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mfranz 2009-02-03 18:13:08 +00:00
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Cellular Automata based wildfire for FlightGear/CVS
---------------------------------------------------
Copyright (C) 2008 - 2009 Anders Gidenstam
* These programs are free software; you can redistribute them and/or modify
* them under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Usage
-----
A fire is started by calling wild_fire.ignite(pos) where pos is a
valid geo.Coord instance.
Example: starting fires by ctrl+shift+click:
Put this Nasal fragment somewhere where it is run at startup.
(E.g. in a <nasal><MyStuff><script>...</script></MyStuff></nasal>
block in preferences.xml.)
setlistener("/sim/signals/click", func {
if (__kbd.shift.getBoolValue()) {
if (__kbd.ctrl.getBoolValue()) {
var click_pos = geo.click_position();
wildfire.ignite(click_pos);
}
}
});
Configuration properties
-----------------------
These properties can be set at runtime, in preferences.xml or in any
other way supported by FlightGear.
/environment/wildfire/enabled : bool
Enables/disables the whole WildFire module.
On disable the current state is lost. Can be used to reset WildFire.
/environment/wildfire/share-events : bool
Enables/disables sending and receiving of fire events over the
multiplayer network.
/environment/wildfire/fire-on-crash : bool
If true a fire will start if the aircraft crashes.
/environment/wildfire/report-score : bool
Report the result of fire fighting.
/environment/wildfire/models/enabled : bool
Enables/disables rendering of the 3d models.
(That is, fire, smoke, soot and foam.)
/environment/wildfire/save-on-exit : bool
If set the current log of Wildfire events is saved in
~/.fgfs/Wildfire/fire_log.xml .
/environment/wildfire/restore-on-startup : bool
If set Wildfire will load and execute the events in
~/.fgfs/Wildfire/fire_log.xml . This recreates the fire state
as it where when the log was saved.
NOTE: A long event log or one that covers a long period of time will take
a a lot of time to recreate.
Storing and reloading of the CA state, as opposed to the event log, is not
supported yet.
API
---
ignite : func (pos, source=1)
pos - fire location : geo.Coord
source - broadcast event? : {0, 1}
Start a fire.
resolve_water_drop : func (pos, radius, volume, source=1)
pos - drop location : geo.Coord
radius - drop radius m : double
volume - Not used : double
source - broadcast event? : {0, 1}
Extinguishes any fires in the cells within r of pos and
makes the cells nonflammable.
resolve_retardant_drop : func (pos, radius, volume, source=1) {
pos - drop location : geo.Coord
radius - drop radius m : double
volume - Not used : double
source - broadcast event? : {0, 1}
Identical to resolve_water_drop.
resolve_foam_drop : func (pos, radius, volume, source=1) {
pos - drop location : geo.Coord
radius - drop radius m : double
volume - Not used : double
source - broadcast? : {0, 1}
Extinguishes any fires in the cells within r of pos and
makes the cells nonflammable and foamy.
load_event_log : func (filename, skip_ahead_until=-1)
filename - getprop("/sim/fg-home") ~ "/Wildfire/" ~ filename
skip_ahead_until - skip from last event to this time : double (epoch)
fast forward from skip_ahead_until
to current time.
x < last event - fast forward all the way to current time (use 0).
NOTE: Can be VERY time consuming.
-1 - skip to current time.
Loads an event log.
The skip_ahead_until argument can be used for synchronizing a restored
fire state among multiple players.
save_event_log : func (filename)
filename - getprop("/sim/fg-home") ~ "/Wildfire/" ~ filename
Saves an event log.
print_score = func
Print a summary of the current wildfire state.
/Anders