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Dealing with Group Client bug in 1.5.3
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@ -20,51 +20,52 @@ DESTROYBASETASK = {
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-- @tparam ?number DestroyPercentage defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the @{TASK}.
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-- @treturn DESTROYBASETASK
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function DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupPrefixes, DestroyPercentage )
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trace.f(self.ClassName)
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-- Inheritance
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local Child = BASE:Inherit( self, TASK:New() )
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local self = BASE:Inherit( self, TASK:New() )
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self:T()
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Child.Name = 'Destroy'
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Child.Destroyed = 0
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Child.DestroyGroupPrefixes = DestroyGroupPrefixes
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Child.DestroyGroupType = DestroyGroupType
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Child.DestroyUnitType = DestroyUnitType
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Child.TaskBriefing = "Task: Destroy " .. DestroyGroupType .. "."
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Child.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEGROUPSDESTROYED:New(), STAGEDONE:New() }
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Child.SetStage( Child, 1 )
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self.Name = 'Destroy'
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self.Destroyed = 0
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self.DestroyGroupPrefixes = DestroyGroupPrefixes
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self.DestroyGroupType = DestroyGroupType
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self.DestroyUnitType = DestroyUnitType
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self.TaskBriefing = "Task: Destroy " .. DestroyGroupType .. "."
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self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEGROUPSDESTROYED:New(), STAGEDONE:New() }
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self.SetStage( self, 1 )
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--Child.AddEvent( Child, world.event.S_EVENT_DEAD, Child.EventDead )
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--self.AddEvent( self, world.event.S_EVENT_DEAD, self.EventDead )
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--env.info( 'New Table Child = ' .. tostring(Child) )
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--env.info( 'New Table self = ' .. tostring(self) )
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--env.info( 'New Table self = ' .. tostring(self) )
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return Child
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return self
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end
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--- Handle the S_EVENT_DEAD events to validate the destruction of units for the task monitoring.
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-- @param event Event structure of DCS world.
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function DESTROYBASETASK:EventDead( event )
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trace.f( self.ClassName, { 'EventDead', event } )
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self:T( { 'EventDead', event } )
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if event.initiator then
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local DestroyGroup = Unit.getGroup( event.initiator )
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local DestroyGroupName = DestroyGroup:getName()
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local DestroyUnit = event.initiator
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local DestroyUnitName = DestroyUnit:getName()
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local DestroyGroup = Unit.getGroup( DestroyUnit )
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local DestroyGroupName = ""
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if DestroyGroup and DestroyGroup:isExist() then
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local DestroyGroupName = DestroyGroup:getName()
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end
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local UnitsDestroyed = 0
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trace.i( self.ClassName, DestroyGroupName )
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trace.i( self.ClassName, DestroyUnitName )
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self:T( DestroyGroupName )
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self:T( DestroyUnitName )
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for DestroyGroupPrefixID, DestroyGroupPrefix in pairs( self.DestroyGroupPrefixes ) do
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trace.i( self.ClassName, DestroyGroupPrefix )
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self:T( DestroyGroupPrefix )
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if string.find( DestroyGroupName, DestroyGroupPrefix, 1, true ) then
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trace.i( self.ClassName, BASE:Inherited(self).ClassName )
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self:T( BASE:Inherited(self).ClassName )
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UnitsDestroyed = self:ReportGoalProgress( DestroyGroup, DestroyUnit )
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trace.i( self.ClassName, UnitsDestroyed )
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self:T( UnitsDestroyed )
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end
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end
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trace.i( self.ClassName, { UnitsDestroyed } )
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self:T( { UnitsDestroyed } )
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self:IncreaseGoalCount( UnitsDestroyed, self.GoalVerb )
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end
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end
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@ -73,7 +74,7 @@ end
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-- @param DestroyGroup Group structure describing the group to be evaluated.
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-- @param DestroyUnit Unit structure describing the Unit to be evaluated.
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function DESTROYBASETASK:ReportGoalProgress( DestroyGroup, DestroyUnit )
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trace.f(self.ClassName)
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self:T()
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return 0
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end
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@ -30,51 +30,48 @@ SEAD = {
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-- -- Defends the Russian SA installations from SEAD attacks.
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-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
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function SEAD:New( SEADGroupPrefixes )
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trace.f(self.ClassName, SEADGroupPrefixes )
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-- Arrange meta tables
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local Child = BASE:Inherit( self, BASE:New() )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( SEADGroupPrefixes )
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if type( SEADGroupPrefixes ) == 'table' then
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
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Child.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
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self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
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end
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else
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Child.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
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self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
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end
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Child.AddEvent( Child, world.event.S_EVENT_SHOT, Child.EventShot )
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Child.EnableEvents( Child )
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self.AddEvent( self, world.event.S_EVENT_SHOT, self.EventShot )
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self.EnableEvents( self )
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return Child
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return self
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end
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--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
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-- @see SEAD
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function SEAD:EventShot( event )
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trace.f( self.ClassName, { event } )
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self:T( { event } )
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local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
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local _groupname = _grp:getName() -- return the name of the group
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local _unittable = {event.initiator:getName()} -- return the name of the units in the group
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local _SEADmissile = event.weapon -- Identify the weapon fired
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local _SEADmissileName = _SEADmissile:getTypeName() -- return weapon type
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--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(_SEADmissileName)), 20) --debug message
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local SEADUnit = event.initiator
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local SEADUnitName = SEADUnit:getName()
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local SEADWeapon = event.weapon -- Identify the weapon fired
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local SEADWeaponName = SEADWeapon:getTypeName() -- return weapon type
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--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(SEADWeaponName)), 20) --debug message
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-- Start of the 2nd loop
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trace.i( self.ClassName, "Missile Launched = " .. _SEADmissileName )
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if _SEADmissileName == "KH-58" or _SEADmissileName == "KH-25MPU" or _SEADmissileName == "AGM-88" or _SEADmissileName == "KH-31A" or _SEADmissileName == "KH-31P" then -- Check if the missile is a SEAD
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self:T( "Missile Launched = " .. SEADWeaponName )
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if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
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local _evade = math.random (1,100) -- random number for chance of evading action
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local _targetMim = Weapon.getTarget(_SEADmissile) -- Identify target
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local _targetMim = Weapon.getTarget(SEADWeapon) -- Identify target
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local _targetMimname = Unit.getName(_targetMim)
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(_SEADmissile))
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimgroupName = _targetMimgroup:getName()
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local _targetMimcont= _targetMimgroup:getController()
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local _targetskill = _Database.Units[_targetMimname].Template.skill
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trace.i( self.ClassName, self.SEADGroupPrefixes )
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trace.i( self.ClassName, _targetMimgroupName )
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self:T( self.SEADGroupPrefixes )
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self:T( _targetMimgroupName )
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local SEADGroupFound = false
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
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if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
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SEADGroupFound = true
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trace.i( self.ClassName, 'Group Found' )
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self:T( 'Group Found' )
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break
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end
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end
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@ -83,13 +80,13 @@ trace.f( self.ClassName, { event } )
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local Skills = { "Average", "Good", "High", "Excellent" }
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_targetskill = Skills[ math.random(1,4) ]
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end
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trace.i( self.ClassName, _targetskill ) -- debug message for skill check
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self:T( _targetskill ) -- debug message for skill check
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if self.TargetSkill[_targetskill] then
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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trace.i( self.ClassName, string.format("Evading, target skill " ..string.format(_targetskill)) ) --debug message
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local _targetMim = Weapon.getTarget(_SEADmissile)
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self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) --debug message
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local _targetMim = Weapon.getTarget(SEADWeapon)
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local _targetMimname = Unit.getName(_targetMim)
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(_SEADmissile))
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimcont= _targetMimgroup:getController()
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routines.groupRandomDistSelf(_targetMimgroup,300,'Rank',250,20) -- move randomly
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local SuppressedGroups1 = {} -- unit suppressed radar off for a random time
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