Cleaned up and added comments

This commit is contained in:
Ambroise Garel
2025-08-01 16:57:15 +02:00
parent 8e7dc3ba7a
commit 25ba1ccd2e
+171 -103
View File
@@ -2,19 +2,25 @@
-- DCSEX.WORLD - FUNCTIONS RELATED TO THE GAME WORLD -- DCSEX.WORLD - FUNCTIONS RELATED TO THE GAME WORLD
-- ==================================================================================== -- ====================================================================================
-- DCSEx.world.collidesWithScenery(vec2, radius) -- DCSEx.world.collidesWithScenery(vec2, radius)
-- DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery) -- DCSEx.world.destroyGroupByID(groupID)
-- DCSEx.world.explodeUnit(unitID, amount)
-- DCSEx.world.getAllPlayers() -- DCSEx.world.getAllPlayers()
-- DCSEx.world.getAllSceneryBuildings(minHealth) -- DCSEx.world.getAllSceneryBuildings(minHealth)
-- DCSEx.world.getAllUnits(unitCategory) -- DCSEx.world.getAllUnits(coalitionID, unitCategory)
-- DCSEx.world.getClosestPointOnRoadsVec2(vec2) -- DCSEx.world.getClosestPointOnRoadsVec2(vec2)
-- DCSEx.world.getCoordinatesAsString(point) -- DCSEx.world.getCoordinatesAsString(point, hideElevation)
-- DCSEx.world.getCurrentMarkerID() -- DCSEx.world.getCurrentMarkerID()
-- DCSEx.world.getGroupByID(groupID) -- DCSEx.world.getGroupByID(groupID)
-- DCSEx.world.getGroupCenter(group)
-- DCSEx.world.getMarkerByText(text, coalition)
-- DCSEx.world.getNextMarkerID() -- DCSEx.world.getNextMarkerID()
-- DCSEx.world.getPlayersInAir(side)
-- DCSEx.world.getSceneriesInZone(center, radius, minHealth) -- DCSEx.world.getSceneriesInZone(center, radius, minHealth)
-- DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius)
-- DCSEx.world.getStaticObjectByID(staticID) -- DCSEx.world.getStaticObjectByID(staticID)
-- DCSEx.world.getTerrainHeightDiff(coord, searchRadius) -- DCSEx.world.getTerrainHeightDiff(coord, searchRadius)
-- DCSEx.world.getUnitByID(unitID) -- DCSEx.world.getUnitByID(unitID)
-- DCSEx.world.getUnitsCenter(units)
-- DCSEx.world.isGroupAlive(g, unitsMustBeInAir) -- DCSEx.world.isGroupAlive(g, unitsMustBeInAir)
-- DCSEx.world.setUnitLifePercent(unitID, life) -- DCSEx.world.setUnitLifePercent(unitID, life)
-- ==================================================================================== -- ====================================================================================
@@ -25,9 +31,16 @@ do
-- TODO: get max marker already in use from envMission -- TODO: get max marker already in use from envMission
local nextMarkerId = 1 -- Next map marker ID local nextMarkerId = 1 -- Next map marker ID
-------------------------------------
-- Returns true if vec2 is less than radius meters away from any scenery object
-------------------------------------
-- @param vec2 A 2d point
-- @param radius A range, in meters
-- @return True if vec2 is closer than radius meters from any object, false otherwise
-------------------------------------
function DCSEx.world.collidesWithScenery(vec2, radius) function DCSEx.world.collidesWithScenery(vec2, radius)
local foundOne = false
radius = radius or 8 radius = radius or 8
local foundOne = false
local volS = { local volS = {
id = world.VolumeType.SPHERE, id = world.VolumeType.SPHERE,
@@ -47,46 +60,30 @@ do
return foundOne return foundOne
end end
-- function DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery, territorySide, expandSearch) -------------------------------------
-- expandSearch = expandSearch or true -- Destroys a group
-------------------------------------
-- for _=0,16 do -- @param groupID ID of the group to destroy
-- for _=0,16 do -------------------------------------
-- local spawnPoint = nil function DCSEx.world.destroyGroupByID(groupID)
if not groupID then return end
-- spawnPoint = DCSEx.math.randomPointInCircle( local g = DCSEx.world.getGroupByID(groupID)
-- vec2, if g then g:destroy() end
-- DCSEx.converter.nmToMeters(maxRadius), end
-- DCSEx.converter.nmToMeters(minRadius),
-- surfaceType)
-- if spawnPoint and radiusWithoutScenery then
-- if DCSEx.world.collidesWithScenery(spawnPoint, radiusWithoutScenery) then
-- spawnPoint = nil
-- end
-- end
-- if spawnPoint and territorySide then
-- if scramble.territories.getOwner(spawnPoint) ~= territorySide then
-- spawnPoint = nil
-- end
-- end
-- if spawnPoint then return spawnPoint end
-- end
-- if not expandSearch then return nil end
-- minRadius = minRadius * 0.9
-- maxRadius = maxRadius * 1.2
-- end
-- return nil
-- end
-------------------------------------
-- Spawns an explosion where an unit is located
-------------------------------------
-- @param unitID ID of the unit
-- @param amount Intensity of the explosion
-------------------------------------
function DCSEx.world.explodeUnit(unitID, amount)
net.dostring_in("mission", string.format("a_explosion_unit(%d, %f)", unitID, amount))
end
------------------------------------- -------------------------------------
-- Returns a table of all player-controlled units currently in the game -- Returns a table of all player-controlled units currently in the game
-------------------------------------
-- @return A table of unit objects -- @return A table of unit objects
------------------------------------- -------------------------------------
function DCSEx.world.getAllPlayers() function DCSEx.world.getAllPlayers()
@@ -104,7 +101,8 @@ do
------------------------------------- -------------------------------------
-- Returns a table of all map scenery buildings. -- Returns a table of all map scenery buildings.
-- This function is rather CPU-consuming, better run it once on mission start and store the result in table. -- This function is rather CPU-heavy, better run it once on mission start and store the results in a table.
-------------------------------------
-- @param minHealth Minimum health a building must have to be included in the table -- @param minHealth Minimum health a building must have to be included in the table
-- @return A table of scenery objects -- @return A table of scenery objects
------------------------------------- -------------------------------------
@@ -134,6 +132,7 @@ do
------------------------------------- -------------------------------------
-- Returns all units belonging to a given category -- Returns all units belonging to a given category
-------------------------------------
-- @param coalitionID Coalition ID (coalition.side.XXX) or nil to search all coalitions -- @param coalitionID Coalition ID (coalition.side.XXX) or nil to search all coalitions
-- @param unitCategory An unit category (Group.Category.XXX) -- @param unitCategory An unit category (Group.Category.XXX)
-- @return A table of unit tables -- @return A table of unit tables
@@ -156,7 +155,9 @@ do
end end
------------------------------------- -------------------------------------
-- Returns the closest point to roads as a vec2 -- Returns the closest point to roads as a vec2.
-- An alternative to ED's zany land.getClosestPointOnRoads which returns two integers (!!???)
-------------------------------------
-- @param vec2 Coordinates to look for -- @param vec2 Coordinates to look for
-- @return A vec2 with the closest point on roads -- @return A vec2 with the closest point on roads
------------------------------------- -------------------------------------
@@ -168,6 +169,7 @@ do
------------------------------------- -------------------------------------
-- Returns the LL/MGRS coordinates of a point, as a string -- Returns the LL/MGRS coordinates of a point, as a string
-- Based on code by Bushmanni - https://forums.eagle.ru/showthread.php?t=99480 -- Based on code by Bushmanni - https://forums.eagle.ru/showthread.php?t=99480
-------------------------------------
-- @param point The point, as a vec2 or vec3 -- @param point The point, as a vec2 or vec3
-- @param hideElevation (optional) Show elevation NOT be displayed? Default: false -- @param hideElevation (optional) Show elevation NOT be displayed? Default: false
-- @return A string -- @return A string
@@ -222,6 +224,7 @@ do
------------------------------------- -------------------------------------
-- Returns the last map marker ID generated by DCSEx.world.getNextMarkerID(), if any -- Returns the last map marker ID generated by DCSEx.world.getNextMarkerID(), if any
-------------------------------------
-- @return A numeric ID, or nil -- @return A numeric ID, or nil
------------------------------------- -------------------------------------
function DCSEx.world.getCurrentMarkerID() function DCSEx.world.getCurrentMarkerID()
@@ -231,6 +234,7 @@ do
------------------------------------- -------------------------------------
-- Searches and return a group by its ID -- Searches and return a group by its ID
-------------------------------------
-- @param groupID ID of the group -- @param groupID ID of the group
-- @return A group table, or nil if no group with this ID was found -- @return A group table, or nil if no group with this ID was found
------------------------------------- -------------------------------------
@@ -246,7 +250,13 @@ do
return nil return nil
end end
-- TODO: description -------------------------------------
-- Searches and return a map marker by its text (case-insensitive)
-------------------------------------
-- @param text Text to look for (case insensitive)
-- @param coalition Coalition the marker must belong to, or nil to search all coalitions
-- @return A map marker table, or nil if no marker was found
-------------------------------------
function DCSEx.world.getMarkerByText(text, coalition) function DCSEx.world.getMarkerByText(text, coalition)
if not text then return nil end if not text then return nil end
text = text:lower() text = text:lower()
@@ -256,7 +266,7 @@ do
local markerText = m.text or "" local markerText = m.text or ""
markerText = markerText:lower() markerText = markerText:lower()
if markerText == text then if markerText == text then
if coalition == nil or m.coalition == coalition then if not coalition or m.coalition == coalition then
return m return m
end end
end end
@@ -266,7 +276,8 @@ do
end end
------------------------------------- -------------------------------------
-- Returns a new, unique, map marker ID -- Returns a new unique map marker ID
-------------------------------------
-- @return A numeric ID -- @return A numeric ID
------------------------------------- -------------------------------------
function DCSEx.world.getNextMarkerID() function DCSEx.world.getNextMarkerID()
@@ -274,7 +285,12 @@ do
return nextMarkerId - 1 return nextMarkerId - 1
end end
-- TODO: description, file header -------------------------------------
-- Returns a table of all player units currently in the air (not on ramp/ground/runway)
-------------------------------------
-- @param side Coalition the players must belong to, or nil to search all coalitions
-- @return A table of player objects
-------------------------------------
function DCSEx.world.getPlayersInAir(side) function DCSEx.world.getPlayersInAir(side)
local players = {} local players = {}
if side then if side then
@@ -293,7 +309,14 @@ do
return playersInAir return playersInAir
end end
-- TODO: description, file header -------------------------------------
-- Returns a valid spawn point for a ground unit (not stuck in trees, buildings...) or a naval unit
-------------------------------------
-- @param zone Trigger zone in which to look for a spawn point
-- @param surface Type of surface (land.SurfaceType enum) to look for, or any to return any point (good for air units)
-- @param safeRadius Saferadius in meters from any obstacle (default: 100)
-- @return A 2D point, or nil if none was found
-------------------------------------
function DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius) function DCSEx.world.getSpawnPoint(zone, surfaceType, safeRadius)
safeRadius = safeRadius or 100 safeRadius = safeRadius or 100
@@ -336,7 +359,14 @@ do
return nil return nil
end end
-- TODO: description -------------------------------------
-- Returns a table of all scenery objects in a given radius
-------------------------------------
-- @param center 2D point on which to center object search
-- @param radius Radius (in meters) around the center in which to search
-- @param minHealth Minimum health for a scenery object to be valid. Allow filtering of small objects like bollards (default: 0)
-- @return A table of scenery objects
-------------------------------------
function DCSEx.world.getSceneriesInZone(center, radius, minHealth) function DCSEx.world.getSceneriesInZone(center, radius, minHealth)
minHealth = minHealth or 0 minHealth = minHealth or 0
local sceneries = {} local sceneries = {}
@@ -362,23 +392,12 @@ do
end end
------------------------------------- -------------------------------------
-- Searches and return a static object by its ID -- Returns the maximum height difference in a given radius around a point
-- @param staticID ID of the static object -------------------------------------
-- @return An unit, or nil if no static object with this ID was found -- @param coord 2D point in which to search
-- @param searchRadius Radius in meters
-- @return A numeric value, in meters
------------------------------------- -------------------------------------
function DCSEx.world.getStaticObjectByID(staticID)
for coalitionID = 1, 2 do
for _, s in pairs(coalition.getStaticObjects(coalitionID)) do
if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then
return s
end
end
end
return nil
end
-- TODO: description, update file header
function DCSEx.world.getTerrainHeightDiff(coord, searchRadius) function DCSEx.world.getTerrainHeightDiff(coord, searchRadius)
local samples = {} local samples = {}
searchRadius = searchRadius or 5 searchRadius = searchRadius or 5
@@ -403,30 +422,37 @@ do
return tMax - tMin return tMax - tMin
end end
-- TODO: description, update file header -------------------------------------
-- Returns the 2D center of unit group
-------------------------------------
-- @param group A group of unit
-- @return The 2D point center of all units' positions or 0,0 if no units were found
-------------------------------------
function DCSEx.world.getGroupCenter(group) function DCSEx.world.getGroupCenter(group)
return DCSEx.world.getUnitsCenter(group:getUnits()) return DCSEx.world.getUnitsCenter(group:getUnits())
end end
-- TODO: description, update file header -------------------------------------
function DCSEx.world.getUnitsCenter(units) -- Searches and return a coalition static object by its ID
if not units or #units == 0 then return { x = 0, y = 0 } end -------------------------------------
-- @param unitID ID of the static object
local center = { x = 0, y = 0 } -- @return An static object, or nil if no unit with this ID was found
for _,u in pairs(units) do -------------------------------------
local uPt2 = DCSEx.math.vec3ToVec2(u:getPoint()) function DCSEx.world.getStaticObjectByID(staticID)
center.x = center.x + uPt2.x for coalitionID = 1,2 do
center.y = center.y + uPt2.y for _,s in pairs(coalition.getStaticObjects(coalitionID)) do
if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then
return s
end
end
end end
center.x = center.x / #units return nil
center.y = center.y / #units
return center
end end
------------------------------------- -------------------------------------
-- Searches and return an unit by its ID -- Searches and returns an unit by its ID
-------------------------------------
-- @param unitID ID of the unit -- @param unitID ID of the unit
-- @return An unit, or nil if no unit with this ID was found -- @return An unit, or nil if no unit with this ID was found
------------------------------------- -------------------------------------
@@ -446,23 +472,34 @@ do
end end
------------------------------------- -------------------------------------
-- Searches and return a coalition static object by its ID -- Returns the 2D center of a number of units
-- @param unitID ID of the static object
-- @return An static object, or nil if no unit with this ID was found
------------------------------------- -------------------------------------
function DCSEx.world.getStaticObjectByID(staticID) -- @param units A table of units
for coalitionID = 1,2 do -- @return The 2D point center of all units' positions or 0,0 if no units were found
for _,s in pairs(coalition.getStaticObjects(coalitionID)) do -------------------------------------
if DCSEx.dcs.getObjectIDAsNumber(s) == staticID then function DCSEx.world.getUnitsCenter(units)
return s if not units or #units == 0 then return { x = 0, y = 0 } end
end
end local center = { x = 0, y = 0 }
for _,u in pairs(units) do
local uPt2 = DCSEx.math.vec3ToVec2(u:getPoint())
center.x = center.x + uPt2.x
center.y = center.y + uPt2.y
end end
return nil center.x = center.x / #units
center.y = center.y / #units
return center
end end
-- TODO: description -------------------------------------
-- Returns true if a group exists and any of its units are alive, false otherwise
-------------------------------------
-- @param g A group
-- @param unitsMustBeInAir Are units on the ground ignored? (default: false)
-- @return True if a group exists and any of its units are alive, false otherwise
-------------------------------------
function DCSEx.world.isGroupAlive(g, unitsMustBeInAir) function DCSEx.world.isGroupAlive(g, unitsMustBeInAir)
if not g then return false end if not g then return false end
if not g:isExist() then return false end if not g:isExist() then return false end
@@ -484,22 +521,16 @@ do
return atLeastOneActiveUnit return atLeastOneActiveUnit
end end
-- TODO: description & file header -------------------------------------
-- Sets the health of an unit
-------------------------------------
-- @param unitID ID of the unit
-- @param life Life percentage
-------------------------------------
function DCSEx.world.setUnitLifePercent(unitID, life) function DCSEx.world.setUnitLifePercent(unitID, life)
net.dostring_in("mission", string.format("a_unit_set_life_percentage(%d, %f)", unitID, life)) net.dostring_in("mission", string.format("a_unit_set_life_percentage(%d, %f)", unitID, life))
end end
-- TODO: description & file header
function DCSEx.world.explodeUnit(unitID, amount)
net.dostring_in("mission", string.format("a_explosion_unit(%d, %f)", unitID, amount))
end
function DCSEx.world.destroyGroupByID(groupID)
if not groupID then return end
local g = DCSEx.world.getGroupByID(groupID)
if g then g:destroy() end
end
-- function DCSEx.world.destroySceneryInZone(zone, destructionPercent) -- function DCSEx.world.destroySceneryInZone(zone, destructionPercent)
-- destructionPercent = destructionPercent or 0 -- destructionPercent = destructionPercent or 0
-- net.dostring_in("mission", string.format("a_scenery_destruction_zone(%d, %f)", zone.zoneId, destructionPercent)) -- net.dostring_in("mission", string.format("a_scenery_destruction_zone(%d, %f)", zone.zoneId, destructionPercent))
@@ -518,4 +549,41 @@ do
-- function DCSEx.world.shellingZone(zone, tnt, shellsCount) -- function DCSEx.world.shellingZone(zone, tnt, shellsCount)
-- net.dostring_in("mission", string.format("a_shelling_zone(%d, %f, %d)", zone.zoneId, tnt, shellsCount)) -- net.dostring_in("mission", string.format("a_shelling_zone(%d, %f, %d)", zone.zoneId, tnt, shellsCount))
-- end -- end
-- function DCSEx.world.findSpawnPoint(vec2, minRadius, maxRadius, surfaceType, radiusWithoutScenery, territorySide, expandSearch)
-- expandSearch = expandSearch or true
-- for _=0,16 do
-- for _=0,16 do
-- local spawnPoint = nil
-- spawnPoint = DCSEx.math.randomPointInCircle(
-- vec2,
-- DCSEx.converter.nmToMeters(maxRadius),
-- DCSEx.converter.nmToMeters(minRadius),
-- surfaceType)
-- if spawnPoint and radiusWithoutScenery then
-- if DCSEx.world.collidesWithScenery(spawnPoint, radiusWithoutScenery) then
-- spawnPoint = nil
-- end
-- end
-- if spawnPoint and territorySide then
-- if scramble.territories.getOwner(spawnPoint) ~= territorySide then
-- spawnPoint = nil
-- end
-- end
-- if spawnPoint then return spawnPoint end
-- end
-- if not expandSearch then return nil end
-- minRadius = minRadius * 0.9
-- maxRadius = maxRadius * 1.2
-- end
-- return nil
-- end
end end