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https://github.com/FlightControl-Master/MOOSE.git
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- Inherit ZONE_BASE from FSM instead of BASE. Opens a range of possibilities.
- Remove from ZONE_GOAL the Zone field, and make it inherit from ZONE_BASE instead of FSM! - Rework the new inheritance tree in the code. (Remove .Zone fields). - Implement the determination of attack and defense zones. - Reworked the TaskInfo to include Type and ShowKey. - Flash A2G Tasking Details. Added menu option.
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@@ -5497,4 +5497,324 @@ do -- SET_ZONE
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return nil
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end
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end
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end
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do -- SET_ZONE_GOAL
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--- @type SET_ZONE_GOAL
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-- @extends Core.Set#SET_BASE
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--- Mission designers can use the @{Core.Set#SET_ZONE_GOAL} class to build sets of zones of various types.
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--
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-- ## SET_ZONE_GOAL constructor
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--
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-- Create a new SET_ZONE_GOAL object with the @{#SET_ZONE_GOAL.New} method:
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--
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-- * @{#SET_ZONE_GOAL.New}: Creates a new SET_ZONE_GOAL object.
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--
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-- ## Add or Remove ZONEs from SET_ZONE_GOAL
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--
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-- ZONEs can be added and removed using the @{Core.Set#SET_ZONE_GOAL.AddZonesByName} and @{Core.Set#SET_ZONE_GOAL.RemoveZonesByName} respectively.
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-- These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE_GOAL.
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--
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-- ## SET_ZONE_GOAL filter criteria
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--
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-- You can set filter criteria to build the collection of zones in SET_ZONE_GOAL.
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-- Filter criteria are defined by:
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--
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-- * @{#SET_ZONE_GOAL.FilterPrefixes}: Builds the SET_ZONE_GOAL with the zones having a certain text pattern of prefix.
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--
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-- Once the filter criteria have been set for the SET_ZONE_GOAL, you can start filtering using:
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--
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-- * @{#SET_ZONE_GOAL.FilterStart}: Starts the filtering of the zones within the SET_ZONE_GOAL.
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--
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-- ## SET_ZONE_GOAL iterators
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--
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-- Once the filters have been defined and the SET_ZONE_GOAL has been built, you can iterate the SET_ZONE_GOAL with the available iterator methods.
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-- The iterator methods will walk the SET_ZONE_GOAL set, and call for each airbase within the set a function that you provide.
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-- The following iterator methods are currently available within the SET_ZONE_GOAL:
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--
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-- * @{#SET_ZONE_GOAL.ForEachZone}: Calls a function for each zone it finds within the SET_ZONE_GOAL.
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--
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-- ===
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-- @field #SET_ZONE_GOAL SET_ZONE_GOAL
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SET_ZONE_GOAL = {
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ClassName = "SET_ZONE_GOAL",
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Zones = {},
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Filter = {
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Prefixes = nil,
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},
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FilterMeta = {
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},
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}
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--- Creates a new SET_ZONE_GOAL object, building a set of zones.
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-- @param #SET_ZONE_GOAL self
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-- @return #SET_ZONE_GOAL self
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-- @usage
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-- -- Define a new SET_ZONE_GOAL Object. The DatabaseSet will contain a reference to all Zones.
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-- DatabaseSet = SET_ZONE_GOAL:New()
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function SET_ZONE_GOAL:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.ZONES_GOAL ) )
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return self
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end
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--- Add ZONEs to SET_ZONE_GOAL.
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-- @param Core.Set#SET_ZONE_GOAL self
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-- @param Core.Zone#ZONE_BASE Zone A ZONE_BASE object.
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-- @return self
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function SET_ZONE_GOAL:AddZone( Zone )
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self:Add( Zone:GetName(), Zone )
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return self
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end
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--- Remove ZONEs from SET_ZONE_GOAL.
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-- @param Core.Set#SET_ZONE_GOAL self
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-- @param Core.Zone#ZONE_BASE RemoveZoneNames A single name or an array of ZONE_BASE names.
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-- @return self
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function SET_ZONE_GOAL:RemoveZonesByName( RemoveZoneNames )
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local RemoveZoneNamesArray = ( type( RemoveZoneNames ) == "table" ) and RemoveZoneNames or { RemoveZoneNames }
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for RemoveZoneID, RemoveZoneName in pairs( RemoveZoneNamesArray ) do
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self:Remove( RemoveZoneName )
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end
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return self
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end
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--- Finds a Zone based on the Zone Name.
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-- @param #SET_ZONE_GOAL self
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-- @param #string ZoneName
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-- @return Core.Zone#ZONE_BASE The found Zone.
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function SET_ZONE_GOAL:FindZone( ZoneName )
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local ZoneFound = self.Set[ZoneName]
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return ZoneFound
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end
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--- Get a random zone from the set.
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-- @param #SET_ZONE_GOAL self
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-- @return Core.Zone#ZONE_BASE The random Zone.
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-- @return #nil if no zone in the collection.
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function SET_ZONE_GOAL:GetRandomZone()
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if self:Count() ~= 0 then
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local Index = self.Index
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local ZoneFound = nil -- Core.Zone#ZONE_BASE
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-- Loop until a zone has been found.
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-- The :GetZoneMaybe() call will evaluate the probability for the zone to be selected.
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-- If the zone is not selected, then nil is returned by :GetZoneMaybe() and the loop continues!
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while not ZoneFound do
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local ZoneRandom = math.random( 1, #Index )
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ZoneFound = self.Set[Index[ZoneRandom]]:GetZoneMaybe()
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end
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return ZoneFound
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end
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return nil
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end
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--- Set a zone probability.
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-- @param #SET_ZONE_GOAL self
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-- @param #string ZoneName The name of the zone.
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function SET_ZONE_GOAL:SetZoneProbability( ZoneName, ZoneProbability )
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local Zone = self:FindZone( ZoneName )
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Zone:SetZoneProbability( ZoneProbability )
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end
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--- Builds a set of zones of defined zone prefixes.
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-- All the zones starting with the given prefixes will be included within the set.
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-- @param #SET_ZONE_GOAL self
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-- @param #string Prefixes The prefix of which the zone name starts with.
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-- @return #SET_ZONE_GOAL self
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function SET_ZONE_GOAL:FilterPrefixes( Prefixes )
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if not self.Filter.Prefixes then
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self.Filter.Prefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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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.Filter.Prefixes[Prefix] = Prefix
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end
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return self
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end
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--- Starts the filtering.
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-- @param #SET_ZONE_GOAL self
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-- @return #SET_ZONE_GOAL self
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function SET_ZONE_GOAL:FilterStart()
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if _DATABASE then
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-- We initialize the first set.
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for ObjectName, Object in pairs( self.Database ) do
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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:RemoveZonesByName( ObjectName )
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end
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end
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end
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self:HandleEvent( EVENTS.NewZoneGoal )
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self:HandleEvent( EVENTS.DeleteZoneGoal )
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return self
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end
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--- Stops the filtering for the defined collection.
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-- @param #SET_ZONE_GOAL self
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-- @return #SET_ZONE_GOAL self
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function SET_ZONE_GOAL:FilterStop()
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self:UnHandleEvent( EVENTS.NewZoneGoal )
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self:UnHandleEvent( EVENTS.DeleteZoneGoal )
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return self
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end
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--- Handles the Database to check on an event (birth) that the Object was added in the Database.
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-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
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-- @param #SET_ZONE_GOAL self
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-- @param Core.Event#EVENTDATA Event
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-- @return #string The name of the AIRBASE
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-- @return #table The AIRBASE
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function SET_ZONE_GOAL:AddInDatabase( Event )
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self:F3( { Event } )
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return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
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end
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--- Handles the Database to check on any event that Object exists in the Database.
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-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
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-- @param #SET_ZONE_GOAL self
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-- @param Core.Event#EVENTDATA Event
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-- @return #string The name of the AIRBASE
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-- @return #table The AIRBASE
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function SET_ZONE_GOAL:FindInDatabase( Event )
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self:F3( { Event } )
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return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
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end
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--- Iterate the SET_ZONE_GOAL and call an interator function for each ZONE, providing the ZONE and optional parameters.
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-- @param #SET_ZONE_GOAL self
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-- @param #function IteratorFunction The function that will be called when there is an alive ZONE in the SET_ZONE_GOAL. The function needs to accept a AIRBASE parameter.
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-- @return #SET_ZONE_GOAL self
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function SET_ZONE_GOAL:ForEachZone( IteratorFunction, ... )
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self:F2( arg )
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self:ForEach( IteratorFunction, arg, self:GetSet() )
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return self
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end
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---
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-- @param #SET_ZONE_GOAL self
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-- @param Core.Zone#ZONE_BASE MZone
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-- @return #SET_ZONE_GOAL self
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function SET_ZONE_GOAL:IsIncludeObject( MZone )
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self:F2( MZone )
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local MZoneInclude = true
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if MZone then
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local MZoneName = MZone:GetName()
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if self.Filter.Prefixes then
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local MZonePrefix = false
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for ZonePrefixId, ZonePrefix in pairs( self.Filter.Prefixes ) do
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self:T3( { "Prefix:", string.find( MZoneName, ZonePrefix, 1 ), ZonePrefix } )
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if string.find( MZoneName, ZonePrefix, 1 ) then
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MZonePrefix = true
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end
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end
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self:T( { "Evaluated Prefix", MZonePrefix } )
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MZoneInclude = MZoneInclude and MZonePrefix
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end
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end
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self:T2( MZoneInclude )
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return MZoneInclude
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end
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--- Handles the OnEventNewZone event for the Set.
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-- @param #SET_ZONE_GOAL self
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-- @param Core.Event#EVENTDATA EventData
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function SET_ZONE_GOAL:OnEventNewZoneGoal( EventData )
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self:I( { "New Zone Capture Coalition", EventData } )
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self:I( { "Zone Capture Coalition", EventData.ZoneGoal } )
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if EventData.ZoneGoal then
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if EventData.ZoneGoal and self:IsIncludeObject( EventData.ZoneGoal ) then
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self:I( { "Adding Zone Capture Coalition", EventData.ZoneGoal.ZoneName, EventData.ZoneGoal } )
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self:Add( EventData.ZoneGoal.ZoneName , EventData.ZoneGoal )
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end
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end
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end
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--- Handles the OnDead or OnCrash event for alive units set.
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-- @param #SET_ZONE_GOAL self
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-- @param Core.Event#EVENTDATA EventData
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function SET_ZONE_GOAL:OnEventDeleteZoneGoal( EventData ) --R2.1
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self:F3( { EventData } )
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if EventData.ZoneGoal then
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local Zone = _DATABASE:FindZone( EventData.ZoneGoal.ZoneName )
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if Zone and Zone.ZoneName then
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-- When cargo was deleted, it may probably be because of an S_EVENT_DEAD.
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-- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call.
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-- And this is a problem because it will remove all entries from the SET_ZONE_GOALs.
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-- To prevent this from happening, the Zone object has a flag NoDestroy.
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-- When true, the SET_ZONE_GOAL won't Remove the Zone object from the set.
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-- This flag is switched off after the event handlers have been called in the EVENT class.
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self:F( { ZoneNoDestroy=Zone.NoDestroy } )
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if Zone.NoDestroy then
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else
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self:Remove( Zone.ZoneName )
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end
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end
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end
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end
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--- Validate if a coordinate is in one of the zones in the set.
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-- Returns the ZONE object where the coordiante is located.
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-- If zones overlap, the first zone that validates the test is returned.
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-- @param #SET_ZONE_GOAL self
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-- @param Core.Point#COORDINATE Coordinate The coordinate to be searched.
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-- @return Core.Zone#ZONE_BASE The zone that validates the coordinate location.
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-- @return #nil No zone has been found.
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function SET_ZONE_GOAL:IsCoordinateInZone( Coordinate )
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for _, Zone in pairs( self:GetSet() ) do
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local Zone = Zone -- Core.Zone#ZONE_BASE
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if Zone:IsCoordinateInZone( Coordinate ) then
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return Zone
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end
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end
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return nil
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end
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end
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