point.
|
||||
local point=self:_CreatePoint(Vec2)
|
||||
|
||||
if Index then
|
||||
-- Add at given index.
|
||||
table.insert(self.points, Index, point)
|
||||
else
|
||||
if Point then
|
||||
-- Get index of given point.
|
||||
local i=self:_GetPointIndex(Point)
|
||||
-- Add new point after given point.
|
||||
table.insert(self.points, i+1, point)
|
||||
else
|
||||
-- Add add the end.
|
||||
table.insert(self.points, point)
|
||||
end
|
||||
end
|
||||
table.insert(self.points, point)
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -198,32 +168,18 @@ end
|
||||
--- Add a point to the path from a given 3D position.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
|
||||
-- @param #number Index Index to add this point, *e.g.* 1 for first point or 2 for second point. Default is at the end.
|
||||
-- @param #PATHLINE.Point Point Add point after given point. Default is at the end or at given index.
|
||||
-- @return #PATHLINE.Point Point that was added.
|
||||
function PATHLINE:AddPointFromVec3(Vec3, Index, Point)
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:AddPointFromVec3(Vec3)
|
||||
|
||||
if Vec3 then
|
||||
|
||||
local point=self:_CreatePoint(Vec3)
|
||||
|
||||
if Index then
|
||||
-- Add add given index.
|
||||
table.insert(self.points, Index, point)
|
||||
else
|
||||
if Point then
|
||||
local i=self:_GetPointIndex(Point)
|
||||
table.insert(self.points, i+1, point)
|
||||
else
|
||||
-- Add add the end.
|
||||
table.insert(self.points, point)
|
||||
end
|
||||
end
|
||||
table.insert(self.points, point)
|
||||
|
||||
return point
|
||||
end
|
||||
|
||||
return nil
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get name of pathline.
|
||||
@@ -243,31 +199,14 @@ end
|
||||
|
||||
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #list <Core.Pathline#PATHLINE.Point> List of points.
|
||||
-- @return #list <#PATHLINE.Point> List of points.
|
||||
function PATHLINE:GetPoints()
|
||||
return self.points
|
||||
end
|
||||
|
||||
--- Get segments of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #list <Core.Pathline#PATHLINE.Segment> List of points.
|
||||
function PATHLINE:GetSetments()
|
||||
|
||||
local segments={}
|
||||
|
||||
for i=1,#self.points-1 do
|
||||
local segment={} --#PATHLINE.Segment
|
||||
segment.p1=self.points[i]
|
||||
segment.p2=self.points[i+1]
|
||||
table.insert(segments, segment)
|
||||
end
|
||||
|
||||
return segments
|
||||
end
|
||||
|
||||
--- Get 3D points of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #list <DCS#Vec3> List of DCS#Vec3 points.
|
||||
-- @return <DCS#Vec3> List of DCS#Vec3 points.
|
||||
function PATHLINE:GetPoints3D()
|
||||
|
||||
local vecs={}
|
||||
@@ -282,7 +221,7 @@ end
|
||||
|
||||
--- Get 2D points of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #list <DCS#Vec2> List of DCS#Vec2 points.
|
||||
-- @return <DCS#Vec2> List of DCS#Vec2 points.
|
||||
function PATHLINE:GetPoints2D()
|
||||
|
||||
local vecs={}
|
||||
@@ -305,7 +244,7 @@ function PATHLINE:GetCoordinates()
|
||||
for _,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
local coord=COORDINATE:NewFromVec3(point.vec3)
|
||||
table.insert(vecs, coord)
|
||||
table.insert(vecs,coord)
|
||||
end
|
||||
|
||||
return vecs
|
||||
@@ -366,16 +305,14 @@ end
|
||||
--- Mark points on F10 map.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
|
||||
-- @return #PATHLINE self
|
||||
-- @return <DCS#Vec3> List of DCS#Vec3 points.
|
||||
function PATHLINE:MarkPoints(Switch)
|
||||
|
||||
for i,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
|
||||
if Switch==false then
|
||||
|
||||
if point.markerID then
|
||||
UTILS.RemoveMark(point.markerID)
|
||||
UTILS.RemoveMark(point.markerID, Delay)
|
||||
end
|
||||
|
||||
else
|
||||
@@ -386,294 +323,15 @@ function PATHLINE:MarkPoints(Switch)
|
||||
|
||||
point.markerID=UTILS.GetMarkID()
|
||||
|
||||
local text=string.format("Pathline %s: Point #%d [UID=%d]\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.uid, point.surfaceType, point.landHeight, point.depth)
|
||||
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
|
||||
|
||||
trigger.action.markToAll(point.markerID, text, point.vec3, "")
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Draw line on F10 map.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #boolean Switch If `true` or nil, draw pathline. If `false`, remove drawing.
|
||||
-- @param #number Coalition Coalition side. Default -1 for all.
|
||||
-- @param #table Color RGB color and alpha `{r, g, b, a}`. Default {0, 1, 0, 0.5}.
|
||||
-- @param #number LineType Line type. Default 1=solid.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:Draw(Switch, Coalition, Color, LineType)
|
||||
|
||||
Coalition=Coalition or -1
|
||||
Color=Color or {0, 1, 0, 0.5}
|
||||
LineType=LineType or 1
|
||||
|
||||
if Switch==false then
|
||||
|
||||
for i,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
|
||||
if point.lineID then
|
||||
UTILS.RemoveMark(point.lineID)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
for i=2,#self.points do
|
||||
|
||||
local p1=self.points[i-1] --#PATHLINE.Point
|
||||
local p2=self.points[i] --#PATHLINE.Point
|
||||
|
||||
if p2.lineID then
|
||||
UTILS.RemoveMark(p2.lineID)
|
||||
end
|
||||
|
||||
p2.lineID=UTILS.GetMarkID()
|
||||
|
||||
trigger.action.lineToAll(Coalition, p2.lineID, p1.vec3, p2.vec3, Color, LineType)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the closest point on the pathline for a given reference point.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec2 Vec2 Reference Point in 2D.
|
||||
-- @return DCS#Vec2 Cloest point on pathline.
|
||||
-- @return #number Distance from closest point to ref point in meters.
|
||||
-- @return #PATHLINE.Segment Closest segment of ref point.
|
||||
function PATHLINE:GetClosestPoint2D(Vec2)
|
||||
|
||||
local P=nil --DCS#Vec2
|
||||
local D=math.huge
|
||||
local S={} --#PATHLINE.Segment
|
||||
|
||||
for i=2,#self.points do
|
||||
|
||||
local A=self.points[i-1] --#PATHLINE.Point
|
||||
local B=self.points[i] --#PATHLINE.Point
|
||||
|
||||
local a=A.vec2
|
||||
local b=B.vec2
|
||||
|
||||
local ab=UTILS.Vec2Substract(b, a)
|
||||
local ap=UTILS.Vec2Substract(Vec2, a)
|
||||
|
||||
local proj=UTILS.Vec2Dot(ap, ab)
|
||||
|
||||
local lab=UTILS.Vec2Norm(ab)
|
||||
|
||||
local f=proj/lab/lab
|
||||
|
||||
-- Debug info.
|
||||
local text=string.format("FF Proj=%.1f, |ab|=%.1f, f=%.1f", proj, lab, f)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Cases for finite segment.
|
||||
local p=nil --DCS#Vec2
|
||||
if f<0 then
|
||||
p=a
|
||||
elseif f>1 then
|
||||
p=b
|
||||
else
|
||||
local r=UTILS.Vec2Mult(ab, f)
|
||||
p=UTILS.Vec2Add(a, r)
|
||||
end
|
||||
|
||||
-- Distance.
|
||||
local d=UTILS.VecDist2D(p, Vec2)
|
||||
|
||||
if d<=D then
|
||||
D=d
|
||||
P=p
|
||||
S.p1=A
|
||||
S.p2=B
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return P, D, S
|
||||
end
|
||||
|
||||
--- Get the closest point on the pathline for a given reference point.
|
||||
-- This point does not necessarily is a node of the pathline. In general it will be somewhere in between the nodes defining the pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec3 Vec3 Reference Point in 3D. Can also be a `COORDINATE`.
|
||||
-- @return DCS#Vec3 Closest point on pathline.
|
||||
-- @return #number Distance from closest point to ref point in meters.
|
||||
-- @return #PATHLINE.Segment Closest segment of ref point.
|
||||
function PATHLINE:GetClosestPoint3D(Vec3)
|
||||
|
||||
local P=nil --DCS#Vec3
|
||||
local D=math.huge
|
||||
local S={} --#PATHLINE.Segment
|
||||
|
||||
if not Vec3 then
|
||||
self:E(self.lid.."ERROR: input Vec3 is nil!")
|
||||
return nil, nil, nil
|
||||
end
|
||||
|
||||
for i=2,#self.points do
|
||||
|
||||
local A=self.points[i-1] --#PATHLINE.Point
|
||||
local B=self.points[i] --#PATHLINE.Point
|
||||
|
||||
local a=A.vec3
|
||||
local b=B.vec3
|
||||
|
||||
local ab=UTILS.VecSubstract(b, a)
|
||||
local ap=UTILS.VecSubstract(Vec3, a)
|
||||
|
||||
local proj=UTILS.VecDot(ap, ab)
|
||||
|
||||
local lab=UTILS.VecNorm(ab)
|
||||
|
||||
local f=proj/lab/lab
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Proj=%.1f, |ab|=%.1f, f=%.1f", proj, lab, f))
|
||||
|
||||
-- Cases for finite segment.
|
||||
local p=nil --DCS#Vec2
|
||||
if f<0 then
|
||||
p=a
|
||||
elseif f>1 then
|
||||
p=b
|
||||
else
|
||||
local r=UTILS.VecMult(ab, f)
|
||||
p=UTILS.VecAdd(a, r)
|
||||
end
|
||||
|
||||
-- Distance.
|
||||
local d=UTILS.VecDist3D(p, Vec3)
|
||||
|
||||
if d<=D then
|
||||
D=d
|
||||
P=p
|
||||
S.p1=A
|
||||
S.p2=B
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return P, D, S
|
||||
end
|
||||
|
||||
|
||||
--- Write PATHLINE to JSON file.
|
||||
-- **NOTE**: Requires `io` and `lfs` to be de-sanitized!
|
||||
-- @param #PATHLINE self
|
||||
-- @param #string FileName Name of the file. Default is the name of the pathline.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:WriteJSON(FileName)
|
||||
|
||||
if io and lfs then
|
||||
|
||||
-- JSON script.
|
||||
local json=loadfile("Scripts\\JSON.lua")()
|
||||
|
||||
local data={}
|
||||
|
||||
-- We store the name and the points.
|
||||
data.name=self.name
|
||||
data.points=self.points
|
||||
for i,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
--point.markerID=nil
|
||||
end
|
||||
|
||||
-- Encode data to raw JSON. Encode converts a lua table into JSON string that can be written to file.
|
||||
local raw_json=json:encode(data)
|
||||
|
||||
-- Debug data.
|
||||
self:T(data)
|
||||
|
||||
-- Write in "User/Saved Games/" Folder.
|
||||
local filepath=lfs.writedir() .. FileName
|
||||
|
||||
-- Open file for writing.
|
||||
local f = io.open(filepath, "wb")
|
||||
if f then
|
||||
f:write(raw_json)
|
||||
f:close()
|
||||
self:T(self.lid .. string.format("Saving PATHLINE %s file %s", self.name, tostring(filepath)))
|
||||
else
|
||||
self:E(self.lid .. string.format( "ERROR: Could not save PATHLINE to file %s", tostring(filepath)))
|
||||
end
|
||||
|
||||
else
|
||||
self:E(self.lid .. string.format( "ERROR: Could not save results because IO and/or LFS are not de-sanitized!"))
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Read PATHLINE from JSON file.
|
||||
-- **NOTE**: Requires `io` and `lfs` to be de-sanitized!
|
||||
-- @param #PATHLINE self
|
||||
-- @param #string FileName Name of the file.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:NewFromJSON(FileName)
|
||||
|
||||
if io and lfs then
|
||||
|
||||
-- JSON script.
|
||||
local json=loadfile("Scripts\\JSON.lua")()
|
||||
|
||||
local data={}
|
||||
|
||||
-- Write in "User/Saved Games/" Folder.
|
||||
local filepath=lfs.writedir() .. FileName
|
||||
|
||||
--env.info(filepath)
|
||||
|
||||
-- Open file in binary mode for reading.
|
||||
local f = io.open(filepath, "rb")
|
||||
if f then
|
||||
data = f:read("*all")
|
||||
f:close()
|
||||
else
|
||||
env.info(string.format("WARNING: Could not load PATHLINE from file %s!", tostring(filepath)))
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Decode JSON data to get a lua table.
|
||||
local data=json:decode(data)
|
||||
|
||||
if data and data.name then
|
||||
|
||||
-- Create a new pathline instance.
|
||||
local self=PATHLINE:New(data.name)
|
||||
|
||||
for i=1,#data.points do
|
||||
local point=data.points[i] --#PATHLINE.Point
|
||||
|
||||
-- Create new point from data.
|
||||
local p=self:AddPointFromVec3(point.vec3)
|
||||
|
||||
-- Set name.
|
||||
p.name=point.name
|
||||
|
||||
-- Remove marker ID.
|
||||
p.markerID=nil
|
||||
end
|
||||
|
||||
return self
|
||||
else
|
||||
BASE:E("ERROR: Cannot find pathline name in data from JSON file. File may be corrupted!")
|
||||
end
|
||||
else
|
||||
BASE:E("ERROR: IO and/or LFS not de-sanitized! Cannot read file.")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -681,18 +339,11 @@ end
|
||||
--- Get 3D points of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
|
||||
-- @return #PATHLINE.Point Pathline Point.
|
||||
-- @return #PATHLINE.Point
|
||||
function PATHLINE:_CreatePoint(Vec)
|
||||
|
||||
local point={} --#PATHLINE.Point
|
||||
|
||||
self.counter=self.counter+1
|
||||
|
||||
point.uid=self.counter
|
||||
point.mother=self.name
|
||||
|
||||
point.name=string.format("%s #%d", self.name, point.uid)
|
||||
|
||||
if Vec.z then
|
||||
-- Given vec is 3D
|
||||
point.vec3=UTILS.DeepCopy(Vec)
|
||||
@@ -714,23 +365,6 @@ function PATHLINE:_CreatePoint(Vec)
|
||||
return point
|
||||
end
|
||||
|
||||
--- Get index of point in the lua table.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #PATHLINE.Point Point Given point.
|
||||
-- @return #number index
|
||||
function PATHLINE:_GetPointIndex(Point)
|
||||
|
||||
for i,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
|
||||
if point.uid==Point.uid then
|
||||
return i
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -457,23 +457,6 @@ do -- COORDINATE
|
||||
end
|
||||
|
||||
|
||||
--- Returns the coordinate from the latitude and longitude given in degrees, minutes and seconds (DMS).
|
||||
-- @param #COORDINATE self
|
||||
-- @param #string Latitude Latitude in DMS as string, e.g. "`42° 24' 14.3"`". Not that the characters `°`, `'` and `"` are important.
|
||||
-- @param #string Longitude Longitude in DMS as string, e.g. "`42° 24' 14.3"`". Not that the characters `°`, `'` and `"` are important.
|
||||
-- @param #number Altitude (Optional) Altitude in meters. Default is the land height at the coordinate.
|
||||
-- @return #COORDINATE
|
||||
function COORDINATE:NewFromLLDMS(Latitude, Longitude, Altitude)
|
||||
|
||||
local lat=UTILS.LLDMSstringToDD(Latitude)
|
||||
local lon=UTILS.LLDMSstringToDD(Longitude)
|
||||
|
||||
self=COORDINATE:NewFromLLDD(lat, lon, Altitude)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Returns if the 2 coordinates are at the same 2D position.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE Coordinate
|
||||
@@ -1654,6 +1637,7 @@ do -- COORDINATE
|
||||
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
|
||||
RoutePoint.linkUnit = AirbaseID
|
||||
RoutePoint.helipadId = AirbaseID
|
||||
RoutePoint.airdromeId = airbase:IsAirdrome() and AirbaseID or nil
|
||||
elseif AirbaseCategory == Airbase.Category.AIRDROME then
|
||||
RoutePoint.airdromeId = AirbaseID
|
||||
else
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -306,20 +306,6 @@ function ZONE_BASE:GetCoordinate( Height ) --R2.1
|
||||
return self.Coordinate
|
||||
end
|
||||
|
||||
--- Returns the @{Core.Vector#VECTOR} of the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param DCS#Distance Height The height in meters to add to the land height where the center of the zone is located.
|
||||
-- @return Core.Vector#VECTOR The vector of the zone.
|
||||
function ZONE_BASE:GetVector( Height )
|
||||
self:F2(self.ZoneName)
|
||||
|
||||
local Vec3 = self:GetVec3( Height )
|
||||
|
||||
local vector=VECTOR:NewFromVec(Vec3)
|
||||
|
||||
return vector
|
||||
end
|
||||
|
||||
--- Get 2D distance to a coordinate.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param Core.Point#COORDINATE Coordinate Reference coordinate. Can also be a DCS#Vec2 or DCS#Vec3 object.
|
||||
|
||||
@@ -320,8 +320,8 @@ function SCORING:New( GameName, SavePath, AutoSave )
|
||||
|
||||
-- Create the CSV file.
|
||||
self.AutoSavePath = SavePath
|
||||
self.AutoSave = AutoSave or true
|
||||
if self.AutoSave == true then
|
||||
self.AutoSave = (AutoSave == nil or AutoSave == true) and true or false
|
||||
if self.AutoSavePath and self.AutoSave == true then
|
||||
self:OpenCSV( GameName )
|
||||
end
|
||||
|
||||
|
||||
@@ -32,7 +32,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Vector.lua')
|
||||
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
|
||||
@@ -187,11 +186,4 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
|
||||
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Procedure.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/FlightPlan.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Radios.lua' )
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Towns.lua' )
|
||||
|
||||
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )
|
||||
|
||||
@@ -32,7 +32,6 @@ __Moose.Include( 'Core\\MarkerOps_Base.lua' )
|
||||
__Moose.Include( 'Core\\TextAndSound.lua' )
|
||||
__Moose.Include( 'Core\\Condition.lua' )
|
||||
__Moose.Include( 'Core\\ClientMenu.lua' )
|
||||
__Moose.Include( 'Core\\Vector.lua' )
|
||||
|
||||
__Moose.Include( 'Wrapper\\Object.lua' )
|
||||
__Moose.Include( 'Wrapper\\Identifiable.lua' )
|
||||
@@ -178,9 +177,4 @@ __Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
|
||||
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
|
||||
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
|
||||
|
||||
__Moose.Include( 'Navigation\\Point.lua' )
|
||||
__Moose.Include( 'Navigation\\Beacons.lua' )
|
||||
__Moose.Include( 'Navigation\\Radios.lua' )
|
||||
__Moose.Include( 'Navigation\\Towns.lua' )
|
||||
|
||||
__Moose.Include( 'Globals.lua' )
|
||||
|
||||
@@ -1,395 +0,0 @@
|
||||
--- **NAVIGATION** - Beacons of the map/theatre.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Access beacons of the map
|
||||
-- * Find closest beacon
|
||||
-- * Get frequencies and channels
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Beacons).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Beacons
|
||||
-- @image NAVIGATION_Beacons.png
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- BEACONS class.
|
||||
-- @type BEACONS
|
||||
--
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #table beacons Beacons.
|
||||
--
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *Hope is the beacon that guides lost ships back to the shore.*
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The BEACONS Concept
|
||||
--
|
||||
-- This class is desinged to make information about beacons of a map/theatre easier accessible. The information contains location, type and frequencies of all or specific beacons of the map.
|
||||
--
|
||||
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `beacons.lua` that can be
|
||||
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `BEACONS` object can be created with the @{#BEACONS.NewFromFile}(*beacons_lua_file*) function.
|
||||
--
|
||||
-- local beacons=BEACONS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\beacons.lua")
|
||||
-- beacons:MarkerShow()
|
||||
--
|
||||
-- This will load the beacons from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
|
||||
-- you provided is correct and all relevant beacons are present.
|
||||
--
|
||||
-- # User Functions
|
||||
--
|
||||
-- ## F10 Map Markers
|
||||
--
|
||||
-- ## Position
|
||||
--
|
||||
-- ## Get Closest Beacon
|
||||
--
|
||||
--
|
||||
-- @field #BEACONS
|
||||
BEACONS = {
|
||||
ClassName = "BEACONS",
|
||||
verbose = 1,
|
||||
beacons = {},
|
||||
}
|
||||
|
||||
--- Mission capability.
|
||||
-- @type BEACONS.Beacon
|
||||
-- @field #function display_name Function that returns the localized name.
|
||||
-- @field #number type Beacon type.
|
||||
-- @field #string beaconId Beacon ID.
|
||||
-- @field #string callsign Call sign.
|
||||
-- @field #number frequency Frequency in Hz.
|
||||
-- @field #number channel TACAN, RSBN or PRMG channel depending on type.
|
||||
-- @field #table position Position table.
|
||||
-- @field #number direction Direction in degrees.
|
||||
-- @field #table positionGeo Table with latitude and longitude.
|
||||
-- @field #table sceneObjects Table with scenery objects, e.g. `{t:393396742}`.
|
||||
-- @field #number chartOffsetX No idea what this offset is?!
|
||||
-- @field DCS#Vec3 vec3 Position vector 3D.
|
||||
-- @field #number markerID ID for the F10 marker.
|
||||
-- @field #string typeName Name of becon type.
|
||||
-- @field Wrapper.Scenery#SCENERY scenery The scenery object.
|
||||
|
||||
--- BEACONS class version.
|
||||
-- @field #string version
|
||||
BEACONS.version="0.0.4"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
-- DONE: TACAN channel from frequency (was already in beacon.lua as channel)
|
||||
-- DONE: Scenery object
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor(s)
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new BECAONS class instance from a given table.
|
||||
-- @param #BEACONS self
|
||||
-- @param #table BeaconTable Table with beacon info.
|
||||
-- @return #BEACONS self
|
||||
function BEACONS:NewFromTable(BeaconTable)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
|
||||
|
||||
for _,_beacon in pairs(BeaconTable) do
|
||||
local beacon=_beacon --#BEACONS.Beacon
|
||||
|
||||
-- Get 3D vector
|
||||
beacon.vec3={x=beacon.position[1], y=beacon.position[2], z=beacon.position[3]}
|
||||
|
||||
-- Get coordinate
|
||||
beacon.coordinate=COORDINATE:NewFromVec3(beacon.vec3)
|
||||
|
||||
-- Get type name
|
||||
beacon.typeName=self:_GetTypeName(beacon.type)
|
||||
|
||||
-- Find closest scenery object from scan
|
||||
beacon.scenery=beacon.coordinate:FindClosestScenery(20)
|
||||
|
||||
-- Debug stuff for scenery object
|
||||
if false then
|
||||
if beacon.scenery then
|
||||
env.info(string.format("FF Beacon %s %s %s got scenery object %s, %s", beacon.callsign, beacon.beaconId, beacon.typeName, beacon.scenery:GetName(), beacon.scenery:GetTypeName() ))
|
||||
UTILS.PrintTableToLog(beacon.scenery.SceneryObject)
|
||||
UTILS.PrintTableToLog(beacon.sceneObjects)
|
||||
else
|
||||
env.info(string.format("FF NO scenery object %s %s %s ", beacon.callsign, beacon.beaconId, beacon.typeName))
|
||||
end
|
||||
end
|
||||
|
||||
-- Add to table
|
||||
table.insert(self.beacons, beacon)
|
||||
end
|
||||
|
||||
-- Debug output
|
||||
self:I(string.format("Added %d beacons", #self.beacons))
|
||||
|
||||
if self.verbose > 0 then
|
||||
local text="Beacon types:"
|
||||
for typeName,typeID in pairs(BEACON.Type) do
|
||||
local n=self:CountBeacons(typeID)
|
||||
text=text..string.format("\n%s = %d", typeName, n)
|
||||
end
|
||||
self:I(text)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new BECAONS class instance from a given file.
|
||||
-- @param #BEACONS self
|
||||
-- @param #string FileName Full path to the file containing the map beacons.
|
||||
-- @return #BEACONS self
|
||||
function BEACONS:NewFromFile(FileName)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
|
||||
|
||||
local exists=UTILS.FileExists(FileName)
|
||||
|
||||
if exists==false then
|
||||
self:E(string.format("ERROR: file with beacon info does not exist!"))
|
||||
return nil
|
||||
end
|
||||
|
||||
-- This will create a global table `beacons`
|
||||
dofile(FileName)
|
||||
|
||||
-- Get beacons from table.
|
||||
self=self:NewFromTable(beacons)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get 3D position vector of a specific beacon.
|
||||
-- @param #BEACONS self
|
||||
-- @param #BEACONS.Beacon beacon The beacon data structure.
|
||||
-- @return DCS#Vec3 Position vector.
|
||||
function BEACONS:GetVec3(beacon)
|
||||
return beacon.vec3
|
||||
end
|
||||
|
||||
--- Get COORDINATE of a specific beacon.
|
||||
-- @param #BEACONS self
|
||||
-- @param #BEACONS.Beacon beacon The beacon data structure.
|
||||
-- @return Core.Point#COORDINATE The coordinate.
|
||||
function BEACONS:GetCoordinate(beacon)
|
||||
local coordinate=COORDINATE:NewFromVec3(beacon.vec3)
|
||||
return coordinate
|
||||
end
|
||||
|
||||
--- Find closest beacon to a given coordinate.
|
||||
-- @param #BEACONS self
|
||||
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
|
||||
-- @param #number TypeID (Optional) Only search for specific beacon types, *e.g.* `BEACON.Type.TACAN`.
|
||||
-- @param #number DistMax (Optional) Max search distance in meters.
|
||||
-- @param #table ExcludeList (Optional) List of beacons to exclude.
|
||||
-- @return #BEACONS.Beacon The closest beacon.
|
||||
function BEACONS:GetClosestBeacon(Coordinate, TypeID, DistMax, ExcludeList)
|
||||
|
||||
local beacon=nil --#BEACONS.Beacon
|
||||
local distmin=math.huge
|
||||
|
||||
ExcludeList=ExcludeList or {}
|
||||
|
||||
for _,_beacon in pairs(self.beacons) do
|
||||
local bc=_beacon --#BEACONS.Beacon
|
||||
|
||||
if (TypeID==nil or TypeID==bc.type) and (not UTILS.IsInTable(ExcludeList, bc, "beaconId")) then
|
||||
|
||||
local dist=Coordinate:Get2DDistance(bc.vec3)
|
||||
|
||||
if dist<distmin and (DistMax==nil or dist<=DistMax) then
|
||||
distmin=dist
|
||||
beacon=bc
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return beacon
|
||||
end
|
||||
|
||||
--- Get table of all beacons, optionally of a given type.
|
||||
-- @param #BEACONS self
|
||||
-- @param #number TypeID (Optional) Only return specific beacon types, *e.g.* `BEACON.Type.TACAN`.
|
||||
-- @return #table Table of beacons. Each element is of type #BEACON.Beacon.
|
||||
function BEACONS:GetBeacons(TypeID)
|
||||
|
||||
local beacons={}
|
||||
|
||||
for _,_beacon in pairs(self.beacons) do
|
||||
local bc=_beacon --#BEACONS.Beacon
|
||||
|
||||
if TypeID==nil or TypeID==bc.type then
|
||||
table.insert(beacons, bc)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return beacons
|
||||
end
|
||||
|
||||
--- Count beacons, optionally of a given type.
|
||||
-- @param #BEACONS self
|
||||
-- @param #number TypeID (Optional) Only count specific beacon types, *e.g.* `BEACON.Type.TACAN`.
|
||||
-- @return #number Number of beacons.
|
||||
function BEACONS:CountBeacons(TypeID)
|
||||
|
||||
local n=0
|
||||
|
||||
if TypeID then
|
||||
for _,_beacon in pairs(self.beacons) do
|
||||
local bc=_beacon --#BEACONS.Beacon
|
||||
|
||||
if TypeID==bc.type then
|
||||
n=n+1
|
||||
end
|
||||
end
|
||||
else
|
||||
n=#self.beacons
|
||||
end
|
||||
|
||||
return n
|
||||
end
|
||||
|
||||
--- Add markers for all beacons on the F10 map. Optionally, only a specific beacon or a certain beacon type can be marked.
|
||||
-- @param #BEACONS self
|
||||
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
|
||||
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
|
||||
-- @return #BEACONS self
|
||||
function BEACONS:MarkerShow(Beacon, TypeID)
|
||||
|
||||
for _,_beacon in pairs(self.beacons) do
|
||||
local beacon=_beacon --#BEACONS.Beacon
|
||||
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
|
||||
if TypeID==nil or beacon.type==TypeID then
|
||||
local text=self:_GetMarkerText(beacon)
|
||||
local coord=COORDINATE:NewFromVec3(beacon.vec3)
|
||||
if beacon.markerID then
|
||||
UTILS.RemoveMark(beacon.markerID)
|
||||
end
|
||||
beacon.markerID=coord:MarkToAll(text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove markers of all beacons from the F10 map. Optionally, remove only marker of a specific beacon or a certain beacon type.
|
||||
-- @param #BEACONS self
|
||||
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
|
||||
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
|
||||
-- @return #BEACONS self
|
||||
function BEACONS:MarkerRemove(Beacon, TypeID)
|
||||
|
||||
for _,_beacon in pairs(self.beacons) do
|
||||
local beacon=_beacon --#BEACONS.Beacon
|
||||
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
|
||||
if TypeID==nil or beacon.type==TypeID then
|
||||
if beacon.markerID then
|
||||
UTILS.RemoveMark(beacon.markerID)
|
||||
beacon.markerID=nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get text displayed in the F10 marker.
|
||||
-- @param #BEACONS self
|
||||
-- @param #BEACONS.Beacon beacon The beacon data structure.
|
||||
-- @return #string Marker text.
|
||||
function BEACONS:_GetMarkerText(beacon)
|
||||
|
||||
local frequency, funit=self:_GetFrequency(beacon.frequency)
|
||||
local direction=beacon.direction~=nil and beacon.direction or -1
|
||||
|
||||
local text=string.format("Beacon %s [ID=%s]", tostring(beacon.typeName), tostring(beacon.beaconId))
|
||||
text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
|
||||
if UTILS.IsInTable({BEACON.Type.TACAN, BEACON.Type.RSBN, BEACON.Type.PRMG_GLIDESLOPE, BEACON.Type.PRMG_LOCALIZER}, beacon.type) then
|
||||
text=text..string.format("\nChannel: %s", tostring(beacon.channel))
|
||||
end
|
||||
text=text..string.format("\nFrequency: %.3f %s", frequency, funit)
|
||||
text=text..string.format("\nDirection: %.1f°", direction)
|
||||
|
||||
return text
|
||||
end
|
||||
|
||||
|
||||
--- Get converted frequency.
|
||||
-- @param #BEACONS self
|
||||
-- @param #number freq Frequency in Hz.
|
||||
-- @return #number Frequency in better unit.
|
||||
-- @return #string Unit ("Hz", "kHz", "MHz").
|
||||
function BEACONS:_GetFrequency(freq)
|
||||
|
||||
freq=freq or 0
|
||||
local unit="Hz"
|
||||
|
||||
if freq>=1e6 then
|
||||
freq=freq/1e6
|
||||
unit="MHz"
|
||||
elseif freq>=1e3 then
|
||||
freq=freq/1e3
|
||||
unit="kHz"
|
||||
end
|
||||
|
||||
return freq, unit
|
||||
end
|
||||
|
||||
--- Get name of beacon type.
|
||||
-- @param #BEACONS self
|
||||
-- @param #number typeID Beacon type number.
|
||||
-- @return #string Type name.
|
||||
function BEACONS:_GetTypeName(typeID)
|
||||
|
||||
if typeID~=nil then
|
||||
for typeName,_typeID in pairs(BEACON.Type) do
|
||||
if _typeID==typeID then
|
||||
return typeName
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return "Unknown"
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,481 +0,0 @@
|
||||
--- **NAVIGATION** - Flight Plan.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Manage navigation aids
|
||||
-- * VOR, NDB
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops%20-%20FlightPlan).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.FlightPlan
|
||||
-- @image NAVIGATION_FlightPlan.png
|
||||
|
||||
|
||||
--- FLIGHTPLAN class.
|
||||
-- @type FLIGHTPLAN
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #table fixes Navigation fixes.
|
||||
-- @field Core.Pathline#PATHLINE pathline Pathline of the plan.
|
||||
-- @field Wrapper.Airbase#AIRBASE departureAirbase Departure airbase.
|
||||
-- @field Wrapper.Airbase#AIRBASE destinationAirbase Destination airbase.
|
||||
-- @field #number altitudeCruiseMin Minimum cruise altitude in feet MSL.
|
||||
-- @field #number altitudeCruiseMax Maximum cruise altitude in feet MSL.
|
||||
-- @extends Core.Pathline#PATHLINE
|
||||
|
||||
--- *Life is what happens to us while we are making other plans.* -- Allen Saunders
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The FLIGHTPLAN Concept
|
||||
--
|
||||
-- This class has a great concept!
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `FLIGHTPLAN` object can be created with the @{#FLIGHTPLAN.New}() function.
|
||||
--
|
||||
-- myFlightplan=FLIGHTPLAN:New("Plan A")
|
||||
-- myFleet:SetPortZone(ZonePort1stFleet)
|
||||
-- myFleet:Start()
|
||||
--
|
||||
-- A fleet needs a *port zone*, which is set via the @{#FLIGHTPLAN.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
|
||||
--
|
||||
-- Finally, the fleet needs to be started using the @{#FLIGHTPLAN.Start}() function. If the fleet is not started, it will not process any requests.
|
||||
--
|
||||
-- @field #FLIGHTPLAN
|
||||
FLIGHTPLAN = {
|
||||
ClassName = "FLIGHTPLAN",
|
||||
verbose = 0,
|
||||
fixes = {}
|
||||
}
|
||||
|
||||
--- Type of flightplan.
|
||||
-- @type FLIGHTPLAN.Type
|
||||
-- @field #string IFRH Instrument Flying Rules High Altitude.
|
||||
-- @field #string IFRL Instrument Flying Rules Low Altitude.
|
||||
-- @field #string VFR Visual Flight Rules.
|
||||
FLIGHTPLAN.Type={
|
||||
IFRH = "IFR High",
|
||||
IFRL = "IFR Low",
|
||||
VFR = "VFR",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- FLIGHTPLAN class version.
|
||||
-- @field #string version
|
||||
FLIGHTPLAN.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: How to connect SID, STAR, ENROUTE, TRANSITION, APPROACH. Typical flightplan SID --> ENROUTE --> STAR --> APPROACH
|
||||
-- TODO: Add approach.
|
||||
-- DONE: How to handle the FLIGHTGROUP:_LandAtAirBase
|
||||
-- TODO: Do we always need a holding pattern? https://www.faa.gov/air_traffic/publications/atpubs/aip_html/part2_enr_section_1.5.html#:~:text=If%20no%20holding%20pattern%20is,than%20that%20desired%20by%20ATC.
|
||||
-- DOEN: Read from MSFS file.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new FLIGHTPLAN instance.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string Name Name of this flight plan.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:New(Name)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, PATHLINE:New(Name)) -- #FLIGHTPLAN
|
||||
|
||||
-- Set alias.
|
||||
self.alias=tostring(Name)
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("FLIGHTPLAN %s | ", self.alias)
|
||||
|
||||
--self.pathline=PATHLINE:New(Name)
|
||||
|
||||
-- Debug info.
|
||||
self:I(self.lid..string.format("Created FLIGHTPLAN!"))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new FLIGHTPLAN instance from another FLIGHTPLAN acting as blue print.
|
||||
-- The newly created flight plan is deep copied from the given one.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #FLIGHTPLAN FlightPlan Blue print of the flight plan to copy.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:NewFromFlightPlan(FlightPlan)
|
||||
self=UTILS.DeepCopy(FlightPlan)
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new FLIGHTPLAN instance from a given file.
|
||||
-- Currently, the file has to be an MSFS 2020 .pln file as, *e.g.*, exported from [Navigraph](https://navigraph.com/).
|
||||
--
|
||||
-- **Note** that the flight plan does only cover the departure, enroute and arrival portions but **not the approach** part!
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string FileName Full path to file.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:NewFromFile(FileName)
|
||||
|
||||
if UTILS.FileExists(FileName) then
|
||||
|
||||
self=FLIGHTPLAN._ReadFileMSFS(FileName)
|
||||
|
||||
else
|
||||
error(string.format("ERROR: File not found! File name=%s", tostring(FileName)))
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Add navigation fix to the flight plan.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param Navigation.Point#NAVPOINT NavFix The nav fix.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:AddNavFix(NavFix)
|
||||
|
||||
table.insert(self.fixes, NavFix)
|
||||
|
||||
local point=self:AddPointFromVec3(NavFix.vector:GetVec3(true))
|
||||
|
||||
point.navpoint=NavFix
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set departure airbase.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetDepartureAirbase(AirbaseName)
|
||||
|
||||
self.departureAirbase=AIRBASE:FindByName(AirbaseName)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set destination airbase.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetDestinationAirbase(AirbaseName)
|
||||
|
||||
self.destinationAirbase=AIRBASE:FindByName(AirbaseName)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set cruise altitude.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #number AltMin Minimum altitude in feet MSL.
|
||||
-- @param #number AltMax Maximum altitude in feet MSL. Default is `AltMin`.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetCruiseAltitude(AltMin, AltMax)
|
||||
|
||||
self.altitudeCruiseMin=AltMin
|
||||
self.altitudeCruiseMax=AltMax or self.altitudeCruiseMin
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set cruise speed.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #number SpeedMin Minimum speed in knots.
|
||||
-- @param #number SpeedMax Maximum speed in knots. Default is `SpeedMin`.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetCruiseSpeed(SpeedMin, SpeedMax)
|
||||
|
||||
self.speedCruiseMin=SpeedMin
|
||||
self.speedCruiseMax=SpeedMax or self.speedCruiseMin
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the name of this flight plan.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @return #string The name.
|
||||
function FLIGHTPLAN:GetName()
|
||||
return self.alias
|
||||
end
|
||||
|
||||
|
||||
--- Get cruise altitude. This returns a random altitude between the set min/max cruise altitudes.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @return #number Cruise altitude in feet MSL.
|
||||
function FLIGHTPLAN:GetCruiseAltitude()
|
||||
|
||||
local alt=10000
|
||||
if self.altitudeCruiseMin and self.altitudeCruiseMax then
|
||||
alt=math.random(self.altitudeCruiseMin, self.altitudeCruiseMax)
|
||||
elseif self.altitudeCruiseMin then
|
||||
alt=self.altitudeCruiseMin
|
||||
elseif self.altitudeCruiseMax then
|
||||
alt=self.altitudeCruiseMax
|
||||
end
|
||||
|
||||
return alt
|
||||
end
|
||||
|
||||
--- Get cruise speed. This returns a random speed between the set min/max cruise speeds.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @return #number Cruise speed in knots.
|
||||
function FLIGHTPLAN:GetCruiseSpeed()
|
||||
|
||||
local speed=250
|
||||
|
||||
if self.speedCruiseMin and self.speedCruiseMax then
|
||||
speed=math.random(self.speedCruiseMin, self.speedCruiseMax)
|
||||
elseif self.speedCruiseMin then
|
||||
speed=self.speedCruiseMin
|
||||
elseif self.altitudeCruiseMax then
|
||||
speed=self.speedCruiseMax
|
||||
end
|
||||
|
||||
return speed
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Read flight plan from a given MSFS 2020 .plt file.
|
||||
-- @param #string FileName Name of the file.
|
||||
-- @return #FLIGHTPLAN The flight plan.
|
||||
function FLIGHTPLAN._ReadFileMSFS(FileName)
|
||||
|
||||
local function readfile(filename)
|
||||
|
||||
local lines = {}
|
||||
|
||||
-- Open file in read binary mode.
|
||||
local file=assert(io.open(filename, "rb"), string.format("File not found! File name = %s", tostring(filename)))
|
||||
|
||||
for line in file:lines() do
|
||||
lines[#lines+1] = line
|
||||
end
|
||||
|
||||
-- Close file.
|
||||
file:close()
|
||||
|
||||
-- Return data
|
||||
return lines
|
||||
end
|
||||
|
||||
|
||||
--- This function returns an XML element, i.e. the string between <...> and </...>.
|
||||
local function getXMLelement(line)
|
||||
local element=string.match(line, ">(.+)<")
|
||||
return element
|
||||
end
|
||||
|
||||
--- This function returns Latitude and Longitude
|
||||
local function getLatLong(line)
|
||||
local latlong=getXMLelement(line)
|
||||
-- The format is "N41° 38' 20.00",E41° 33' 19.00",+000000.00" so we still need to process that.
|
||||
local lat,long=string.match(latlong, "(.+),(.+),")
|
||||
return lat,long
|
||||
end
|
||||
|
||||
-- Read data from file.
|
||||
local data=readfile(FileName)
|
||||
|
||||
local flightplan={}
|
||||
local waypoints={}
|
||||
local wp=nil
|
||||
|
||||
local gotwaypoint=false
|
||||
for i,line in pairs(data) do
|
||||
|
||||
|
||||
--print(line)
|
||||
|
||||
-- Title
|
||||
if string.find(line, "<Title>") then
|
||||
flightplan.title=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Departure ICAO
|
||||
if string.find(line, "<DepartureID>") then
|
||||
flightplan.departureICAO=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Destination ICAO
|
||||
if string.find(line, "<DestinationID>") then
|
||||
flightplan.destinationICAO=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- FPType
|
||||
if string.find(line, "<FPType>") then
|
||||
flightplan.plantype=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Route type
|
||||
if string.find(line, "<RouteType>") then
|
||||
flightplan.routetype=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Cruise alt in feet
|
||||
if string.find(line, "<CruisingAlt>") then
|
||||
flightplan.altCruise=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Departure LLA
|
||||
if string.find(line, "<DepartureLLA>") then
|
||||
local lat,long=getLatLong(line)
|
||||
end
|
||||
|
||||
-- Destination LLA
|
||||
if string.find(line, "<DestinationLLA>") then
|
||||
local lat,long=getLatLong(line)
|
||||
end
|
||||
|
||||
-- Departure Name
|
||||
if string.find(line, "<DepartureName>") then
|
||||
local DepartureName=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- DestinationName
|
||||
if string.find(line, "<DestinationName>") then
|
||||
local DestinationName=getXMLelement(line)
|
||||
end
|
||||
|
||||
---
|
||||
-- Waypoint stuff
|
||||
---
|
||||
|
||||
-- New waypoint starts.
|
||||
if string.find(line, "ATCWaypoint id") then
|
||||
|
||||
--Get string inside quotes " and ".
|
||||
local wpid=string.match(line, [["(.+)"]])
|
||||
|
||||
-- Create a new wp table.
|
||||
wp={}
|
||||
|
||||
-- Set waypoint name.
|
||||
wp.name=wpid
|
||||
end
|
||||
|
||||
-- Waypoint info ends.
|
||||
if string.find(line, "</ATCWaypoint>") then
|
||||
-- This is the end of the waypoint.
|
||||
|
||||
-- Add info to waypoints table.
|
||||
table.insert(waypoints, wp)
|
||||
|
||||
-- Set waypoint to nil. We create an empty table if the next wp starts.
|
||||
wp=nil
|
||||
end
|
||||
|
||||
-- Waypoint type (Airport, Intersection, NDB, VORTAC)
|
||||
if string.find(line, "<ATCWaypointType>") then
|
||||
local wptype=getXMLelement(line)
|
||||
wp.type=wptype
|
||||
end
|
||||
|
||||
-- Waypoint position.
|
||||
if string.find(line, "<WorldPosition>") then
|
||||
wp.lat, wp.long=getLatLong(line)
|
||||
end
|
||||
|
||||
-- Runway should exist for initial and final WP if it is an airport.
|
||||
if string.find(line, "RunwayNumberFP") then
|
||||
wp.runway=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Runway designator: LEFT, RIGHT, CENTER
|
||||
if string.find(line, "RunwayDesignatorFP") then
|
||||
wp.runwayDesignator=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Segment is Departure
|
||||
if string.find(line, "<DepartureFP>") then
|
||||
wp.segment="Departure"
|
||||
end
|
||||
|
||||
-- Segment is Arrival
|
||||
if string.find(line, "<ArrivalFP>") then
|
||||
wp.segment="Arrival"
|
||||
end
|
||||
|
||||
-- Segment is Enroute
|
||||
if string.find(line, "<ATCAirway>") then
|
||||
wp.segment="Enroute"
|
||||
end
|
||||
|
||||
-- Approach type: VORDME, LOCALIZER
|
||||
if string.find(line, "ApproachTypeFP") then
|
||||
flightplan.approachtype=getXMLelement(line)
|
||||
end
|
||||
|
||||
-- Approach type suffic: Z
|
||||
if string.find(line, "SuffixFP") then
|
||||
local SuffixFP=getXMLelement(line)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
for key, value in pairs(flightplan) do
|
||||
env.info(string.format("Flightplan %s=%s", key, tostring(value)))
|
||||
end
|
||||
|
||||
env.info(string.format("Number of waypoints=%d", #waypoints))
|
||||
for i,wp in pairs(waypoints) do
|
||||
env.info(string.format("Waypoint name=%s type=%s segment=%s runway=%s lat=%s long=%s", wp.name, wp.type, tostring(wp.segment), tostring(wp.runway)..tostring(wp.runwayDesignator or ""), wp.lat, wp.long))
|
||||
end
|
||||
|
||||
-- Create a new flightplan.
|
||||
local fp=FLIGHTPLAN:New(flightplan.title)
|
||||
|
||||
-- Set cruise altitude.
|
||||
fp:SetCruiseAltitude(flightplan.altCruise)
|
||||
|
||||
-- Set departure and destination airports.
|
||||
fp:SetDepartureAirbase(flightplan.departureICAO)
|
||||
fp:SetDestinationAirbase(flightplan.destinationICAO)
|
||||
|
||||
--TODO: Remove first and last waypoint if they are identical to the departure/destination airport!
|
||||
|
||||
for i,wp in pairs(waypoints) do
|
||||
|
||||
-- Create a navpoint.
|
||||
local navpoint=NAVPOINT:NewFromLLDMS(wp.name, wp.type, wp.lat, wp.long)
|
||||
|
||||
navpoint:SetAltMin(flightplan.altCruise)
|
||||
|
||||
-- Add point to flightplan.
|
||||
-- TODO: section departure, enroute, arrival.
|
||||
fp:AddNavFix(navpoint)
|
||||
end
|
||||
|
||||
|
||||
|
||||
return fp
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,587 +0,0 @@
|
||||
--- **NAVIGATION** - Navigation Airspace Points, Fixes and Aids.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Stuff
|
||||
-- * More Stuff
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20NavFix).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Point
|
||||
-- @image NAVIGATION_Point.png
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- NAVFIX class.
|
||||
-- @type NAVFIX
|
||||
--
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #string name Name of the point.
|
||||
-- @field #string typePoint Type of the point, *e.g. "Intersection", "VOR", "Airport".
|
||||
-- @field Core.Vector#VECTOR vector Position vector of the fix.
|
||||
-- @field Wrapper.Marker#MARKER marker Marker on F10 map.
|
||||
-- @field #number altMin Minimum altitude in meters.
|
||||
-- @field #number altMax Maximum altitude in meters.
|
||||
-- @field #number speedMin Minimum speed in knots.
|
||||
-- @field #number speedMax Maximum speed in knots.
|
||||
--
|
||||
-- @field #boolean isCompulsory Is this a compulsory fix.
|
||||
-- @field #boolean isFlyover Is this a flyover fix (`true`) or turning point otherwise.
|
||||
-- @field #boolean isFAF Is this a final approach fix.
|
||||
-- @field #boolean isIAF Is this an initial approach fix.
|
||||
-- @field #boolean isIF Is this an initial fix.
|
||||
-- @field #boolean isMAF Is this an initial fix.
|
||||
--
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The NAVFIX Concept
|
||||
--
|
||||
-- The NAVFIX class has a great concept!
|
||||
--
|
||||
-- A NAVFIX describes a geo position and can, *e.g.*, be part of a FLIGHTPLAN. It has a unique name and is of a certain type, *e.g.* "Intersection", "VOR", "Airbase" etc.
|
||||
-- It can also have further properties as min/max altitudes and speeds that aircraft need to obey when they pass the point.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `NAVFIX` object can be created with the @{#NAVFIX.New}() function.
|
||||
--
|
||||
-- myNavPoint=NAVFIX:New()
|
||||
-- myTemplate:SetXYZ(X, Y, Z)
|
||||
--
|
||||
-- This is how it works.
|
||||
--
|
||||
-- @field #NAVFIX
|
||||
NAVFIX = {
|
||||
ClassName = "NAVFIX",
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- Type of point.
|
||||
-- @type NAVFIX.Type
|
||||
-- @field #string POINT Waypoint.
|
||||
-- @field #string INTERSECTION Intersection of airway.
|
||||
-- @field #string AIRPORT Airport.
|
||||
-- @field #string VOR Very High Frequency Omnidirectional Range Station.
|
||||
-- @field #string DME Distance Measuring Equipment.
|
||||
-- @field #string NDB Non-Directional Beacon.
|
||||
-- @field #string VORDME Combined VHF omnidirectional range (VOR) with a distance-measuring equipment (DME).
|
||||
-- @field #string LOC Localizer.
|
||||
-- @field #string ILS Instrument Landing System.
|
||||
-- @field #string TACAN TACtical Air Navigation System (TACAN).
|
||||
NAVFIX.Type={
|
||||
POINT="Point",
|
||||
INTERSECTION="Intersection",
|
||||
AIRPORT="Airport",
|
||||
NDB="NDB",
|
||||
VOR="VOR",
|
||||
DME="DME",
|
||||
VORDME="VOR/DME",
|
||||
LOC="Localizer",
|
||||
ILS="ILS",
|
||||
TACAN="TACAN"
|
||||
}
|
||||
|
||||
--- NAVFIX class version.
|
||||
-- @field #string version
|
||||
NAVFIX.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor(s)
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new NAVFIX class instance from a given VECTOR.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #string Name Name/ident of the point. Should be unique!
|
||||
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
|
||||
-- @param Core.Vector#VECTOR Vector Position vector of the navpoint.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:NewFromVector(Name, Type, Vector)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #NAVFIX
|
||||
|
||||
-- Vector of point.
|
||||
self.vector=Vector
|
||||
|
||||
-- Name of point.
|
||||
self.name=Name
|
||||
|
||||
-- Type of the point.
|
||||
self.typePoint=Type or NAVFIX.Type.POINT
|
||||
|
||||
local coord=COORDINATE:NewFromVec3(self.vector)
|
||||
|
||||
-- Marker on F10.
|
||||
self.marker=MARKER:New(coord, self:_GetMarkerText())
|
||||
|
||||
-- Log ID string.
|
||||
self.lid=string.format("NAVFIX %s [%s] | ", tostring(self.name), tostring(self.typePoint))
|
||||
|
||||
-- Debug info.
|
||||
self:I(self.lid..string.format("Created NAVFIX"))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new NAVFIX class instance from a given COORDINATE.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #string Name Name of the fix. Should be unique!
|
||||
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate of the point.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:NewFromCoordinate(Name, Type, Coordinate)
|
||||
|
||||
-- Create a VECTOR from the coordinate.
|
||||
local Vector=VECTOR:NewFromVec(Coordinate)
|
||||
|
||||
-- Create NAVFIX.
|
||||
self=NAVFIX:NewFromVector(Name, Type, Vector)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS).
|
||||
-- @param #NAVFIX self
|
||||
-- @param #string Name Name of the fix. Should be unique!
|
||||
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
|
||||
-- @param #string Latitude Latitude in DMS as string.
|
||||
-- @param #string Longitude Longitude in DMS as string.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:NewFromLLDMS(Name, Type, Latitude, Longitude)
|
||||
|
||||
-- Create a VECTOR from the coordinate.
|
||||
local Vector=VECTOR:NewFromLLDMS(Latitude, Longitude)
|
||||
|
||||
-- Create NAVFIX.
|
||||
self=NAVFIX:NewFromVector(Name, Type, Vector)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD).
|
||||
-- @param #NAVFIX self
|
||||
-- @param #string Name Name of the fix. Should be unique!
|
||||
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
|
||||
-- @param #number Latitude Latitude in DD.
|
||||
-- @param #number Longitude Longitude in DD.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:NewFromLLDD(Name, Type, Latitude, Longitude)
|
||||
|
||||
-- Create a VECTOR from the coordinate.
|
||||
local Vector=VECTOR:NewFromLLDD(Latitude, Longitude)
|
||||
|
||||
-- Create NAVFIX.
|
||||
self=NAVFIX:NewFromVector(Name, Type, Vector)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new NAVFIX class instance relative to a given other NAVFIX.
|
||||
-- You have to specify the distance and bearing from the new point to the given point. *E.g.*, for a distance of 5 NM and a bearing of 090° (West), the
|
||||
-- new nav point is created 5 NM East of the given nav point. The reason is that this corresponts to convention used in most maps.
|
||||
-- You can, however, use the `Reciprocal` switch to create the new point in the direction you specify.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #string Name Name of the fix. Should be unique!
|
||||
-- @param #string Type Type of navfix.
|
||||
-- @param #NAVFIX NavFix The given/existing navigation fix relative to which the new fix is created.
|
||||
-- @param #number Distance Distance from the given to the new point in nautical miles.
|
||||
-- @param #number Bearing Bearing [Deg] from the new point to the given one.
|
||||
-- @param #boolean Reciprocal If `true` the reciprocal `Bearing` is taken so it specifies the direction from the given point to the new one.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:NewFromNavFix(Name, Type, NavFix, Distance, Bearing, Reciprocal)
|
||||
|
||||
-- Convert magnetic to true bearing by adding magnetic declination, e.g. mag. bearing 10°M ==> true bearing 16°M (for 6° variation on Caucasus map)
|
||||
Bearing=Bearing+UTILS.GetMagneticDeclination()
|
||||
|
||||
if Reciprocal then
|
||||
Bearing=Bearing-180
|
||||
end
|
||||
|
||||
-- Translate.
|
||||
local Vector=NavFix.vector:Translate(UTILS.NMToMeters(Distance), Bearing, true)
|
||||
|
||||
self=NAVFIX:NewFromVector(Name, Type, Vector)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set whether this is the intermediate fix (IF).
|
||||
-- @param #NAVFIX self
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetIntermediateFix(IntermediateFix)
|
||||
self.isIF=IntermediateFix
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this is an initial approach fix (IAF).
|
||||
-- The IAF is the point where the initial approach segment of an instrument approach begins.
|
||||
-- It is usually a designated intersection, VHF omidirectional range (VOR) non-directional beacon (NDB)
|
||||
-- or distance measuring equipment (DME) fix.
|
||||
-- The IAF may be collocated with the intermediate fix (IF) of the instrument apprach an in such case they designate the
|
||||
-- beginning of the intermediate segment of the approach. When the IAF and the IF are combined, there is no inital approach segment.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetInitialApproachFix(IntermediateFix)
|
||||
self.isIAF=IntermediateFix
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set whether this is the final approach fix (FAF).
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetFinalApproachFix(FinalApproachFix)
|
||||
self.isFAF=FinalApproachFix
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this is the final approach fix (FAF).
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetMissedApproachFix(MissedApproachFix)
|
||||
self.isMAF=MissedApproachFix
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set minimum altitude.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Altitude Min altitude in feet.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetAltMin(Altitude)
|
||||
|
||||
self.altMin=Altitude
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set maximum altitude.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Altitude Max altitude in feet.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetAltMax(Altitude)
|
||||
|
||||
self.altMax=Altitude
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set mandatory altitude (min alt = max alt).
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Altitude Altitude in feet.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetAltMandatory(Altitude)
|
||||
|
||||
self.altMin=Altitude
|
||||
self.altMax=Altitude
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set minimum allowed speed at this fix.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Speed Min speed in knots.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetSpeedMin(Speed)
|
||||
|
||||
self.speedMin=Speed
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set maximum allowed speed at this fix.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Speed Max speed in knots.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetSpeedMax(Speed)
|
||||
|
||||
self.speedMax=Speed
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set mandatory speed (min speed = max speed) at this fix.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Speed Mandatory speed in knots.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetSpeedMandatory(Speed)
|
||||
|
||||
self.speedMin=Speed
|
||||
self.speedMax=Speed
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set whether this fix is compulsory.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean Compulsory If `true`, this is a compusory fix. If `false` or nil, it is non-compulsory.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetCompulsory(Compulsory)
|
||||
self.isCompulsory=Compulsory
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this is a fly-over fix fix.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean FlyOver If `true`, this is a fly over fix. If `false` or nil, it is not.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetFlyOver(FlyOver)
|
||||
self.isFlyover=FlyOver
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the altitude in feet MSL. If min and max altitudes are set, it will return a random altitude between min and max.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #number Altitude in feet MSL. Can be `nil`, if neither min nor max altitudes have beeen set.
|
||||
function NAVFIX:GetAltitude()
|
||||
|
||||
local alt=nil
|
||||
if self.altMin and self.altMax and self.altMin~=self.altMax then
|
||||
alt=math.random(self.altMin, self.altMax)
|
||||
elseif self.altMin then
|
||||
alt=self.altMin
|
||||
elseif self.altMax then
|
||||
alt=self.altMax
|
||||
end
|
||||
|
||||
return alt
|
||||
end
|
||||
|
||||
|
||||
--- Get the speed. If min and max speeds are set, it will return a random speed between min and max.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #number Speed in knots. Can be `nil`, if neither min nor max speeds have beeen set.
|
||||
function NAVFIX:GetSpeed()
|
||||
|
||||
local speed=nil
|
||||
if self.speedMin and self.speedMax and self.speedMin~=self.speedMax then
|
||||
speed=math.random(self.speedMin, self.speedMax)
|
||||
elseif self.speedMin then
|
||||
speed=self.speedMin
|
||||
elseif self.speedMax then
|
||||
speed=self.speedMax
|
||||
end
|
||||
|
||||
return speed
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Add marker the NAVFIX on the F10 map.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:MarkerShow()
|
||||
|
||||
self.marker:ToAll()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove marker of the NAVFIX from the F10 map.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:MarkerRemove()
|
||||
|
||||
self.marker:Remove()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get text displayed in the F10 marker.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #string Marker text.
|
||||
function NAVFIX:_GetMarkerText()
|
||||
|
||||
local altmin=self.altMin and tostring(self.altMin) or ""
|
||||
local altmax=self.altMax and tostring(self.altMax) or ""
|
||||
local speedmin=self.speedMin and tostring(self.speedMin) or ""
|
||||
local speedmax=self.speedMax and tostring(self.speedMax) or ""
|
||||
|
||||
|
||||
local text=string.format("NAVFIX %s", self.name)
|
||||
if self.isIAF then
|
||||
text=text..string.format(" (IAF)")
|
||||
end
|
||||
if self.isIF then
|
||||
text=text..string.format(" (IF)")
|
||||
end
|
||||
text=text..string.format("\nAltitude [ft]: %s - %s", altmin, altmax)
|
||||
text=text..string.format("\nSpeed [knots]: %s - %s", speedmin, speedmax)
|
||||
text=text..string.format("\nCompulsory: %s", tostring(self.isCompulsory))
|
||||
text=text..string.format("\nFly Over: %s", tostring(self.isFlyover))
|
||||
|
||||
return text
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- NAVAID class.
|
||||
-- @type NAVAID
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @extends Navigation.Point#NAVFIX
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The NAVAID Concept
|
||||
--
|
||||
-- A NAVAID consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `NAVAID` object can be created with the @{#NAVAID.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
|
||||
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
|
||||
--
|
||||
-- myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
|
||||
-- myFleet:SetPortZone(ZonePort1stFleet)
|
||||
-- myFleet:Start()
|
||||
--
|
||||
-- A fleet needs a *port zone*, which is set via the @{#NAVAID.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
|
||||
--
|
||||
-- Finally, the fleet needs to be started using the @{#NAVAID.Start}() function. If the fleet is not started, it will not process any requests.
|
||||
--
|
||||
-- @field #NAVAID
|
||||
NAVAID = {
|
||||
ClassName = "NAVAID",
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- NAVAID class version.
|
||||
-- @field #string version
|
||||
NAVAID.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Add frequencies. Which unit MHz, kHz, Hz?
|
||||
-- TODO: Add radial function
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new NAVAID class instance.
|
||||
-- @param #NAVAID self
|
||||
-- @param #string Name Name/ident of this navaid.
|
||||
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
|
||||
-- @param #string ZoneName Name of the zone to scan the scenery.
|
||||
-- @param #string SceneryName Name of the scenery object.
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:NewFromScenery(Name, Type, ZoneName, SceneryName)
|
||||
|
||||
-- Get the zone.
|
||||
local zone=ZONE:FindByName(ZoneName)
|
||||
|
||||
-- Get coordinate.
|
||||
local Coordinate=zone:GetCoordinate()
|
||||
|
||||
-- Inherit everything from NAVFIX class.
|
||||
self=BASE:Inherit(self, NAVFIX:NewFromCoordinate(Name, Type, Coordinate)) -- #NAVAID
|
||||
|
||||
-- Set zone.
|
||||
self.zone=ZONE:FindByName(ZoneName)
|
||||
|
||||
-- Try to get the scenery object. Note not all can be found unfortunately.
|
||||
if SceneryName then
|
||||
self.scenery=SCENERY:FindByNameInZone(SceneryName, ZoneName)
|
||||
if not self.scenery then
|
||||
self:E(string.format("ERROR: Could not find scenery object %s in zone %s", SceneryName, ZoneName))
|
||||
end
|
||||
end
|
||||
|
||||
-- Alias.
|
||||
self.alias=string.format("%s %s %s", tostring(ZoneName), tostring(SceneryName), tostring(Type))
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("NAVAID %s | ", self.alias)
|
||||
|
||||
-- Debug info.
|
||||
self:I(self.lid..string.format("Created NAVAID!"))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set frequency the beacon transmits on.
|
||||
-- @param #NAVAID self
|
||||
-- @param #number Frequency Frequency in Hz.
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:SetFrequency(Frequency)
|
||||
|
||||
self.frequency=Frequency
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set channel of, *e.g.*, TACAN beacons.
|
||||
-- @param #NAVAID self
|
||||
-- @param #number Channel The channel.
|
||||
-- @param #string Band The band either `"X"` (default) or `"Y"`.
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:SetChannel(Channel, Band)
|
||||
|
||||
self.channel=Channel
|
||||
self.band=Band or "X"
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- Add private CLASS functions here.
|
||||
-- No private NAVAID functions yet.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,333 +0,0 @@
|
||||
--- **NAVIGATION** - Prodedures for Departure (*e.g.* SID), Enroute, Arrival (*e.g.* STAR) and Approach.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Stuff
|
||||
-- * More Stuff
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Template).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Procedure
|
||||
-- @image NAVIGATION_Procedure.png
|
||||
|
||||
|
||||
--- APPROACH class.
|
||||
-- @type APPROACH
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #string apptype Approach type (ILS, VOR, LOC).
|
||||
-- @field Wrapper.Airbase#AIRBASE airbase Airbase of this approach.
|
||||
-- @field Wrapper.Airbase#AIRBASE.Runway runway Runway of this approach.
|
||||
-- @field Navigation.Point#NAVAID navaid Primary navigation aid.
|
||||
-- @field #number wpcounter Running number counting the waypoints to generate its UID.
|
||||
-- @list <#APPROACH.Waypoint> path Path of approach consisting of waypoints.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The APPROACH Concept
|
||||
--
|
||||
-- A typical approach has (up to) four segments. It starts with the initial approach segment, followed by the intermediate approach segment, followed
|
||||
-- by the final approach segment. In case something goes wrong during the final approach, the missed approach segment kicks in.
|
||||
--
|
||||
-- The initial approach segment starts at the initial approach fix (IAF). The segment can contain multiple other fixes, that need to be passed.
|
||||
-- Note, that an approach procedure can have more than one intitial approach segment and IAF.
|
||||
--
|
||||
-- The intermediate approach segment starts at the intermediate fix (IF). The intermediate approach segment blends the initial approach segment into the final approach segment.
|
||||
-- It is the segment in which aircraft configuration, speed, and positioning adjustments are made for entry into the final approach segment.
|
||||
--
|
||||
--
|
||||
-- https://en.wikipedia.org/wiki/Visual_approach
|
||||
-- https://en.wikipedia.org/wiki/Instrument_approach
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `APPROACH` object can be created with the @{#APPROACH.New}() function.
|
||||
--
|
||||
-- myTemplate=APPROACH:New()
|
||||
-- myTemplate:SetXYZ(X, Y, Z)
|
||||
--
|
||||
-- This is how it works.
|
||||
--
|
||||
-- @field #APPROACH
|
||||
APPROACH = {
|
||||
ClassName = "APPROACH",
|
||||
verbose = 0,
|
||||
wpcounter = 0,
|
||||
}
|
||||
|
||||
--- Type of approach.
|
||||
-- @type APPROACH.Type
|
||||
-- @field #string VFR Visual Flight Rules.
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
APPROACH.Type={
|
||||
VFR="VFR",
|
||||
VOR="VOR",
|
||||
ILS="ILS",
|
||||
}
|
||||
|
||||
|
||||
--- Setments of approach.
|
||||
-- @type APPROACH.Segment
|
||||
-- @field #string INITIAL Initial approach segment.
|
||||
-- @field #string INTERMEDIATE Intermediate approach segment.
|
||||
-- @field #string FINAL Final approach segment.
|
||||
-- @field #string MISSED Missed approach segment.
|
||||
APPROACH.Segment={
|
||||
INITIAL="Initial",
|
||||
INTERMEDIATE="Intermediate",
|
||||
FINAL="Final",
|
||||
MISSED="Missed",
|
||||
}
|
||||
|
||||
--- Waypoint of the approach.
|
||||
-- @type APPROACH.Waypoint
|
||||
-- @field #number uid Unique ID of the point.
|
||||
-- @field #string segment The segment this point belongs to.
|
||||
-- @field Navigation.Point#NAVFIX navfix The navigation fix that determines the coordinates of this point.
|
||||
|
||||
--- APPROACH class version.
|
||||
-- @field #string version
|
||||
APPROACH.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
-- Initial approach segment --> Intermediate approach segment: starts at IF --> Final approach segment
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new APPROACH class instance.
|
||||
-- @param #APPROACH self
|
||||
-- @param #string Type Type of approach (ILS, VOR, LOC).
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase or name of the airbase.
|
||||
-- @param Wrapper.Airbase#AIRBASE.Runway Runway The runway or name of the runway.
|
||||
-- @return #APPROACH self
|
||||
function APPROACH:New(Type, Airbase, Runway)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #APPROACH
|
||||
|
||||
-- Set approach type.
|
||||
-- TODO: Check if this is a valid/known approach type.
|
||||
self.apptype=Type
|
||||
|
||||
if type(Airbase)=="string" then
|
||||
self.airbase=AIRBASE:FindByName(Airbase)
|
||||
else
|
||||
self.airbase=Airbase
|
||||
end
|
||||
|
||||
if type(Runway)=="string" then
|
||||
self.runway=self.airbase:GetRunwayByName(Runway)
|
||||
else
|
||||
self.runway=Runway
|
||||
end
|
||||
|
||||
-- Debug info.
|
||||
self:I("Created new approach for airbase %s: type=%s, runway=%s", self.airbase:GetName(), self.apptype, self.runway.name)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set the primary navigation aid used in the approach.
|
||||
-- @param #APPROACH self
|
||||
-- @param Navigation.Point#NAVAID NavAid The NAVAID.
|
||||
-- @return #APPROACH self
|
||||
function APPROACH:SetNavAid(NavAid)
|
||||
|
||||
self.navaid=NavAid
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a waypoint to the path of the approach.
|
||||
-- @param #APPROACH self
|
||||
-- @param Navigation.Point#NAVFIX NavFix The navigation fix.
|
||||
-- @param #string Segment The approach segment this fix belongs to.
|
||||
-- @return #APPROACH.Waypoint The waypoint data table.
|
||||
function APPROACH:AddNavFix(NavFix, Segment)
|
||||
|
||||
self.wpcounter=self.wpcounter+1
|
||||
|
||||
local point={} --#APPROACH.Waypoint
|
||||
point.uid=self.wpcounter
|
||||
point.segment=Segment
|
||||
point.navfix=NavFix
|
||||
|
||||
table.insert(self.path, point)
|
||||
|
||||
return point
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- Add private functions here.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- DEPARTURE class.
|
||||
-- @type DEPARTURE
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #string apptype DEPARTURE type (ILS, VOR, LOC).
|
||||
-- @field Wrapper.Airbase#AIRBASE airbase Airbase of this DEPARTURE.
|
||||
-- @field Wrapper.Airbase#AIRBASE.Runway runway Runway of this DEPARTURE.
|
||||
-- @field Navigation.Point#NAVAID navaid Primary navigation aid.
|
||||
-- @field #number wpcounter Running number counting the waypoints to generate its UID.
|
||||
-- @list <#DEPARTURE.Waypoint> path Path of DEPARTURE consisting of waypoints.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The DEPARTURE Concept
|
||||
--
|
||||
-- Bla.
|
||||
--
|
||||
-- @field #DEPARTURE
|
||||
DEPARTURE = {
|
||||
ClassName = "DEPARTURE",
|
||||
verbose = 0,
|
||||
wpcounter = 0,
|
||||
}
|
||||
|
||||
--- Type of DEPARTURE.
|
||||
-- @type DEPARTURE.Type
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
DEPARTURE.Type={
|
||||
VOR="VOR",
|
||||
ILS="ILS",
|
||||
}
|
||||
|
||||
|
||||
--- Setments of DEPARTURE.
|
||||
-- @type DEPARTURE.Segment
|
||||
-- @field #string INITIAL Initial DEPARTURE segment.
|
||||
-- @field #string INTERMEDIATE Intermediate DEPARTURE segment.
|
||||
-- @field #string FINAL Final DEPARTURE segment.
|
||||
-- @field #string MISSED Missed DEPARTURE segment.
|
||||
DEPARTURE.Segment={
|
||||
INITIAL="Initial",
|
||||
INTERMEDIATE="Intermediate",
|
||||
FINAL="Final",
|
||||
MISSED="Missed",
|
||||
}
|
||||
|
||||
--- Waypoint of the DEPARTURE.
|
||||
-- @type DEPARTURE.Waypoint
|
||||
-- @field #number uid Unique ID of the point.
|
||||
-- @field #string segment The segment this point belongs to.
|
||||
-- @field Navigation.Point#NAVFIX navfix The navigation fix that determines the coordinates of this point.
|
||||
|
||||
--- DEPARTURE class version.
|
||||
-- @field #string version
|
||||
DEPARTURE.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
-- Initial DEPARTURE segment --> Intermediate DEPARTURE segment: starts at IF --> Final DEPARTURE segment
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new DEPARTURE class instance.
|
||||
-- @param #DEPARTURE self
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase or name of the airbase.
|
||||
-- @param Wrapper.Airbase#AIRBASE.Runway Runway The runway or name of the runway.
|
||||
-- @param #string Type Type of DEPARTURE (ILS, VOR, LOC).
|
||||
-- @return #DEPARTURE self
|
||||
function DEPARTURE:New(Airbase, Runway)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #DEPARTURE
|
||||
|
||||
if type(Airbase)=="string" then
|
||||
self.airbase=AIRBASE:FindByName(Airbase)
|
||||
else
|
||||
self.airbase=Airbase
|
||||
end
|
||||
|
||||
if type(Runway)=="string" then
|
||||
self.runway=self.airbase:GetRunwayByName(Runway)
|
||||
else
|
||||
self.runway=Runway
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set the primary navigation aid used in the DEPARTURE.
|
||||
-- @param #DEPARTURE self
|
||||
-- @param Navigation.Point#NAVAID NavAid The NAVAID.
|
||||
-- @return #DEPARTURE self
|
||||
function DEPARTURE:SetNavAid(NavAid)
|
||||
|
||||
self.navaid=NavAid
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a waypoint to the path of the DEPARTURE.
|
||||
-- @param #DEPARTURE self
|
||||
-- @param Navigation.Point#NAVFIX NavFix The navigation fix.
|
||||
-- @param #string Segment The DEPARTURE segment this fix belongs to.
|
||||
-- @return #DEPARTURE.Waypoint The waypoint data.
|
||||
function DEPARTURE:AddWaypoint(NavFix, Segment)
|
||||
|
||||
self.wpcounter=self.wpcounter+1
|
||||
|
||||
local point={} --#DEPARTURE.Waypoint
|
||||
point.uid=self.wpcounter
|
||||
point.segment=Segment
|
||||
point.navfix=NavFix
|
||||
|
||||
table.insert(self.path, point)
|
||||
|
||||
return point
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- Add DEPARTURE private functions here.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -1,330 +0,0 @@
|
||||
--- **NAVIGATION** - Airbase radios.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Get radio frequencies of airbases
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Radios).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Radios
|
||||
-- @image NAVIGATION_Radios.png
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- RADIOS class.
|
||||
-- @type RADIOS
|
||||
--
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #table radios Radios.
|
||||
--
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *It's not true I had nothing on, I had the radio on.* -- *Marilyn Monroe*
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The RADIOS Concept
|
||||
--
|
||||
-- This class is desinged to make information about radios of a map/theatre easier accessible. The information contains mostly the frequencies of airbases of the map.
|
||||
--
|
||||
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `radio.lua` that can be
|
||||
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `RADIOS` object can be created with the @{#RADIOS.NewFromFile}(*radio_lua_file*) function.
|
||||
--
|
||||
-- local radios=RADIOS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\radios.lua")
|
||||
-- radios:MarkerShow()
|
||||
--
|
||||
-- This will load the radios from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
|
||||
-- you provided is correct and all relevant radios are present.
|
||||
--
|
||||
-- # User Functions
|
||||
--
|
||||
-- ## F10 Map Markers
|
||||
--
|
||||
-- ## Position
|
||||
--
|
||||
-- ## Closest Radio
|
||||
--
|
||||
--
|
||||
-- @field #RADIOS
|
||||
RADIOS = {
|
||||
ClassName = "RADIOS",
|
||||
verbose = 0,
|
||||
radios = {},
|
||||
}
|
||||
|
||||
--- Radio item data structure.
|
||||
-- @type RADIOS.Radio
|
||||
-- @field #string radioId Radio ID.
|
||||
-- @field #table role Roles of the radio (usually {"ground", "tower", "approach"}).
|
||||
-- @field #table callsign Callsigns of the radio (usually the airbase name).
|
||||
-- @field #table frequency Frequencies of the radios.
|
||||
-- @field #table position Position table.
|
||||
-- @field #table sceneObjects Scenery objects.
|
||||
-- @field #string name Name of the airbase.
|
||||
-- @field Wrapper.Airbase#AIRBASE airbase Airbase.
|
||||
|
||||
--- Radio item data structure.
|
||||
-- @type RADIOS.Frequency
|
||||
-- @field #number modu Modulation type.
|
||||
-- @field #number freq Frequency in Hz.
|
||||
|
||||
|
||||
--- RADIOS class version.
|
||||
-- @field #string version
|
||||
RADIOS.version="0.0.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor(s)
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new RADIOS class instance from a given table.
|
||||
-- @param #RADIOS self
|
||||
-- @param #table RadioTable Table with radios info.
|
||||
-- @return #RADIOS self
|
||||
function RADIOS:NewFromTable(RadioTable)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
|
||||
|
||||
local airbasenames=AIRBASE.GetAllAirbaseNames()
|
||||
|
||||
for _,_radio in pairs(RadioTable) do
|
||||
local radio=_radio --#RADIOS.Radio
|
||||
|
||||
--UTILS.PrintTableToLog(radio)
|
||||
--UTILS.PrintTableToLog(radio.callsign)
|
||||
|
||||
-- The table structure of callsign is a bit awkward. We need to get the airbase name.
|
||||
local cs=radio.callsign[1]
|
||||
if cs and cs.common then
|
||||
radio.name=cs.common[1]
|
||||
elseif cs and cs.nato then
|
||||
radio.name=cs.nato[1]
|
||||
else
|
||||
radio.name="Unknown"
|
||||
end
|
||||
|
||||
--UTILS.PrintTableToLog(radio.callsign)
|
||||
|
||||
radio.name=self:_GetAirbaseName(airbasenames, radio.name)
|
||||
|
||||
radio.airbase=AIRBASE:FindByName(radio.name)
|
||||
|
||||
if radio.airbase then
|
||||
radio.coordinate=radio.airbase:GetCoordinate()
|
||||
end
|
||||
|
||||
-- Add to table
|
||||
table.insert(self.radios, radio)
|
||||
end
|
||||
|
||||
-- Debug output
|
||||
self:I(string.format("Added %d radios", #self.radios))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new RADIOS class instance from a given file.
|
||||
-- @param #RADIOS self
|
||||
-- @param #string FileName Full path to the file containing the map radios.
|
||||
-- @return #RADIOS self
|
||||
function RADIOS:NewFromFile(FileName)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
|
||||
|
||||
local exists=UTILS.FileExists(FileName)
|
||||
|
||||
if exists==false then
|
||||
self:E(string.format("ERROR: file with radios info does not exist! File=%s", tostring(FileName)))
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Backup DCS radio table
|
||||
local radiobak=UTILS.DeepCopy(radio)
|
||||
|
||||
-- This will create a global table `radio`
|
||||
dofile(FileName)
|
||||
|
||||
-- Get radios from table.
|
||||
self=self:NewFromTable(radio)
|
||||
|
||||
-- Restore DCS radio table
|
||||
radio=UTILS.DeepCopy(radiobak)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get 3D position vector of a specific radio.
|
||||
-- @param #RADIOS self
|
||||
-- @param #RADIOS.Radio radio The radio data structure.
|
||||
-- @return DCS#Vec3 Position vector.
|
||||
function RADIOS:GetVec3(radio)
|
||||
return radio.vec3
|
||||
end
|
||||
|
||||
--- Get COORDINATE of a specific radio.
|
||||
-- @param #RADIOS self
|
||||
-- @param #RADIOS.Radio radio The radio data structure.
|
||||
-- @return Core.Point#COORDINATE The coordinate.
|
||||
function RADIOS:GetCoordinate(radio)
|
||||
return radio.coordinate
|
||||
end
|
||||
|
||||
--- Add markers for all radios on the F10 map.
|
||||
-- @param #RADIOS self
|
||||
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
|
||||
-- @return #RADIOS self
|
||||
function RADIOS:MarkerShow(Radio)
|
||||
|
||||
for _,_radio in pairs(self.radios) do
|
||||
local radio=_radio --#RADIOS.Radio
|
||||
if Radio==nil or Radio.radioId==radio.radioId then
|
||||
local coord=self:GetCoordinate(radio)
|
||||
if coord then
|
||||
local text=self:_GetMarkerText(radio)
|
||||
if radio.markerID then
|
||||
UTILS.RemoveMark(radio.markerID)
|
||||
end
|
||||
radio.markerID=coord:MarkToAll(text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove markers of all radios from the F10 map.
|
||||
-- @param #RADIOS self
|
||||
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
|
||||
-- @return #RADIOS self
|
||||
function RADIOS:MarkerRemove(Radio)
|
||||
|
||||
for _,_radio in pairs(self.radios) do
|
||||
local radio=_radio --#RADIOS.Radio
|
||||
if Radio==nil or Radio.radioId==radio.radioId then
|
||||
if radio.markerID then
|
||||
UTILS.RemoveMark(radio.markerID)
|
||||
radio.markerID=nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get text displayed in the F10 marker.
|
||||
-- @param #RADIOS self
|
||||
-- @param #RADIOS.Radio radio The radio data structure.
|
||||
-- @return #string Marker text.
|
||||
function RADIOS:_GetMarkerText(radio)
|
||||
|
||||
local text=string.format("Radio %s", tostring(radio.name))
|
||||
for b,f in pairs(radio.frequency) do
|
||||
local frequency=f --#RADIOS.Frequency
|
||||
local mod=frequency[1]
|
||||
local fre=frequency[2]
|
||||
local freq, funit=self:_GetFrequency(fre)
|
||||
--UTILS.PrintTableToLog(frequency)
|
||||
local band=self:_GetBandName(b)
|
||||
text=text..string.format("\n%s: %.3f %s", band, freq, funit)
|
||||
end
|
||||
|
||||
return text
|
||||
end
|
||||
|
||||
|
||||
--- Get converted frequency.
|
||||
-- @param #RADIOS self
|
||||
-- @param #number freq Frequency in Hz.
|
||||
-- @return #number Frequency in better unit.
|
||||
-- @return #string Unit ("Hz", "kHz", "MHz").
|
||||
function RADIOS:_GetFrequency(freq)
|
||||
|
||||
freq=freq or 0
|
||||
local unit="Hz"
|
||||
|
||||
if freq>=1e6 then
|
||||
freq=freq/1e6
|
||||
unit="MHz"
|
||||
elseif freq>=1e3 then
|
||||
freq=freq/1e3
|
||||
unit="kHz"
|
||||
end
|
||||
|
||||
return freq, unit
|
||||
end
|
||||
|
||||
--- Get name of frequency band.
|
||||
-- @param #RADIOS self
|
||||
-- @param #number BandNumber Band as number.
|
||||
-- @return #string Band name.
|
||||
function RADIOS:_GetBandName(BandNumber)
|
||||
|
||||
if BandNumber~=nil then
|
||||
for bandName,bandNumber in pairs(ENUMS.FrequencyBand) do
|
||||
if bandNumber==BandNumber then
|
||||
return bandName
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return "Unknown"
|
||||
end
|
||||
|
||||
--- Get name of frequency band.
|
||||
-- @param #RADIOS self
|
||||
-- @param #table airbasenames Names of all airbases.
|
||||
-- @param #string name Name of airbase.
|
||||
-- @return #string Name of airbase
|
||||
function RADIOS:_GetAirbaseName(airbasenames, name)
|
||||
|
||||
local airbase=AIRBASE:FindByName(name)
|
||||
|
||||
if airbase then
|
||||
return name
|
||||
else
|
||||
for _,airbasename in pairs(airbasenames) do
|
||||
if string.find(airbasename, name) then
|
||||
return airbasename
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return "Unknown"
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,108 +0,0 @@
|
||||
--- **NAVIGATION** - Template.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Stuff
|
||||
-- * More Stuff
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Template).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Template
|
||||
-- @image NAVIGATION_Template.png
|
||||
|
||||
|
||||
--- TEMPLATE class.
|
||||
-- @type TEMPLATE
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The TEMPLATE Concept
|
||||
--
|
||||
-- The TEMPLATE class has a great concept!
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `TEMPLATE` object can be created with the @{#TEMPLATE.New}() function.
|
||||
--
|
||||
-- myTemplate=TEMPLATE:New()
|
||||
-- myTemplate:SetXYZ(X, Y, Z)
|
||||
--
|
||||
-- This is how it works.
|
||||
--
|
||||
-- @field #TEMPLATE
|
||||
TEMPLATE = {
|
||||
ClassName = "TEMPLATE",
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- Type of navaid
|
||||
-- @type TEMPLATE.Type
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
TEMPLATE.TYPE={
|
||||
VOR="VOR",
|
||||
NDB="NDB",
|
||||
}
|
||||
|
||||
--- TEMPLATE class version.
|
||||
-- @field #string version
|
||||
TEMPLATE.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new TEMPLATE class instance.
|
||||
-- @param #TEMPLATE self
|
||||
-- @return #TEMPLATE self
|
||||
function TEMPLATE:New()
|
||||
|
||||
-- Inherit everything from SCENERY class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #TEMPLATE
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set frequency.
|
||||
-- @param #TEMPLATE self
|
||||
-- @param #number Frequency Frequency in Hz.
|
||||
-- @return #TEMPLATE self
|
||||
function TEMPLATE:SetFrequency(Frequency)
|
||||
|
||||
self.frequency=Frequency
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,296 +0,0 @@
|
||||
--- **NAVIGATION** - Beacons of the map/theatre.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Find towns of map
|
||||
-- * Road and rail connections
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Towns).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Towns
|
||||
-- @image NAVIGATION_Towns.png
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- TOWNS class.
|
||||
-- @type TOWNS
|
||||
--
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #table towns Towns.
|
||||
--
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *Hope is the beacon that guides lost ships back to the shore.*
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The TOWNS Concept
|
||||
--
|
||||
-- This class is desinged to make information about towns of a map/theatre easier accessible. The information contains location and road/rail connections of the towns.
|
||||
--
|
||||
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `towns.lua` that can be
|
||||
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `TOWNS` object can be created with the @{#TOWNS.NewFromFile}(*towns_lua_file*) function.
|
||||
--
|
||||
-- local towns=TOWNS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\towns.lua")
|
||||
-- towns:MarkerShow()
|
||||
--
|
||||
-- This will load the towns from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
|
||||
-- you provided is correct and all relevant towns are present.
|
||||
--
|
||||
-- # User Functions
|
||||
--
|
||||
-- ## F10 Map Markers
|
||||
--
|
||||
-- ## Position
|
||||
--
|
||||
-- ## Get Closest Town
|
||||
--
|
||||
--
|
||||
-- @field #TOWNS
|
||||
TOWNS = {
|
||||
ClassName = "TOWNS",
|
||||
verbose = 0,
|
||||
towns = {},
|
||||
}
|
||||
|
||||
--- Town data.
|
||||
-- @type TOWNS.Town
|
||||
-- @field #string display_name Displayed name.
|
||||
-- @field #string name Name of the town.
|
||||
-- @field #number latitude Latitude.
|
||||
-- @field #number longitude Longitude
|
||||
-- @field DCS#Vec3 vec3 Position vector 3D.
|
||||
-- @field Core.Point#COORDINATE coordinate The coordinate.
|
||||
-- @field Core.Point#COORDINATE coordRoad The coordinate of the closest road.
|
||||
-- @field Core.Point#COORDINATE coordRail The coordinate of the closest railway.
|
||||
-- @field #number markerID ID for the F10 marker.
|
||||
|
||||
--- TOWNS class version.
|
||||
-- @field #string version
|
||||
TOWNS.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
-- TODO: Road connection
|
||||
-- TODO: Rail connection
|
||||
-- TODO: Connection between towns
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor(s)
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new TOWNS class instance from a given table.
|
||||
-- @param #TOWNS self
|
||||
-- @param #table TownTable Table with all towns data.
|
||||
-- @return #TOWNS self
|
||||
function TOWNS:NewFromTable(TownTable)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
|
||||
|
||||
for TownName,_town in pairs(TownTable) do
|
||||
local town=_town --#TOWNS.Town
|
||||
|
||||
town.name=TownName
|
||||
|
||||
-- Get coordinate
|
||||
town.coordinate=COORDINATE:NewFromLLDD(town.latitude, town.longitude)
|
||||
|
||||
-- Get coordinate of closest road
|
||||
town.coordRoad=town.coordinate:GetClosestPointToRoad()
|
||||
|
||||
-- Get coordinate of closest rail
|
||||
town.coordRail=town.coordinate:GetClosestPointToRoad(true)
|
||||
|
||||
-- Add to table
|
||||
table.insert(self.towns, town)
|
||||
end
|
||||
|
||||
-- Debug output
|
||||
self:I(string.format("Added %d towns", #self.towns))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Create a new TOWNS class instance from a given file.
|
||||
-- @param #TOWNS self
|
||||
-- @param #string FileName Full path to the file containing the towns data.
|
||||
-- @return #TOWNS self
|
||||
function TOWNS:NewFromFile(FileName)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
|
||||
|
||||
local exists=UTILS.FileExists(FileName)
|
||||
|
||||
if exists==false then
|
||||
self:E(string.format("ERROR: file with towns info does not exist!"))
|
||||
return nil
|
||||
end
|
||||
|
||||
-- This will create a global table `towns`
|
||||
dofile(FileName)
|
||||
|
||||
-- Get towns from table.
|
||||
self=self:NewFromTable(towns)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get 3D position vector of a specific town.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town town The town data structure.
|
||||
-- @return DCS#Vec3 Position vector.
|
||||
function TOWNS:GetVec3(town)
|
||||
return town.vec3
|
||||
end
|
||||
|
||||
--- Get COORDINATE of a specific town.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town town The town data structure.
|
||||
-- @return Core.Point#COORDINATE The coordinate.
|
||||
function TOWNS:GetCoordinate(town)
|
||||
return town.coordinate
|
||||
end
|
||||
|
||||
--- Get closest road coordinate of a town.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town town The town data structure.
|
||||
-- @return Core.Point#COORDINATE The closest road coordinate.
|
||||
function TOWNS:GetCoordRoad(town)
|
||||
return town.coordRoad
|
||||
end
|
||||
|
||||
--- Get closest rail coordinate of a town.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town town The town data structure.
|
||||
-- @return Core.Point#COORDINATE The closest rail coordinate.
|
||||
function TOWNS:GetCoordRail(town)
|
||||
return town.coordRail
|
||||
end
|
||||
|
||||
--- Get road connection between two towns.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town townA The town data structure.
|
||||
-- @param #TOWNS.Town townB The town data structure.
|
||||
-- @return #table Table containing path coordinates.
|
||||
function TOWNS:GetConnectionRoad(townA, townB)
|
||||
|
||||
local path=townA.coordRoad:GetPathOnRoad(townB.coordRoad)
|
||||
|
||||
return path
|
||||
end
|
||||
|
||||
--- Find closest town to a given coordinate.
|
||||
-- @param #TOWNS self
|
||||
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
|
||||
-- @return #TOWNS.Town The closest town.
|
||||
function TOWNS:GetClosestTown(Coordinate)
|
||||
|
||||
local Town=nil --#TOWNS.Town
|
||||
local distmin=math.huge
|
||||
|
||||
for _,_town in pairs(self.towns) do
|
||||
local town=_town --#TOWNS.Town
|
||||
|
||||
local dist=Coordinate:Get2DDistance(town.coordinate)
|
||||
|
||||
if dist<distmin then
|
||||
distmin=dist
|
||||
Town=town
|
||||
end
|
||||
end
|
||||
|
||||
return Town
|
||||
end
|
||||
|
||||
--- Get table of all towns, optionally of a given type.
|
||||
-- @param #TOWNS self
|
||||
-- @return #table Table of towns. Each element is of type #TOWN.Town.
|
||||
function TOWNS:GetTowns()
|
||||
return self.towns
|
||||
end
|
||||
|
||||
--- Add markers for all towns on the F10 map.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
|
||||
-- @return #TOWNS self
|
||||
function TOWNS:MarkerShow(Town)
|
||||
|
||||
for _,_town in pairs(self.towns) do
|
||||
local town=_town --#TOWNS.Town
|
||||
if Town==nil or Town.name==town.name then
|
||||
local text=self:_GetMarkerText(town)
|
||||
local coord=town.coordinate
|
||||
if town.markerID then
|
||||
UTILS.RemoveMark(town.markerID)
|
||||
end
|
||||
town.markerID=coord:MarkToAll(text)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove markers of all towns from the F10 map.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
|
||||
-- @return #TOWNS self
|
||||
function TOWNS:MarkerRemove(Town)
|
||||
|
||||
for _,_town in pairs(self.towns) do
|
||||
local town=_town --#TOWNS.Town
|
||||
if Town==nil or Town.name==town.name then
|
||||
if town.markerID then
|
||||
UTILS.RemoveMark(town.markerID)
|
||||
town.markerID=nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get text displayed in the F10 marker.
|
||||
-- @param #TOWNS self
|
||||
-- @param #TOWNS.Town town The town data structure.
|
||||
-- @return #string Marker text.
|
||||
function TOWNS:_GetMarkerText(town)
|
||||
|
||||
local text=string.format("Town %s", town.name)
|
||||
--text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
|
||||
|
||||
return text
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -12229,8 +12229,8 @@ function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
|
||||
local magvar= magnetic and self.magvar or 0
|
||||
|
||||
-- Ship heading so cross wind is min for the given wind.
|
||||
-- local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360 -- VNAO Edit: Using old heading into wind algorithm
|
||||
local intowind = self:GetHeadingIntoWind_old(vdeck,magnetic) -- VNAO Edit: Using old heading into wind algorithm
|
||||
local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360
|
||||
|
||||
|
||||
return intowind, v
|
||||
end
|
||||
@@ -12683,6 +12683,7 @@ function AIRBOSS:_LSOgrade( playerData )
|
||||
local nS=count(G, '%(')
|
||||
local nN=N-nS-nL
|
||||
|
||||
if TIG=="_OK_" then nL = nL -1 end --Circuit added to prevent grade deduction for perfect groove
|
||||
|
||||
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
|
||||
local Tgroove=playerData.Tgroove
|
||||
@@ -12712,7 +12713,6 @@ function AIRBOSS:_LSOgrade( playerData )
|
||||
else
|
||||
|
||||
if vtol then
|
||||
|
||||
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
|
||||
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
|
||||
|
||||
|
||||
@@ -601,79 +601,6 @@ function BRIGADE:onafterStatus(From, Event, To)
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
if self.verbose>=3 then
|
||||
|
||||
-- Count numbers
|
||||
local Ntotal=0
|
||||
local Nspawned=0
|
||||
local Nrequested=0
|
||||
local Nreserved=0
|
||||
local Nstock=0
|
||||
|
||||
local text="\n===========================================\n"
|
||||
text=text.."Assets:"
|
||||
local legion=self --Ops.Legion#LEGION
|
||||
|
||||
for _,_cohort in pairs(legion.cohorts) do
|
||||
local cohort=_cohort --Ops.Cohort#COHORT
|
||||
|
||||
for _,_asset in pairs(cohort.assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
local state="In Stock"
|
||||
if asset.flightgroup then
|
||||
state=asset.flightgroup:GetState()
|
||||
local mission=legion:GetAssetCurrentMission(asset)
|
||||
if mission then
|
||||
state=state..string.format(", Mission \"%s\" [%s]", mission:GetName(), mission:GetType())
|
||||
end
|
||||
else
|
||||
if asset.spawned then
|
||||
env.info("FF ERROR: asset has opsgroup but is NOT spawned!")
|
||||
end
|
||||
if asset.requested and asset.isReserved then
|
||||
env.info("FF ERROR: asset is requested and reserved. Should not be both!")
|
||||
state="Reserved+Requested!"
|
||||
elseif asset.isReserved then
|
||||
state="Reserved"
|
||||
elseif asset.requested then
|
||||
state="Requested"
|
||||
end
|
||||
end
|
||||
|
||||
-- Text.
|
||||
text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]",
|
||||
asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid))
|
||||
|
||||
|
||||
if asset.spawned then
|
||||
Nspawned=Nspawned+1
|
||||
end
|
||||
if asset.requested then
|
||||
Nrequested=Nrequested+1
|
||||
end
|
||||
if asset.isReserved then
|
||||
Nreserved=Nreserved+1
|
||||
end
|
||||
if not (asset.spawned or asset.requested or asset.isReserved) then
|
||||
Nstock=Nstock+1
|
||||
end
|
||||
|
||||
Ntotal=Ntotal+1
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
text=text.."\n-------------------------------------------"
|
||||
text=text..string.format("\nNstock = %d", Nstock)
|
||||
text=text..string.format("\nNreserved = %d", Nreserved)
|
||||
text=text..string.format("\nNrequested = %d", Nrequested)
|
||||
text=text..string.format("\nNspawned = %d", Nspawned)
|
||||
text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved)
|
||||
text=text.."\n==========================================="
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -445,7 +445,6 @@ OPSGROUP.TaskType={
|
||||
-- @field Wrapper.Marker#MARKER marker Marker on the F10 map.
|
||||
-- @field #string formation Ground formation. Similar to action but on/off road.
|
||||
-- @field #number missionUID Mission UID (Auftragsnr) this waypoint belongs to.
|
||||
-- @field Navigation.FlightPlan#FLIGHTPLAN flightplan Flightplan this waypoint belongs to.
|
||||
|
||||
--- Cargo Carrier status.
|
||||
-- @type OPSGROUP.CarrierStatus
|
||||
@@ -574,11 +573,6 @@ function OPSGROUP:New(group)
|
||||
|
||||
-- Set DCS group and controller.
|
||||
self.dcsgroup=self:GetDCSGroup()
|
||||
|
||||
if not self.dcsgroup then
|
||||
return
|
||||
end
|
||||
|
||||
self.controller=self.dcsgroup:getController()
|
||||
|
||||
-- Category.
|
||||
@@ -11368,9 +11362,9 @@ function OPSGROUP:_SimpleTaskFunction(Function, uid)
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
--- Enhanced waypoint table.
|
||||
--- Enhance waypoint table.
|
||||
-- @param #OPSGROUP self
|
||||
-- @param #OPSGROUP.Waypoint waypoint Waypoint data.
|
||||
-- @param #OPSGROUP.Waypoint Waypoint data.
|
||||
-- @return #OPSGROUP.Waypoint Modified waypoint data.
|
||||
function OPSGROUP:_CreateWaypoint(waypoint)
|
||||
|
||||
@@ -12798,7 +12792,7 @@ function OPSGROUP:_UpdatePosition()
|
||||
self.positionLast=self.position or self:GetVec3()
|
||||
self.headingLast=self.heading or self:GetHeading()
|
||||
self.orientXLast=self.orientX or self:GetOrientationX()
|
||||
self.velocityLast=self.velocity or self.group:GetVelocityMPS()
|
||||
self.velocityLast=self.velocity or self.group:GetVelocityMPS()
|
||||
|
||||
-- Current state.
|
||||
self.position=self:GetVec3()
|
||||
@@ -13626,24 +13620,20 @@ end
|
||||
-- @return Core.Point#COORDINATE The coordinate of the object.
|
||||
function OPSGROUP:_CoordinateFromObject(Object)
|
||||
|
||||
env.info("FF coordfrom object")
|
||||
if Object then
|
||||
if VECTOR._IsVector(Object) then
|
||||
env.info("FF VECTOR")
|
||||
return Object:GetCoordinate()
|
||||
elseif Object:IsInstanceOf("COORDINATE") then
|
||||
if Object:IsInstanceOf("COORDINATE") then
|
||||
return Object
|
||||
else
|
||||
if Object:IsInstanceOf("POSITIONABLE") or Object:IsInstanceOf("ZONE_BASE") then
|
||||
self:E(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate")
|
||||
self:T(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate")
|
||||
local coord=Object:GetCoordinate()
|
||||
return coord
|
||||
else
|
||||
self:E(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!")
|
||||
self:T(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!")
|
||||
end
|
||||
end
|
||||
else
|
||||
self:E(self.lid.."ERROR: Object passed is nil!")
|
||||
self:T(self.lid.."ERROR: Object passed is nil!")
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
@@ -1386,28 +1386,3 @@ ENUMS.FARPObjectTypeNamesAndShape ={
|
||||
[ENUMS.FARPType.PADSINGLE] = { TypeName="FARP_SINGLE_01", ShapeName="FARP_SINGLE_01"},
|
||||
}
|
||||
|
||||
--- Radio frequency bands (HF, VHF, UHF)
|
||||
-- @type ENUMS.FrequencyBand
|
||||
-- @field #number HF High frequency
|
||||
-- @field #number VHF_LOW Very high frequency
|
||||
-- @field #number VHF_HI Very high frequency
|
||||
-- @field #number UHF Ultra high frequency
|
||||
ENUMS.FrequencyBand = {
|
||||
HF = 0,
|
||||
VHF_LOW = 1,
|
||||
VHF_HI = 2,
|
||||
UHF = 3,
|
||||
}
|
||||
|
||||
--- Radio modulation types (AM, FM)
|
||||
-- @type ENUMS.ModulationType
|
||||
-- @field #number AM Amplitude modulation
|
||||
-- @field #number FM Frequency modulation
|
||||
-- @field #number AMFM Amplitude and frequency modulation
|
||||
-- @field #number DISCARD Discard modulation
|
||||
ENUMS.ModulationType = {
|
||||
AM = 0,
|
||||
FM = 1,
|
||||
AMFM = 2,
|
||||
DISCARD = -1,
|
||||
}
|
||||
|
||||
@@ -805,33 +805,6 @@ UTILS.kg2lbs = function( kg )
|
||||
return kg * 2.20462
|
||||
end
|
||||
|
||||
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) to decimal degrees (DD).
|
||||
-- @param #number Degrees Degrees in grad.
|
||||
-- @param #number Minutes Minutes.
|
||||
-- @param #number Seconds Seconds.
|
||||
-- @return #number Latitude or Longitude in decimal degrees.
|
||||
UTILS.LLDMSToDD = function(Degrees, Minutes, Seconds)
|
||||
|
||||
local dd=tonumber(Degrees or 0) + tonumber(Minutes or 0)/60 + tonumber(Seconds or 0)/3600
|
||||
|
||||
return dd
|
||||
end
|
||||
|
||||
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) given in text form to decimal degrees (DD).
|
||||
-- @param #string LatOrLongString Latitude or longitude passed as ttring in format `DD°MM'SS.SS"`.
|
||||
-- @return #number Latitude or Longitude in decimal degrees.
|
||||
UTILS.LLDMSstringToDD = function(LatOrLongString)
|
||||
|
||||
local hem=string.match(LatOrLongString, "(%a)")
|
||||
local Degrees=string.match(LatOrLongString, "(%d+)°")
|
||||
local Minutes=string.match(LatOrLongString, "(%d+)'")
|
||||
local Seconds=string.match(LatOrLongString, "([%d\.]+)\"")
|
||||
|
||||
local dd=UTILS.LLDMSToDD(Degrees, Minutes, Seconds)
|
||||
|
||||
return dd
|
||||
end
|
||||
|
||||
--[[acc:
|
||||
in DM: decimal point of minutes.
|
||||
In DMS: decimal point of seconds.
|
||||
@@ -1552,22 +1525,6 @@ function UTILS.Vec2Add(a, b)
|
||||
return {x=a.x+b.x, y=a.y+b.y}
|
||||
end
|
||||
|
||||
--- Multiply 2D vector by a scalar value.
|
||||
-- @param DCS#Vec2 a Vector in 2D with x, y components.
|
||||
-- @param #number c Scalar value.
|
||||
-- @return DCS#Vec2 Vector
|
||||
function UTILS.Vec2Mult(a, c)
|
||||
return {x=c*a.x, y=c*a.y}
|
||||
end
|
||||
|
||||
--- Multiply 3D vector by a scalar value.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @param #number c Scalar value.
|
||||
-- @return DCS#Vec3 Vector
|
||||
function UTILS.VecMult(a, c)
|
||||
return {x=c*a.x, y=c*a.y, z=c*a.z}
|
||||
end
|
||||
|
||||
--- Calculate the angle between two 3D vectors.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
|
||||
@@ -1588,24 +1545,6 @@ function UTILS.VecAngle(a, b)
|
||||
return math.deg(alpha)
|
||||
end
|
||||
|
||||
--- Calculate the angle between two 3D vectors.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
|
||||
-- @return #number Angle alpha between and b in degrees.
|
||||
function UTILS.VecAngleSigned(a, b)
|
||||
|
||||
local a=UTILS.VecSubstract(s1.p2.vec3, s1.p1.vec3)
|
||||
|
||||
local b=UTILS.VecSubstract(s2.p2.vec3, s2.p1.vec3)
|
||||
|
||||
local h1=UTILS.VecHdg(a)
|
||||
local h2=UTILS.VecHdg(b)
|
||||
|
||||
local angle=h1-h2 --UTILS.VecAngle(a, b)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Calculate "heading" of a 3D vector in the X-Z plane.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @return #number Heading in degrees in [0,360).
|
||||
@@ -1628,20 +1567,6 @@ function UTILS.Vec2Hdg(a)
|
||||
return h
|
||||
end
|
||||
|
||||
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
|
||||
-- @param DCS#Vec3 a Vector a.
|
||||
-- @param DCS#Vec3 a Vector b.
|
||||
-- @return #number Heading difference in degrees.
|
||||
function UTILS.VecHdgDiff(a, b)
|
||||
|
||||
local ha=math.deg(math.atan2(a.z, a.x))
|
||||
local hb=math.deg(math.atan2(b.z, b.x))
|
||||
|
||||
local angle=ha-hb
|
||||
|
||||
return angle
|
||||
end
|
||||
|
||||
--- Calculate the difference between two "heading", i.e. angles in [0,360) deg.
|
||||
-- @param #number h1 Heading one.
|
||||
-- @param #number h2 Heading two.
|
||||
@@ -3302,64 +3227,6 @@ function UTILS.BearingToCardinal(Heading)
|
||||
end
|
||||
end
|
||||
|
||||
--- Adjust given heading so that is is in [0, 360).
|
||||
-- @param #number Heading The heading in degrees.
|
||||
-- @return #number Adjust heading in [0,360).
|
||||
function UTILS.AdjustHeading360(Heading)
|
||||
|
||||
while Heading>=360 or Heading<0 do
|
||||
if Heading>=360 then
|
||||
Heading=Heading-360
|
||||
elseif Heading<0 then
|
||||
Heading=Heading+360
|
||||
end
|
||||
end
|
||||
|
||||
return Heading
|
||||
end
|
||||
|
||||
--- Transfroms a given 2D vector 3D.
|
||||
-- This takes care of ED's different conventions for 2D and 3D coordinate systems.
|
||||
-- @param DCS#Vec2 Vec Vector to be transformed. Can be any table/object that has at least x and y and optionally a z component.
|
||||
-- @param #boolean OnSurface If `true`, new vector's y-component (alt) is at surface height. Otherwise, it is set to 0.
|
||||
-- @return DCS#Vec3 Vector in 3D with x-, y- and z-components.
|
||||
function UTILS.VecTo3D(Vec, OnSurface)
|
||||
|
||||
local vec={x=0, y=0, z=0} --DCS#Vec3
|
||||
if Vec.z then
|
||||
-- Vector is 3D already ==> Nothing to do.
|
||||
vec.x=Vec.x
|
||||
vec.y=Vec.y
|
||||
vec.z=Vec.z
|
||||
else
|
||||
-- Vector is 2D
|
||||
vec.x=Vec.x
|
||||
vec.y=OnSurface and land.getHeight({x=Vec.x, y=Vec.y}) or 0
|
||||
vec.z=Vec.y
|
||||
end
|
||||
|
||||
return vec
|
||||
end
|
||||
|
||||
--- Transfroms a given 3D (or 2D) vector to 2D.
|
||||
-- This takes care of ED's different conventions for 2D and 3D coordinate systems.
|
||||
-- @param DCS#Vec3 Vec Vector to be transformed. Can be any table/object that has at least x and y and optionally a z component.
|
||||
-- @return DCS#Vec2 Vector in 2D with x- and y-components.
|
||||
function UTILS.VecTo2D(Vec)
|
||||
|
||||
local vec={x=0, y=0} --DCS#Vec2
|
||||
|
||||
if Vec.z then
|
||||
vec.x=Vec.x
|
||||
vec.y=Vec.z
|
||||
else
|
||||
vec.x=Vec.x
|
||||
vec.y=Vec.y
|
||||
end
|
||||
|
||||
return vec
|
||||
end
|
||||
|
||||
--- Create a BRAA NATO call string BRAA between two GROUP objects
|
||||
-- @param Wrapper.Group#GROUP FromGrp GROUP object
|
||||
-- @param Wrapper.Group#GROUP ToGrp GROUP object
|
||||
@@ -4389,17 +4256,55 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
|
||||
|
||||
if NumberPads > 1 then
|
||||
local Grid = UTILS.GenerateGridPoints(FarpVec2, NumberPads, SpacingX, SpacingY)
|
||||
local groupData = {
|
||||
["visible"] = true,
|
||||
["hidden"] = false,
|
||||
["units"] = {},
|
||||
["y"] = 0, -- Group center latitude
|
||||
["x"] = 0, -- Group center longitude
|
||||
["name"] = Name,
|
||||
}
|
||||
local unitData = {
|
||||
["category"] = "Heliports",
|
||||
["type"] = STypeName, -- FARP type
|
||||
["y"] = 0, -- Latitude coordinate (meters)
|
||||
["x"] = 0, -- Longitude coordinate (meters)
|
||||
["name"] = Name,
|
||||
["heading"] = 0, -- Heading in radians
|
||||
["heliport_modulation"] = mod, -- 0 = AM, 1 = FM
|
||||
["heliport_frequency"] = freq, -- Radio frequency in MHz
|
||||
["heliport_callsign_id"] = callsign, -- Callsign ID
|
||||
["dead"] = false,
|
||||
["shape_name"] = SShapeName,
|
||||
["dynamicSpawn"] = DynamicSpawns,
|
||||
["allowHotStart"] = HotStart,
|
||||
}
|
||||
for id,gridpoint in ipairs(Grid) do
|
||||
-- Spawn FARP
|
||||
local location = COORDINATE:NewFromVec2(gridpoint)
|
||||
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
|
||||
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
|
||||
newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
|
||||
local spawnedfarp = newfarp:SpawnFromCoordinate(location,0,Name.."-"..id)
|
||||
table.insert(ReturnObjects,spawnedfarp)
|
||||
|
||||
PopulateStorage(Name.."-"..id,liquids,equip,airframes)
|
||||
local UnitTemplate = UTILS.DeepCopy(unitData)
|
||||
UnitTemplate.x = gridpoint.x
|
||||
UnitTemplate.y = gridpoint.y
|
||||
if id > 1 then UnitTemplate.name = Name.."-"..id end
|
||||
table.insert(groupData.units,UnitTemplate)
|
||||
if id==1 then
|
||||
groupData.x = gridpoint.x
|
||||
groupData.y = gridpoint.y
|
||||
end
|
||||
end
|
||||
--BASE:I("Spawning FARP")
|
||||
--UTILS.PrintTableToLog(groupData,1)
|
||||
local Static=coalition.addGroup(Country, -1, groupData)
|
||||
-- Currently DCS >= 2.8 does not trigger birth events if FARPS are spawned!
|
||||
-- We create such an event. The airbase is registered in Core.Event
|
||||
local Event = {
|
||||
id = EVENTS.Birth,
|
||||
time = timer.getTime(),
|
||||
initiator = Static
|
||||
}
|
||||
-- Create BIRTH event.
|
||||
world.onEvent(Event)
|
||||
|
||||
PopulateStorage(Name.."-1",liquids,equip,airframes)
|
||||
else
|
||||
-- Spawn FARP
|
||||
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
|
||||
|
||||
@@ -31,7 +31,6 @@
|
||||
-- @field #AIRBASE.Runway runwayLanding Runway used for landing.
|
||||
-- @field #AIRBASE.Runway runwayTakeoff Runway used for takeoff.
|
||||
-- @field Wrapper.Storage#STORAGE storage The DCS warehouse storage.
|
||||
-- @field #table taxiways Taxiways stored as PATHLINEs.
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
--- Wrapper class to handle the DCS Airbase objects:
|
||||
@@ -79,7 +78,6 @@ AIRBASE = {
|
||||
[Airbase.Category.SHIP] = "Ship",
|
||||
},
|
||||
activerwyno = nil,
|
||||
taxiways = {},
|
||||
}
|
||||
|
||||
--- Enumeration to identify the airbases in the Caucasus region.
|
||||
@@ -1456,32 +1454,6 @@ AIRBASE.SpotStatus = {
|
||||
RESERVED="Reserved",
|
||||
}
|
||||
|
||||
--- ICAO Codes.
|
||||
-- @type AIRBASE.ICAO
|
||||
AIRBASE.ICAO = {
|
||||
UGTB=AIRBASE.Caucasus.Tbilisi_Lochini,
|
||||
UGKO=AIRBASE.Caucasus.Kutaisi,
|
||||
UG5X=AIRBASE.Caucasus.Kobuleti,
|
||||
UG24=AIRBASE.Caucasus.Soganlug,
|
||||
UG27=AIRBASE.Caucasus.Vaziani,
|
||||
UGSS=AIRBASE.Caucasus.Sukhumi_Babushara,
|
||||
UG23=AIRBASE.Caucasus.Gudauta,
|
||||
URSS=AIRBASE.Caucasus.Sochi_Adler,
|
||||
URMO=AIRBASE.Caucasus.Beslan,
|
||||
URMN=AIRBASE.Caucasus.Nalchik,
|
||||
XRMF=AIRBASE.Caucasus.Mozdok,
|
||||
URMM=AIRBASE.Caucasus.Mineralnye_Vody,
|
||||
URKH=AIRBASE.Caucasus.Maykop_Khanskaya,
|
||||
URKK=AIRBASE.Caucasus.Krasnodar_Pashkovsky,
|
||||
URKL=AIRBASE.Caucasus.Krasnodar_Center,
|
||||
URKG=AIRBASE.Caucasus.Gelendzhik,
|
||||
URKN=AIRBASE.Caucasus.Novorossiysk,
|
||||
URKW=AIRBASE.Caucasus.Krymsk,
|
||||
URKA=AIRBASE.Caucasus.Anapa_Vityazevo,
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Runway data.
|
||||
-- @type AIRBASE.Runway
|
||||
-- @field #string name Runway name.
|
||||
@@ -1670,47 +1642,14 @@ end
|
||||
|
||||
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
|
||||
-- @param #AIRBASE self
|
||||
-- @param #string AirbaseName The name of the airbase. Can also be the ICAO code or the airbase ID.
|
||||
-- @param #string AirbaseName The Airbase Name.
|
||||
-- @return #AIRBASE self
|
||||
function AIRBASE:FindByName( AirbaseName )
|
||||
|
||||
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )
|
||||
|
||||
if not AirbaseFound then
|
||||
AirbaseFound=self:FindByICAO(AirbaseName)
|
||||
end
|
||||
|
||||
if not AirbaseFound then
|
||||
AirbaseFound=self:FindByID(AirbaseName)
|
||||
end
|
||||
|
||||
return AirbaseFound
|
||||
end
|
||||
|
||||
|
||||
--- Find an AIRBASE in the _DATABASE using the [International Civil Aviation Organization](https://en.wikipedia.org/wiki/ICAO_airport_code) (ICAO) airport code.
|
||||
-- The code consists of four characters. Typically, the first one or two letters of the ICAO code indicate the country and the remaining letters identify the airport.
|
||||
--
|
||||
-- **NOTE** that the ICAO code cannot be retrieved via the DCS API and has to be hard coded into the MOOSE code. Therefore, it is a rare occasion where
|
||||
-- @param #AIRBASE self
|
||||
-- @param #string AirbaseICAO The Airbase ICAO code.
|
||||
-- @return #AIRBASE self
|
||||
function AIRBASE:FindByICAO( AirbaseICAO )
|
||||
|
||||
if AirbaseICAO then
|
||||
|
||||
local name=AIRBASE.ICAO[AirbaseICAO]
|
||||
|
||||
env.info(string.format("FF ICAO=%s, Name=%s", tostring(AirbaseICAO), tostring(name)))
|
||||
|
||||
local Airbase=self:FindByName(name)
|
||||
return Airbase
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Find a AIRBASE in the _DATABASE by its ID.
|
||||
-- @param #AIRBASE self
|
||||
-- @param #number id Airbase ID.
|
||||
@@ -2023,129 +1962,6 @@ function AIRBASE:IsShip()
|
||||
return self.isShip
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Taxi ways
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Add a taxiway from a given PATHLINE.
|
||||
-- @param #AIRBASE self
|
||||
-- @param Core.Pathline#PATHLINE TaxiPathline Pathline of the taxi way or name of pathline as #string.
|
||||
-- @param #string Name Name of the taxi way, *e.g.* "Alpha", or "Alpha-Kilo". Default is name of pathline.
|
||||
-- @return #AIRBASE self
|
||||
function AIRBASE:AddTaxiway(TaxiPathline, Name)
|
||||
|
||||
-- If passed as string, get pathline.
|
||||
if type(TaxiPathline)=="string" then
|
||||
TaxiPathline=PATHLINE:FindByName(TaxiPathline)
|
||||
end
|
||||
|
||||
-- Set name.
|
||||
Name=Name or TaxiPathline:GetName()
|
||||
|
||||
-- Create a deep copy.
|
||||
local taxiway=UTILS.DeepCopy(TaxiPathline) --Core.Pathline#PATHLINE
|
||||
|
||||
-- Set name.
|
||||
taxiway.name=Name
|
||||
|
||||
-- Add to taxiways.
|
||||
self.taxiways[Name]=taxiway
|
||||
|
||||
|
||||
--self:I(self.taxiways)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Find the shortest path using taxiways to get from given coodinates A to B on the airbase.
|
||||
-- Note that the taxi ways have to be manually added with the `AIRBASE:AddTaxiway()` function.
|
||||
-- @param #AIRBASE self
|
||||
-- @param Core.Point#COORDINATE StartCoord Start coordinate.
|
||||
-- @param Core.Point#COORDINATE EndCoord End coordinate.
|
||||
-- @return Core.Pathline#PATHLINE Shortest path on taxiways from `StartCoord` to `EndCoord`.
|
||||
-- @return #table Table of used taxi way pathlines.
|
||||
function AIRBASE:FindTaxiwaysFromAtoB(StartCoord, EndCoord)
|
||||
|
||||
-- Create A* pathfinding.
|
||||
local astar=ASTAR:New()
|
||||
|
||||
-- Add pathlines of taxiways of airport.
|
||||
for _,_taxiway in pairs(self.taxiways) do
|
||||
local taxiway=_taxiway --Core.Pathline#PATHLINE
|
||||
|
||||
astar:AddNodeFromPathlineName(taxiway)
|
||||
end
|
||||
|
||||
-- Set cost function.
|
||||
astar:SetCostDist2D()
|
||||
|
||||
-- Set valid neighbours to be on the same pathline or at most 10 meters between nodes to jump from one pathline/taxiway to another.
|
||||
astar:SetValidNeighbourPathline(10)
|
||||
|
||||
-- Set start and end coordinates.
|
||||
astar:SetStartCoordinate(StartCoord)
|
||||
astar:SetEndCoordinate(EndCoord)
|
||||
|
||||
-- Get pathline.
|
||||
local taxipath, nodes=astar:GetPathline()
|
||||
|
||||
local taxiways=astar:GetPathlinesFromNodes(nodes)
|
||||
|
||||
return taxipath, taxiways
|
||||
end
|
||||
|
||||
--- Get closest taxiway from a given reference coordinate.
|
||||
-- @param #AIRBASE self
|
||||
-- @param Core.Point#COORDINATE Coord Reference coordinate.
|
||||
-- @return Core.Pathline#PATHLINE Taxiway.
|
||||
-- @return #number Distance to taxiway in meters.
|
||||
-- @return Core.Point#COORDINATE Coordinate on taxiway closest to reference coordinate.
|
||||
-- @return Core.Pathline#PATHLINE.Segment Segment of the taxiway closest to the reference coordinate.
|
||||
function AIRBASE:GetClosestTaxiway(Coord)
|
||||
|
||||
local taxipath=nil
|
||||
local distmin=math.huge
|
||||
local coordmin=nil
|
||||
local segmin=nil
|
||||
|
||||
for name,_pathline in pairs(self.taxiways) do
|
||||
local pathline=_pathline --Core.Pathline#PATHLINE
|
||||
|
||||
local coord, dist, segment=pathline:GetClosestPoint3D(Coord)
|
||||
|
||||
if dist<distmin then
|
||||
taxipath=pathline
|
||||
coordmin=coord
|
||||
distmin=dist
|
||||
segmin=segment
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return taxipath, distmin, coordmin, segmin
|
||||
end
|
||||
|
||||
|
||||
--- Find the shortest path using taxiways to get from given parking spot to the starting point of a runway.
|
||||
-- Note that the taxi ways have to be manually added with the `AIRBASE:AddTaxiway()` function.
|
||||
-- @param #AIRBASE self
|
||||
-- @param #AIRBASE.ParkingSpot ParkingSpot Parking spot.
|
||||
-- @param #AIRBASE.Runway Runway The runway. If none is given, we take the active runway for takeoff.
|
||||
-- @return Core.Pathline#PATHLINE Shortest path on taxiways from `StartCoord` to `EndCoord`.
|
||||
-- @return #table Table of used taxi way pathlines.
|
||||
function AIRBASE:FindTaxiwaysParkingToRunway(ParkingSpot, Runway)
|
||||
|
||||
Runway=Runway or self:GetActiveRunwayTakeoff()
|
||||
|
||||
local StartCoord=ParkingSpot.Coordinate
|
||||
local EndCoord=Runway.position
|
||||
|
||||
local taxipath, taxiways=self:FindTaxiwaysFromAtoB(StartCoord,EndCoord)
|
||||
|
||||
return taxipath, taxiways
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Parking
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -1865,6 +1865,7 @@ do -- Cargo
|
||||
["HL_DSHK"] = 6*POSITIONABLE.DefaultInfantryWeight,
|
||||
["CCKW_353"] = 16*POSITIONABLE.DefaultInfantryWeight, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers,
|
||||
["MaxxPro_MRAP"] = 7*POSITIONABLE.DefaultInfantryWeight,
|
||||
["Sd_Kfz_251"] = 10*POSITIONABLE.DefaultInfantryWeight,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user