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https://github.com/FlightControl-Master/MOOSE.git
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Fixed bugs
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parent
8b556f1dce
commit
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@ -9,6 +9,7 @@ _TraceClass = {
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DATABASE = true,
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DATABASE = true,
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SEAD = true,
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SEAD = true,
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DESTROYBASETASK = true,
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DESTROYBASETASK = true,
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MOVEMENT = true,
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}
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}
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BASE = {
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BASE = {
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@ -20,61 +20,61 @@ MOVEMENT = {
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-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
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-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
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function MOVEMENT:New( MovePrefixes, MoveMaximum )
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function MOVEMENT:New( MovePrefixes, MoveMaximum )
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trace.f(self.ClassName, { MovePrefixes, MoveMaximum } )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( { MovePrefixes, MoveMaximum } )
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-- Inherits from BASE
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local Child = BASE:Inherit( self, BASE:New() )
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if type( MovePrefixes ) == 'table' then
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if type( MovePrefixes ) == 'table' then
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Child.MovePrefixes = MovePrefixes
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self.MovePrefixes = MovePrefixes
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else
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else
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Child.MovePrefixes = { MovePrefixes }
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self.MovePrefixes = { MovePrefixes }
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end
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end
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Child.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
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self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
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Child.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
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self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
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Child.AliveUnits = 0 -- Contains the counter how many units are currently alive
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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Child.MoveGroups = {} -- Reflects if the Moveing for this MovePrefixes is going to be scheduled or not.
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self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
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Child.AddEvent( Child, world.event.S_EVENT_BIRTH, Child.OnBirth )
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self.AddEvent( self, world.event.S_EVENT_BIRTH, self.OnBirth )
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Child.AddEvent( Child, world.event.S_EVENT_DEAD, Child.OnDeadOrCrash )
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self.AddEvent( self, world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
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Child.AddEvent( Child, world.event.S_EVENT_CRASH, Child.OnDeadOrCrash )
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self.AddEvent( self, world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
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Child.EnableEvents( Child )
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self.EnableEvents( self )
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Child.ScheduleStart( Child )
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self.ScheduleStart( self )
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return Child
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return self
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end
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end
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--- Call this function to start the MOVEMENT scheduling.
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--- Call this function to start the MOVEMENT scheduling.
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function MOVEMENT:ScheduleStart()
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function MOVEMENT:ScheduleStart()
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trace.f( self.ClassName )
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self:T()
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self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
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self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
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end
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end
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--- Call this function to stop the MOVEMENT scheduling.
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--- Call this function to stop the MOVEMENT scheduling.
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-- @todo need to implement it ... Forgot.
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-- @todo need to implement it ... Forgot.
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function MOVEMENT:ScheduleStop()
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function MOVEMENT:ScheduleStop()
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trace.f( self.ClassName )
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self:T()
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end
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end
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--- Captures the birth events when new Units were spawned.
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--- Captures the birth events when new Units were spawned.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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function MOVEMENT:OnBirth( event )
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function MOVEMENT:OnBirth( event )
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trace.f( self.ClassName, { event } )
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self:T( { event } )
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if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
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if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
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if event.initiator and event.initiator:getName() then
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if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
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trace.l(self.ClassName, "OnBirth", "Birth object : " .. event.initiator:getName() )
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local MovementUnit = event.initiator
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local GroupData = Unit.getGroup(event.initiator)
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local MovementUnitName = MovementUnit:getName()
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if GroupData and GroupData:isExist() then
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self:T( "Birth object : " .. MovementUnitName )
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local EventGroupName = GroupData:getName()
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local MovementGroup = MovementUnit:getGroup()
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if MovementGroup and MovementGroup:isExist() then
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local MovementGroupName = MovementGroup:getName()
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for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
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for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
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if string.find( EventGroupName, MovePrefix, 1, true ) then
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if string.find( MovementUnitName, MovePrefix, 1, true ) then
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self.AliveUnits = self.AliveUnits + 1
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self.AliveUnits = self.AliveUnits + 1
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self.MoveGroups[EventGroupName] = EventGroupName
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self.MoveUnits[MovementUnitName] = MovementGroupName
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trace.l(self.ClassName, "OnBirth", self.AliveUnits )
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self:T( self.AliveUnits )
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end
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end
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end
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end
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end
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end
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@ -86,16 +86,17 @@ end
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--- Captures the Dead or Crash events when Units crash or are destroyed.
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--- Captures the Dead or Crash events when Units crash or are destroyed.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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function MOVEMENT:OnDeadOrCrash( event )
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function MOVEMENT:OnDeadOrCrash( event )
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trace.f( self.ClassName, { event } )
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self:T( { event } )
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if event.initiator and event.initiator:getName() then
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if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
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trace.l( self.ClassName, "OnDeadOrCrash", "Dead object : " .. event.initiator:getName() )
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local MovementUnit = event.initiator
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local EventGroupName = Unit.getGroup(event.initiator):getName()
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local MovementUnitName = MovementUnit:getName()
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self:T( "Dead object : " .. MovementUnitName )
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for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
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for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
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if string.find( EventGroupName, MovePrefix, 1, true ) then
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if string.find( MovementUnitName, MovePrefix, 1, true ) then
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self.AliveUnits = self.AliveUnits - 1
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self.AliveUnits = self.AliveUnits - 1
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self.MoveGroups[EventGroupName] = nil
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self.MoveUnits[MovementUnitName] = nil
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trace.l( self.ClassName, "OnDeadOrCrash", self.AliveUnits )
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self:T( self.AliveUnits )
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end
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end
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end
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end
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end
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end
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@ -103,24 +104,26 @@ end
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--- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true.
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--- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true.
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function MOVEMENT:_Scheduler()
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function MOVEMENT:_Scheduler()
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trace.l( self.ClassName, '_Scheduler', { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MoveGroups } )
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self:T( { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MovementGroups } )
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if self.AliveUnits > 0 then
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if self.AliveUnits > 0 then
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local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits
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local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits
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trace.l( self.ClassName, '_Scheduler', 'Move Probability = ' .. MoveProbability )
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self:T( 'Move Probability = ' .. MoveProbability )
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for MoveGroupID, MoveGroupName in pairs( self.MoveGroups ) do
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for MovementUnitName, MovementGroupName in pairs( self.MoveUnits ) do
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local MoveGroup = Group.getByName( MoveGroupName )
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local MovementGroup = Group.getByName( MovementGroupName )
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if MoveGroup then
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if MovementGroup and MovementGroup:isExist() then
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local MoveOrStop = math.random( 1, 100 )
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local MoveOrStop = math.random( 1, 100 )
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trace.l( self.ClassName, '_Scheduler', 'MoveOrStop = ' .. MoveOrStop )
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self:T( 'MoveOrStop = ' .. MoveOrStop )
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if MoveOrStop <= MoveProbability then
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if MoveOrStop <= MoveProbability then
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trace.l( self.ClassName, '_Scheduler', 'Group continues moving = ' .. MoveGroupName )
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self:T( 'Group continues moving = ' .. MovementGroupName )
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trigger.action.groupContinueMoving( MoveGroup )
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trigger.action.groupContinueMoving( MovementGroup )
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else
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else
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trace.l( self.ClassName, '_Scheduler', 'Group stops moving = ' .. MoveGroupName )
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self:T( 'Group stops moving = ' .. MovementGroupName )
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trigger.action.groupStopMoving( MoveGroup )
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trigger.action.groupStopMoving( MovementGroup )
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end
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end
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else
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self.MoveUnits[MovementUnitName] = nil
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end
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end
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end
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end
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end
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end
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