From dddb9ff713f03e86e0206bec0800d82045a7395f Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Wed, 28 Sep 2022 11:49:06 +0200 Subject: [PATCH] #ZONE_CAPTURE_COALITION - allow zone to be a ZONE_POLYGON --- Moose Development/Moose/Core/Zone.lua | 318 +++++++++++++++++- .../Moose/Functional/ZoneCaptureCoalition.lua | 2 +- .../Moose/Functional/ZoneGoal.lua | 17 +- 3 files changed, 314 insertions(+), 23 deletions(-) diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 1ec83be66..0919d6e7d 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -46,7 +46,7 @@ -- === -- -- ### Author: **FlightControl** --- ### Contributions: +-- ### Contributions: **Applevangelist**, **FunkyFranky** -- -- === -- @@ -910,9 +910,6 @@ function ZONE_RADIUS:GetVec3( Height ) end - - - --- Scan the zone for the presence of units of the given ObjectCategories. -- Note that **only after** a zone has been scanned, the zone can be evaluated by: -- @@ -921,7 +918,6 @@ end -- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. -- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. -- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty. --- @{#ZONE_RADIUS. -- @param #ZONE_RADIUS self -- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` -- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` @@ -953,7 +949,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories ) if ZoneObject then local ObjectCategory = ZoneObject:getCategory() - + --local name=ZoneObject:getName() --env.info(string.format("Zone object %s", tostring(name))) --self:E(ZoneObject) @@ -1294,13 +1290,13 @@ end -- @return DCS#Vec2 The random location within the zone. function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes) - local Vec2 = self:GetVec2() - local _inner = inner or 0 - local _outer = outer or self:GetRadius() + local Vec2 = self:GetVec2() + local _inner = inner or 0 + local _outer = outer or self:GetRadius() - if surfacetypes and type(surfacetypes)~="table" then + if surfacetypes and type(surfacetypes)~="table" then surfacetypes={surfacetypes} - end + end local function _getpoint() local point = {} @@ -1320,10 +1316,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes) return false end - local point=_getpoint() + local point=_getpoint() - if surfacetypes then - local N=1 ; local Nmax=100 ; local gotit=false + if surfacetypes then + local N=1 ; local Nmax=100 ; local gotit=false while gotit==false and N<=Nmax do gotit=_checkSurface(point) if gotit then @@ -1335,7 +1331,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes) end end - return point + return point end --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. @@ -1458,7 +1454,7 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma for _,_coord in pairs (buildings) do local coord = _coord -- Core.Point#COORDINATE -- keep >50m dist from buildings - if coord:Get2DDistance(rcoord) > dist then + if coord:Get3DDistance(rcoord) > dist then found = true else found = false @@ -2417,6 +2413,296 @@ function ZONE_POLYGON:FindByName( ZoneName ) return ZoneFound end +--- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment. +-- Note that **only after** a zone has been scanned, the zone can be evaluated by: +-- +-- * @{ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. +-- * @{ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. +-- * @{ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. +-- * @{ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. +-- * @{ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty. +-- @param #ZONE_POLYGON self +-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` +-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` +-- @usage +-- myzone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT}) +-- local IsAttacked = myzone:IsSomeInZoneOfCoalition( self.Coalition ) +function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories ) + + self.ScanData = {} + self.ScanData.Coalitions = {} + self.ScanData.Scenery = {} + self.ScanData.Units = {} + + local function EvaluateZone( ZoneObject ) + + if ZoneObject then + + local ObjectCategory = ZoneObject:getCategory() + + if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then + + local CoalitionDCSUnit = ZoneObject:getCoalition() + + local Include = false + if not UnitCategories then + -- Anything found is included. + Include = true + else + -- Check if found object is in specified categories. + local CategoryDCSUnit = ZoneObject:getDesc().category + + for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do + if UnitCategory == CategoryDCSUnit then + Include = true + break + end + end + + end + + if Include then + + local CoalitionDCSUnit = ZoneObject:getCoalition() + + -- This coalition is inside the zone. + self.ScanData.Coalitions[CoalitionDCSUnit] = true + + self.ScanData.Units[ZoneObject] = ZoneObject + + self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) + end + end + + --[[ + -- no scenery possible at the moment + if ObjectCategory == Object.Category.SCENERY then + local SceneryType = ZoneObject:getTypeName() + local SceneryName = ZoneObject:getName() + self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} + self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject ) + self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) + end + --]] + end + + return true + end + + -- Search objects. + local inzoneunits = SET_UNIT:New():FilterZones({self}):FilterOnce() + local inzonestatics = SET_STATIC:New():FilterZones({self}):FilterOnce() + + inzoneunits:ForEach( + function(unit) + local Unit = unit --Wrapper.Unit#UNIT + local DCS = Unit:GetDCSObject() + EvaluateZone(DCS) + end + ) + + inzonestatics:ForEach( + function(static) + local Static = static --Wrapper.Static#STATIC + local DCS = Static:GetDCSObject() + EvaluateZone(DCS) + end + ) + +end + +--- Count the number of different coalitions inside the zone. +-- @param #ZONE_POLYGON self +-- @return #table Table of DCS units and DCS statics inside the zone. +function ZONE_POLYGON:GetScannedUnits() + return self.ScanData.Units +end + +--- Get a set of scanned units. +-- @param #ZONE_POLYGON self +-- @return Core.Set#SET_UNIT Set of units and statics inside the zone. +function ZONE_POLYGON:GetScannedSetUnit() + + local SetUnit = SET_UNIT:New() + + if self.ScanData then + for ObjectID, UnitObject in pairs( self.ScanData.Units ) do + local UnitObject = UnitObject -- DCS#Unit + if UnitObject:isExist() then + local FoundUnit = UNIT:FindByName( UnitObject:getName() ) + if FoundUnit then + SetUnit:AddUnit( FoundUnit ) + else + local FoundStatic = STATIC:FindByName( UnitObject:getName() ) + if FoundStatic then + SetUnit:AddUnit( FoundStatic ) + end + end + end + end + end + + return SetUnit +end + +--- Get a set of scanned units. +-- @param #ZONE_POLYGON self +-- @return Core.Set#SET_GROUP Set of groups. +function ZONE_POLYGON:GetScannedSetGroup() + + self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP + + self.ScanSetGroup.Set={} + + if self.ScanData then + for ObjectID, UnitObject in pairs( self.ScanData.Units ) do + local UnitObject = UnitObject -- DCS#Unit + if UnitObject:isExist() then + + local FoundUnit=UNIT:FindByName(UnitObject:getName()) + if FoundUnit then + local group=FoundUnit:GetGroup() + self.ScanSetGroup:AddGroup(group) + end + end + end + end + + return self.ScanSetGroup +end + +--- Count the number of different coalitions inside the zone. +-- @param #ZONE_POLYGON self +-- @return #number Counted coalitions. +function ZONE_POLYGON:CountScannedCoalitions() + + local Count = 0 + + for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do + Count = Count + 1 + end + + return Count +end + +--- Check if a certain coalition is inside a scanned zone. +-- @param #ZONE_POLYGON self +-- @param #number Coalition The coalition id, e.g. coalition.side.BLUE. +-- @return #boolean If true, the coalition is inside the zone. +function ZONE_POLYGON:CheckScannedCoalition( Coalition ) + if Coalition then + return self.ScanData.Coalitions[Coalition] + end + return nil +end + +--- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone. +-- Returns nil if there are none to two Coalitions in the zone! +-- Returns one Coalition if there are only Units of one Coalition in the Zone. +-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone. +-- @param #ZONE_POLYGON self +-- @return #table +function ZONE_POLYGON:GetScannedCoalition( Coalition ) + + if Coalition then + return self.ScanData.Coalitions[Coalition] + else + local Count = 0 + local ReturnCoalition = nil + + for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do + Count = Count + 1 + ReturnCoalition = CoalitionID + end + + if Count ~= 1 then + ReturnCoalition = nil + end + + return ReturnCoalition + end +end + +--- Get scanned scenery type (currently not implemented in ZONE_POLYGON) +-- @param #ZONE_POLYGON self +-- @return #table Table of DCS scenery type objects. +function ZONE_POLYGON:GetScannedSceneryType( SceneryType ) + return self.ScanData.Scenery[SceneryType] +end + +--- Get scanned scenery table (currently not implemented in ZONE_POLYGON) +-- @param #ZONE_POLYGON self +-- @return #table Table of DCS scenery objects. +function ZONE_POLYGON:GetScannedScenery() + return self.ScanData.Scenery +end + +--- Is All in Zone of Coalition? +-- Check if only the specifed coalition is inside the zone and noone else. +-- @param #ZONE_POLYGON self +-- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone. +-- @return #boolean True, if **only** that coalition is inside the zone and no one else. +-- @usage +-- self.Zone:Scan() +-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition ) +function ZONE_POLYGON:IsAllInZoneOfCoalition( Coalition ) + return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true +end + +--- Is All in Zone of Other Coalition? +-- Check if only one coalition is inside the zone and the specified coalition is not the one. +-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated! +-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. +-- @param #ZONE_POLYGON self +-- @param #number Coalition Coalition ID of the coalition which is not supposed to be in the zone. +-- @return #boolean True, if and only if only one coalition is inside the zone and the specified coalition is not it. +-- @usage +-- self.Zone:Scan() +-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) +function ZONE_POLYGON:IsAllInZoneOfOtherCoalition( Coalition ) + return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil +end + +--- Is Some in Zone of Coalition? +-- Check if more than one coaltion is inside the zone and the specifed coalition is one of them. +-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated! +-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. +-- @param #ZONE_POLYGON self +-- @param #number Coalition ID of the coaliton which is checked to be inside the zone. +-- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them. +-- @usage +-- self.Zone:Scan() +-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) +function ZONE_POLYGON:IsSomeInZoneOfCoalition( Coalition ) + return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true +end + +--- Is None in Zone of Coalition? +-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated! +-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. +-- @param #ZONE_POLYGON self +-- @param Coalition +-- @return #boolean +-- @usage +-- self.Zone:Scan() +-- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition ) +function ZONE_POLYGON:IsNoneInZoneOfCoalition( Coalition ) + return self:GetScannedCoalition( Coalition ) == nil +end + +--- Is None in Zone? +-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated! +-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. +-- @param #ZONE_POLYGON self +-- @return #boolean +-- @usage +-- self.Zone:Scan() +-- local IsEmpty = self.Zone:IsNoneInZone() +function ZONE_POLYGON:IsNoneInZone() + return self:CountScannedCoalitions() == 0 +end + + do -- ZONE_ELASTIC --- @type ZONE_ELASTIC diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index 9be2c35bf..e8abc02dd 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -363,7 +363,7 @@ do -- ZONE_CAPTURE_COALITION --- ZONE_CAPTURE_COALITION Constructor. -- @param #ZONE_CAPTURE_COALITION self - -- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. + -- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints. -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS. diff --git a/Moose Development/Moose/Functional/ZoneGoal.lua b/Moose Development/Moose/Functional/ZoneGoal.lua index cd55b2603..3ed9554f9 100644 --- a/Moose Development/Moose/Functional/ZoneGoal.lua +++ b/Moose Development/Moose/Functional/ZoneGoal.lua @@ -8,7 +8,7 @@ -- === -- -- ### Author: **FlightControl** --- ### Contributions: **funkyfranky** +-- ### Contributions: **funkyfranky**, **Applevangelist** -- -- === -- @@ -56,13 +56,18 @@ do -- Zone --- ZONE_GOAL Constructor. -- @param #ZONE_GOAL self - -- @param Core.Zone#ZONE_RADIUS Zone A @{Zone} object with the goal to be achieved. + -- @param Core.Zone#ZONE_RADIUS Zone A @{Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints. -- @return #ZONE_GOAL function ZONE_GOAL:New( Zone ) - - local self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL - self:F( { Zone = Zone } ) - + + BASE:I({Zone=Zone}) + local self = BASE:Inherit( self, BASE:New()) + if type(Zone) == "string" then + self = BASE:Inherit( self, ZONE_POLYGON:NewFromGroupName(Zone) ) + else + self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL + self:F( { Zone = Zone } ) + end -- Goal object. self.Goal = GOAL:New()