Implement GROUP:CountInZone() and SET_GROUP:CountInZone()

This commit is contained in:
Grey-Echo 2017-04-22 14:35:51 +02:00
parent 18756eb61e
commit d0e138b4c7
2 changed files with 64 additions and 0 deletions

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@ -1117,6 +1117,52 @@ function SET_GROUP:NoneInZone(Zone)
return true return true
end end
--- Iterate the SET_GROUP and count how many GROUPs are completely in the Zone
-- That could easily be done with SET_GROUP:ForEachGroupCompletelyInZone(), but this function
-- provides an easy to use shortcut...
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @return #number the number of GROUPs completely in the Zone
-- @usage
-- local MyZone = ZONE:New("Zone1")
-- local MySetGroup = SET_GROUP:New()
-- MySetGroup:AddGroupsByName({"Group1", "Group2"})
--
-- MESSAGE:New("There are " .. MySetGroup:CountInZone(MyZone) .. " GROUPs in the Zone !", 10):ToAll()
function SET_GROUP:CountInZone(Zone)
self:F2(Zone)
local Count = 0
local Set = self:GetSet()
for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP
if GroupData:IsCompletelyInZone(Zone) then
Count = Count + 1
end
end
return Count
end
--- Iterate the SET_GROUP and count how many UNITs are completely in the Zone
-- @param #SET_GROUP self
-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
-- @return #number the number of GROUPs completely in the Zone
-- @usage
-- local MyZone = ZONE:New("Zone1")
-- local MySetGroup = SET_GROUP:New()
-- MySetGroup:AddGroupsByName({"Group1", "Group2"})
--
-- MESSAGE:New("There are " .. MySetGroup:CountUnitInZone(MyZone) .. " UNITs in the Zone !", 10):ToAll()
function SET_GROUP:CountUnitInZone(Zone)
self:F2(Zone)
local Count = 0
local Set = self:GetSet()
for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP
if GroupData:IsCompletelyInZone(Zone) then
Count = Count + 1
end
end
return Count
end
----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters. ----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters.
---- @param #SET_GROUP self ---- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter. ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter.

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@ -591,6 +591,24 @@ function GROUP:IsNotInZone( Zone )
return true return true
end end
--- Returns the number of UNITs that are in the @{Zone}
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #number The number of UNITs that are in the @{Zone}
function GROUP:CountInZone( Zone )
self:F2( {slef.GroupName, Zone} )
local Count = 0
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
Count = Count + 1
end
end
return Count
end
--- Returns if the group is of an air category. --- Returns if the group is of an air category.
-- If the group is a helicopter or a plane, then this method will return true, otherwise false. -- If the group is a helicopter or a plane, then this method will return true, otherwise false.
-- @param #GROUP self -- @param #GROUP self