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https://github.com/FlightControl-Master/MOOSE.git
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#SCENERY, SET_SCENERY
* Reworked COORDINATE scan as this doesn't seem to work * Added SET_SCENERY Filters, and FilterOnce() to apply them
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@ -243,7 +243,7 @@ do -- SET_BASE
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function SET_BASE:Add( ObjectName, Object )
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-- Debug info.
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self:T( { ObjectName = ObjectName, Object = Object } )
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self:T2( { ObjectName = ObjectName, Object = Object } )
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-- Ensure that the existing element is removed from the Set before a new one is inserted to the Set
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if self.Set[ObjectName] then
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@ -258,6 +258,8 @@ do -- SET_BASE
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-- Trigger Added event.
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self:Added( ObjectName, Object )
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return self
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end
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--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using the Object Name as the index.
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@ -1949,7 +1951,7 @@ do
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if self.Filter.Zones then
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local MGroupZone = false
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for ZoneName, Zone in pairs( self.Filter.Zones ) do
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--self:I( "Zone:", ZoneName )
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--self:T( "Zone:", ZoneName )
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if MGroup:IsInZone(Zone) then
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MGroupZone = true
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end
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@ -4466,7 +4468,7 @@ do -- SET_CLIENT
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if self.Filter.Active == false or (self.Filter.Active == true and MClient:IsActive() == true and MClient:IsAlive() == true) then
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MClientActive = true
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end
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--self:I( { "Evaluated Active", MClientActive } )
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--self:T( { "Evaluated Active", MClientActive } )
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MClientInclude = MClientInclude and MClientActive
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end
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@ -4548,7 +4550,7 @@ do -- SET_CLIENT
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if self.Filter.Playernames then
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local MClientPlayername = false
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local playername = MClient:GetPlayerName() or "Unknown"
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--self:I(playername)
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--self:T(playername)
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for _,_Playername in pairs(self.Filter.Playernames) do
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if playername and string.find(playername,_Playername) then
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MClientPlayername = true
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@ -4561,7 +4563,7 @@ do -- SET_CLIENT
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if self.Filter.Callsigns then
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local MClientCallsigns = false
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local callsign = MClient:GetCallsign()
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--self:I(callsign)
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--self:T(callsign)
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for _,_Callsign in pairs(self.Filter.Callsigns) do
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if callsign and string.find(callsign,_Callsign) then
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MClientCallsigns = true
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@ -7585,6 +7587,7 @@ do -- SET_SCENERY
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Scenerys = {},
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Filter = {
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SceneryPrefixes = nil,
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SceneryRoles = nil,
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Zones = nil,
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},
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}
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@ -7607,7 +7610,7 @@ do -- SET_SCENERY
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if ZoneSet then
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for _,_zone in pairs(ZoneSet.Set) do
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self:T("Zone type handed: "..tostring(_zone.ClassName))
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self:T("Zone type handed: "..tostring(_zone.ClassName))
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table.insert(zonenames,_zone:GetName())
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end
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self:AddSceneryByName(zonenames)
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@ -7701,6 +7704,7 @@ do -- SET_SCENERY
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end
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for _,Zone in pairs( zones ) do
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local zonename = Zone:GetName()
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self:T(zonename)
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self.Filter.Zones[zonename] = Zone
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end
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return self
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@ -7719,11 +7723,30 @@ do -- SET_SCENERY
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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--self:T(Prefix)
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self.Filter.SceneryPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Builds a set of SCENERYs that **contain** an exact match of the "ROLE" property.
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-- @param #SET_SCENERY self
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-- @param #string Role The string pattern(s) that needs to exactly match the scenery "ROLE" property from the ME quad-zone properties. Can also be passed as a `#table` of strings.
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-- @return #SET_SCENERY self
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function SET_SCENERY:FilterRoles( Role )
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if not self.Filter.SceneryRoles then
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self.Filter.SceneryRoles = {}
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end
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if type( Role ) ~= "table" then
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Role = { Role }
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end
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for PrefixID, Prefix in pairs( Role ) do
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--self:T(Prefix)
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self.Filter.SceneryRoles[Prefix] = Prefix
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end
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return self
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end
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--- Iterate the SET_SCENERY and count how many SCENERYSs are alive.
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-- @param #SET_SCENERY self
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-- @return #number The number of SCENERYSs alive.
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@ -7816,10 +7839,76 @@ do -- SET_SCENERY
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-- @param Wrapper.Scenery#SCENERY MScenery
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-- @return #SET_SCENERY self
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function SET_SCENERY:IsIncludeObject( MScenery )
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self:F2( MScenery )
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return true
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self:T( MScenery.SceneryName )
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local MSceneryInclude = true
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if MScenery then
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local MSceneryName = MScenery:GetName()
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-- Filter Prefixes
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if self.Filter.Prefixes then
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local MSceneryPrefix = false
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for ZonePrefixId, ZonePrefix in pairs( self.Filter.Prefixes ) do
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self:T( { "Prefix:", string.find( MSceneryName, ZonePrefix, 1 ), ZonePrefix } )
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if string.find( MSceneryName, ZonePrefix, 1 ) then
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MSceneryPrefix = true
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end
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end
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self:T( { "Evaluated Prefix", MSceneryPrefix } )
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MSceneryInclude = MSceneryInclude and MSceneryPrefix
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end
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if self.Filter.Zones then
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local MSceneryZone = false
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for ZoneName, Zone in pairs( self.Filter.Zones ) do
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--self:T( "Zone:", ZoneName )
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local coord = MScenery:GetCoordinate()
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if coord and Zone:IsCoordinateInZone(coord) then
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MSceneryZone = true
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end
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self:T( { "Evaluated Zone", MSceneryZone } )
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end
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MSceneryInclude = MSceneryInclude and MSceneryZone
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end
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-- Filter Roles
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if self.Filter.SceneryRoles then
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local MSceneryRole = false
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local Role = MScenery:GetProperty("ROLE") or "none"
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for ZoneRoleId, ZoneRole in pairs( self.Filter.SceneryRoles ) do
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self:T( { "Role:", ZoneRole, Role } )
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if ZoneRole == Role then
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MSceneryRole = true
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end
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end
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self:T( { "Evaluated Role ", MSceneryRole } )
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MSceneryInclude = MSceneryInclude and MSceneryRole
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end
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end
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self:T2( MSceneryInclude )
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return MSceneryInclude
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end
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--- Filters for the defined collection.
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-- @param #SET_SCENERY self
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-- @return #SET_SCENERY self
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function SET_SCENERY:FilterOnce()
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for ObjectName, Object in pairs( self:GetSet() ) do
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self:T(ObjectName)
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if self:IsIncludeObject( Object ) then
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self:Add( ObjectName, Object )
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else
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self:Remove(ObjectName, true)
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end
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end
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return self --FilteredSet
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end
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--- Count overall initial (Life0) lifepoints of the SET objects.
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-- @param #SET_SCENERY self
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-- @return #number LIfe0Points
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@ -9,7 +9,7 @@
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-- ===
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--
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-- @module Wrapper.Scenery
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-- @image Wrapper_Scenery.JPG
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-- @image Wrapper_Scenery.JPG+
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--- SCENERY Class
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@ -18,6 +18,7 @@
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-- @field #string SceneryName Name of the scenery object.
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-- @field DCS#Object SceneryObject DCS scenery object.
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-- @field #number Life0 Initial life points.
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-- @field #table Properties
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-- @extends Wrapper.Positionable#POSITIONABLE
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@ -43,7 +44,7 @@ function SCENERY:Register( SceneryName, SceneryObject )
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local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
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self.SceneryName = SceneryName
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self.SceneryName = tostring(SceneryName)
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self.SceneryObject = SceneryObject
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@ -52,9 +53,43 @@ function SCENERY:Register( SceneryName, SceneryObject )
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else
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self.Life0 = 0
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end
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self.Properties = {}
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return self
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end
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--- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
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-- @param #SCENERY self
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-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
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-- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent.
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function SCENERY:GetProperty(PropertyName)
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return self.Properties[PropertyName]
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end
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--- Returns the scenery Properties table.
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-- @param #SCENERY self
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-- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment .
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function SCENERY:GetAllProperties()
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return self.Properties
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end
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--- Set a scenery property
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-- @param #SCENERY self
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-- @param #string PropertyName
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-- @param #string PropertyValue
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-- @return #SCENERY self
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function SCENERY:SetProperty(PropertyName, PropertyValue)
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self.Properties[PropertyName] = PropertyValue
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return self
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end
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--- Obtain object name.
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--@param #SCENERY self
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--@return #string Name
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function SCENERY:GetName()
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return self.SceneryName
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end
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--- Obtain DCS Object from the SCENERY Object.
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--@param #SCENERY self
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--@return DCS#Object DCS scenery object.
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@ -115,26 +150,28 @@ end
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--@param Core.Point#COORDINATE Coordinate Where to find the scenery object
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--@param #number Radius (optional) Search radius around coordinate, defaults to 100
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--@return #SCENERY Scenery Object or `nil` if it cannot be found
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function SCENERY:FindByName(Name, Coordinate, Radius)
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function SCENERY:FindByName(Name, Coordinate, Radius, Role)
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local radius = Radius or 100
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local name = Name or "unknown"
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local scenery = nil
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BASE:T({name, radius, Coordinate:GetVec2()})
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---
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-- @param Core.Point#COORDINATE coordinate
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-- @param #number radius
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-- @param #string name
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local function SceneryScan(coordinate, radius, name)
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if coordinate ~= nil then
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local scenerylist = coordinate:ScanScenery(radius)
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local rscenery = nil
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for _,_scenery in pairs(scenerylist) do
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local function SceneryScan(scoordinate, sradius, sname)
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if scoordinate ~= nil then
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local Vec2 = scoordinate:GetVec2()
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local scanzone = ZONE_RADIUS:New("Zone-"..sname,Vec2,sradius,true)
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scanzone:Scan({Object.Category.SCENERY})
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local scanned = scanzone:GetScannedSceneryObjects()
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local rscenery = nil -- Wrapper.Scenery#SCENERY
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for _,_scenery in pairs(scanned) do
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local scenery = _scenery -- Wrapper.Scenery#SCENERY
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if tostring(scenery.SceneryName) == tostring(name) then
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if tostring(scenery.SceneryName) == tostring(sname) then
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rscenery = scenery
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if Role then rscenery:SetProperty("ROLE",Role) end
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break
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end
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end
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@ -144,6 +181,7 @@ function SCENERY:FindByName(Name, Coordinate, Radius)
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end
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if Coordinate then
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--BASE:I("Coordinate Scenery Scan")
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scenery = SceneryScan(Coordinate, radius, name)
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end
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@ -154,7 +192,7 @@ end
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-- to find the correct object.
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--@param #SCENERY self
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--@param #string Name The name or id of the scenery object as taken from the ME. Ex. '595785449'
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--@param Core.Zone#ZONE Zone Where to find the scenery object. Can be handed as zone name.
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--@param Core.Zone#ZONE_BASE Zone Where to find the scenery object. Can be handed as zone name.
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--@param #number Radius (optional) Search radius around coordinate, defaults to 100
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--@return #SCENERY Scenery Object or `nil` if it cannot be found
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function SCENERY:FindByNameInZone(Name, Zone, Radius)
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@ -164,7 +202,7 @@ function SCENERY:FindByNameInZone(Name, Zone, Radius)
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Zone = ZONE:FindByName(Zone)
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end
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local coordinate = Zone:GetCoordinate()
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return self:FindByName(Name,coordinate,Radius)
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return self:FindByName(Name,coordinate,Radius,Zone:GetProperty("ROLE"))
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end
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--- Find a SCENERY object from its zone name. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
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@ -173,38 +211,34 @@ end
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--@param #string ZoneName The name of the scenery zone as created with a right-click on the map in the mission editor and select "assigned to...". Can be handed over as ZONE object.
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--@return #SCENERY First found Scenery Object or `nil` if it cannot be found
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function SCENERY:FindByZoneName( ZoneName )
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local zone = ZoneName -- Core.Zone#ZONE
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local zone = ZoneName -- Core.Zone#ZONE_BASE
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if type(ZoneName) == "string" then
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zone = ZONE:FindByName(ZoneName)
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zone = ZONE:FindByName(ZoneName) -- Core.Zone#ZONE_POLYGON
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end
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local _id = zone:GetProperty('OBJECT ID')
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--local properties = zone:GetAllProperties() or {}
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--BASE:I(string.format("Object ID is: %s",_id or "none"))
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--BASE:T("Object ID ".._id)
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if not _id then
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-- this zone has no object ID
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BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
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if string.find(zone.ClassName,"POLYGON") then
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zone:Scan({Object.Category.SCENERY})
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local scanned = zone:GetScannedScenery()
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local scanned = zone:GetScannedSceneryObjects()
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for _,_scenery in (scanned) do
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local scenery = _scenery -- Wrapper.Scenery#SCENERY
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if scenery:IsAlive() then
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local role = zone:GetProperty("ROLE")
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if role then scenery:SetProperty("ROLE",role) end
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return scenery
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end
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end
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return nil
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else
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local coordinate = zone:GetCoordinate()
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local scanned = coordinate:ScanScenery()
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for _,_scenery in (scanned) do
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local scenery = _scenery -- Wrapper.Scenery#SCENERY
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if scenery:IsAlive() then
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return scenery
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end
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end
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return nil
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return self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
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end
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else
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return self:FindByName(_id, zone:GetCoordinate())
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return self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
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end
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end
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@ -219,6 +253,7 @@ function SCENERY:FindAllByZoneName( ZoneName )
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zone = ZONE:FindByName(ZoneName)
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end
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local _id = zone:GetProperty('OBJECT ID')
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--local properties = zone:GetAllProperties() or {}
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if not _id then
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-- this zone has no object ID
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--BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
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@ -230,7 +265,7 @@ function SCENERY:FindAllByZoneName( ZoneName )
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return nil
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end
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else
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local obj = self:FindByName(_id, zone:GetCoordinate())
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local obj = self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
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if obj then
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return {obj}
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else
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