Update Set.lua

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@ -6732,3 +6732,245 @@ do -- SET_OPSGROUP
end
end
do -- SET_SCENERY
---
-- @type SET_SCENERY
-- @extends Core.Set#SET_BASE
--- Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain:
--
-- * Zone Sets
--
-- ## SET_SCENERY constructor
--
-- Create a new SET_SCENERY object with the @{#SET_SCENERY.New} method:
--
-- * @{#SET_SCENERY.New}: Creates a new SET_SCENERY object.
--
-- ## Add or Remove SCENERY(s) from SET_SCENERY
--
-- SCENERYs can be added and removed using the @{Core.Set#SET_SCENERY.AddSceneryByName} and @{Core.Set#SET_SCENERY.RemoveSceneryByName} respectively.
-- These methods take a single SCENERY name or an array of SCENERY names to be added or removed from SET_SCENERY.
--
-- ## SET_SCENERY filter criteria
--
-- N/A at the moment
--
-- ## SET_SCENERY iterators
--
-- Once the filters have been defined and the SET_SCENERY has been built, you can iterate the SET_SCENERY with the available iterator methods.
-- The iterator methods will walk the SET_SCENERY set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET_SCENERY:
--
-- * @{#SET_SCENERY.ForEachScenery}: Calls a function for each alive unit it finds within the SET_SCENERY.
--
-- ## SET_SCENERY atomic methods
--
-- N/A at the moment
--
-- ===
-- @field #SET_SCENERY SET_SCENERY
SET_SCENERY = {
ClassName = "SET_SCENERY",
Scenerys = {},
Filter = {
SceneryPrefixes = nil,
Zones = nil,
},
}
--- Creates a new SET_SCENERY object. Scenery is **not** auto-registered in the Moose database, there are too many objects on each map. Hence we need to find them first. For this we are using a SET_ZONE.
-- @param #SET_SCENERY self
-- @param #SET_ZONE ZoneSet SET_ZONE of ZONE objects as created by right-clicks on the map in the mission editor, choosing "assign as...". Rename the zones for grouping purposes, e.g. all sections of a bridge as "Bridge-1" to "Bridge-3".
-- @return #SET_SCENERY
-- @usage
-- -- Define a new SET_SCENERY Object. This Object will contain a reference to all added Scenery Objects.
-- ZoneSet = SET_ZONE:New():FilterPrefixes("Bridge"):FilterOnce()
-- mysceneryset = SET_SCENERY:New(ZoneSet)
function SET_SCENERY:New(ZoneSet)
local zoneset = {}
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( zoneset ) ) -- Core.Set#SET_SCENERY
local zonenames = {}
for _,_zone in pairs(ZoneSet.Set) do
table.insert(zonenames,_zone:GetName())
end
self:AddSceneryByName(zonenames)
return self
end
--- Add SCENERY(s) to SET_SCENERY.
-- @param #SET_SCENERY self
-- @param #string AddScenery A single SCENERY.
-- @return #SET_SCENERY self
function SET_SCENERY:AddScenery( AddScenery )
self:F2( AddScenery:GetName() )
self:Add( AddScenery:GetName(), AddScenery )
return self
end
--- Add SCENERY(s) to SET_SCENERY.
-- @param #SET_SCENERY self
-- @param #string AddSceneryNames A single name or an array of SCENERY zone names.
-- @return #SET_SCENERY self
function SET_SCENERY:AddSceneryByName( AddSceneryNames )
local AddSceneryNamesArray = ( type( AddSceneryNames ) == "table" ) and AddSceneryNames or { AddSceneryNames }
self:T( AddSceneryNamesArray )
for AddSceneryID, AddSceneryName in pairs( AddSceneryNamesArray ) do
self:Add( AddSceneryName, SCENERY:FindByZoneName( AddSceneryName ) )
end
return self
end
--- Remove SCENERY(s) from SET_SCENERY.
-- @param Core.Set#SET_SCENERY self
-- @param Wrapper.Scenery#SCENERY RemoveSceneryNames A single name or an array of SCENERY zone names.
-- @return self
function SET_SCENERY:RemoveSceneryByName( RemoveSceneryNames )
local RemoveSceneryNamesArray = ( type( RemoveSceneryNames ) == "table" ) and RemoveSceneryNames or { RemoveSceneryNames }
for RemoveSceneryID, RemoveSceneryName in pairs( RemoveSceneryNamesArray ) do
self:Remove( RemoveSceneryName )
end
return self
end
--- Finds a Scenery in the SET, based on the Scenery Name.
-- @param #SET_SCENERY self
-- @param #string SceneryName
-- @return Wrapper.Scenery#SCENERY The found Scenery.
function SET_SCENERY:FindScenery( SceneryName )
local SceneryFound = self.Set[SceneryName]
return SceneryFound
end
--- Builds a set of scenery objects in zones.
-- @param #SET_SCENERY self
-- @param #table Zones Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
-- @return #SET_SCENERY self
function SET_SCENERY:FilterZones( Zones )
if not self.Filter.Zones then
self.Filter.Zones = {}
end
local zones = {}
if Zones.ClassName and Zones.ClassName == "SET_ZONE" then
zones = Zones.Set
elseif type( Zones ) ~= "table" or (type( Zones ) == "table" and Zones.ClassName ) then
self:E("***** FilterZones needs either a table of ZONE Objects or a SET_ZONE as parameter!")
return self
else
zones = Zones
end
for _,Zone in pairs( zones ) do
local zonename = Zone:GetName()
self.Filter.Zones[zonename] = Zone
end
return self
end
--- Builds a set of SCENERYs that contain the given string in their name.
-- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all scenery that **contain** the string.
-- @param #SET_SCENERY self
-- @param #string Prefixes The string pattern(s) that need to be contained in the scenery name. Can also be passed as a `#table` of strings.
-- @return #SET_SCENERY self
function SET_SCENERY:FilterPrefixes( Prefixes )
if not self.Filter.SceneryPrefixes then
self.Filter.SceneryPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.SceneryPrefixes[Prefix] = Prefix
end
return self
end
--- Iterate the SET_SCENERY and count how many SCENERYSs are alive.
-- @param #SET_SCENERY self
-- @return #number The number of UNITs alive.
function SET_SCENERY:CountAlive()
local Set = self:GetSet()
local CountU = 0
for UnitID, UnitData in pairs(Set) do
if UnitData and UnitData:IsAlive() then
CountU = CountU + 1
end
end
return CountU
end
--- Iterate the SET_SCENERY and call an iterator function for each **alive** SCENERY, providing the SCENERY and optional parameters.
-- @param #SET_SCENERY self
-- @param #function IteratorFunction The function that will be called when there is an alive SCENERY in the SET_SCENERY. The function needs to accept a SCENERY parameter.
-- @return #SET_SCENERY self
function SET_SCENERY:ForEachScenery( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet() )
return self
end
--- Get the center coordinate of the SET_SCENERY.
-- @param #SET_SCENERY self
-- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units.
function SET_SCENERY:GetCoordinate()
local Coordinate = self:GetRandom():GetCoordinate()
local x1 = Coordinate.x
local x2 = Coordinate.x
local y1 = Coordinate.y
local y2 = Coordinate.y
local z1 = Coordinate.z
local z2 = Coordinate.z
for SceneryName, SceneryData in pairs( self:GetSet() ) do
local Scenery = SceneryData -- Wrapper.Scenery#SCENERY
local Coordinate = Scenery:GetCoordinate()
x1 = ( Coordinate.x < x1 ) and Coordinate.x or x1
x2 = ( Coordinate.x > x2 ) and Coordinate.x or x2
y1 = ( Coordinate.y < y1 ) and Coordinate.y or y1
y2 = ( Coordinate.y > y2 ) and Coordinate.y or y2
z1 = ( Coordinate.y < z1 ) and Coordinate.z or z1
z2 = ( Coordinate.y > z2 ) and Coordinate.z or z2
end
Coordinate.x = ( x2 - x1 ) / 2 + x1
Coordinate.y = ( y2 - y1 ) / 2 + y1
Coordinate.z = ( z2 - z1 ) / 2 + z1
self:F( { Coordinate = Coordinate } )
return Coordinate
end
---
-- @param #SET_SCENERY self
-- @param Wrapper.Scenery#SCENERY MScenery
-- @return #SET_SCENERY self
function SET_SCENERY:IsIncludeObject( MScenery )
self:F2( MScenery )
return true
end
end