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OPS Zone
This commit is contained in:
592
Moose Development/Moose/Ops/OpsZone.lua
Normal file
592
Moose Development/Moose/Ops/OpsZone.lua
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@@ -0,0 +1,592 @@
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--- **Ops** - Strategic Zone.
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--
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-- **Main Features:**
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--
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-- * Monitor if zone is captured.
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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--
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-- @module Ops.OpsZone
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-- @image OPS_OpsZone.png
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--- OPSZONE class.
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-- @type OPSZONE
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity of output.
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-- @field Core.Zone#ZONE zone The zone.
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-- @field #string zoneName Name of the zone.
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-- @field #number ownerCurrent Coalition of the current owner of the zone.
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-- @field #number ownerPrevious Coalition of the previous owner of the zone.
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-- @field Core.Timer#TIMER timerStatus Timer for calling the status update.
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-- @extends Core.Fsm#FSM
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--- Be surprised!
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--
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-- ===
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--
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-- # The OPSZONE Concept
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--
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-- An OPSZONE is a strategically important area.
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--
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--
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-- @field #OPSZONE
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OPSZONE = {
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ClassName = "OPSZONE",
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verbose = 3,
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}
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--- OPSZONE class version.
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-- @field #string version
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OPSZONE.version="0.0.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Can neutrals capture?
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-- TODO: Can statics capture or hold a zone?
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-- TODO: Differentiate between ground attack and boming by air or arty.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new OPSZONE class object.
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-- @param #OPSZONE self
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-- @param Core.Zone#ZONE Zone The zone.
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-- @param #number CoalitionOwner Initial owner of the coaliton. Default `coalition.side.NEUTRAL`.
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-- @return #OPSZONE self
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function OPSZONE:New(Zone, CoalitionOwner)
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-- Inherit everything from LEGION class.
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local self=BASE:Inherit(self, FSM:New()) -- #OPSZONE
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-- Check if zone name instead of ZONE object was passed.
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if type(Zone)=="string" then
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Zone=ZONE:New(Zone)
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end
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-- Basic checks.
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if not Zone then
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self:E("ERROR: OPSZONE not found!")
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return nil
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elseif not Zone:IsInstanceOf("ZONE_RADIUS") then
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self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
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return nil
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end
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self.zone=Zone
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self.zoneName=Zone:GetName()
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self.zoneRadius=Zone:GetRadius()
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self.ownerCurrent=CoalitionOwner or coalition.side.NEUTRAL
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self.ownerPrevious=CoalitionOwner or coalition.side.NEUTRAL
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("OPSZONE %s | ", Zone:GetName())
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-- FMS start state is PLANNED.
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self:SetStartState("Empty")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "Start", "*") -- Start FSM.
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self:AddTransition("*", "Stop", "*") -- Start FSM.
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self:AddTransition("*", "Captured", "Guarded") -- Start FSM.
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self:AddTransition("*", "Empty", "Empty") -- Start FSM.
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self:AddTransition("*", "Attacked", "Attacked") -- A guarded zone is under attack.
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self:AddTransition("*", "Defeated", "Guarded") -- The owning coalition defeated an attack.
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self.timerStatus=TIMER:New(OPSZONE.Status, self)
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Get current owner of the zone.
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-- @param #OPSZONE self
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-- @return #number Owner coalition.
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function OPSZONE:GetOwner()
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return self.ownerCurrent
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end
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--- Get previous owner of the zone.
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-- @param #OPSZONE self
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-- @return #number Previous owner coalition.
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function OPSZONE:GetPreviousOwner()
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return self.ownerPrevious
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end
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--- Check if the red coalition is currently owning the zone.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is red.
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function OPSZONE:IsRed()
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local is=self.ownerCurrent==coalition.side.RED
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return is
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end
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--- Check if the blue coalition is currently owning the zone.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is blue.
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function OPSZONE:IsBlue()
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local is=self.ownerCurrent==coalition.side.BLUE
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return is
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end
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--- Check if the neutral coalition is currently owning the zone.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is neutral.
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function OPSZONE:IsNeutral()
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local is=self.ownerCurrent==coalition.side.NEUTRAL
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return is
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end
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--- Check if zone is guarded.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is guarded.
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function OPSZONE:IsEmpty()
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local is=self:is("Guarded")
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return is
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end
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--- Check if zone is empty.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is empty.
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function OPSZONE:IsEmpty()
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local is=self:is("Empty")
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return is
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end
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--- Check if zone is being attacked by the opposite coalition.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is being attacked.
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function OPSZONE:IsAttacked()
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local is=self:is("Attacked")
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return is
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end
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--- Check if zone is contested. Contested here means red *and* blue units are present in the zone.
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-- @param #OPSZONE self
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-- @return #boolean If `true`, zone is contested.
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function OPSZONE:IsContested()
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return self.isContested
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Start OPSZONE FSM.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function OPSZONE:onafterStart(From, Event, To)
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-- Info.
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self:I(self.lid..string.format("Starting OPSZONE v%s", OPSZONE.version))
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-- Status update.
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self.timerStatus:Start(1, 60)
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end
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--- Update status.
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-- @param #OPSZONE self
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function OPSZONE:Status()
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-- Current FSM state.
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local fsmstate=self:GetState()
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-- Info message.
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local text=string.format("State %s: Owner %d (previous %d), contested=%s, Nunits: red=%d, blue=%d, neutral=%d", fsmstate, self.ownerCurrent, self.ownerPrevious, tostring(self:IsContested()), 0, 0, 0)
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self:I(self.lid..text)
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-- Scanning zone.
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self:Scan()
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after "Captured" event.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #number NewOwnerCoalition Coalition of the new owner.
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function OPSZONE:onafterCaptured(From, Event, To, NewOwnerCoalition)
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-- Debug info.
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self:I(self.lid..string.format("Zone captured by %d coalition", NewOwnerCoalition))
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self.ownerPrevious=self.ownerCurrent
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self.ownerCurrent=NewOwnerCoalition
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end
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--- On after "Empty" event.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function OPSZONE:onafterEmpty(From, Event, To)
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-- Debug info.
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self:I(self.lid..string.format("Zone is empty now"))
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end
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--- On after "Attacked" event.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #number AttackerCoalition Coalition of the attacking ground troops.
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function OPSZONE:onafterAttacked(From, Event, To, AttackerCoalition)
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-- Debug info.
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self:I(self.lid..string.format("Zone is being attacked by coalition %s!", tostring(AttackerCoalition)))
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-- Time stam when the attack started.
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self.Tattacked=timer.getAbsTime()
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end
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--- On after "Empty" event.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function OPSZONE:onafterEmpty(From, Event, To)
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-- Debug info.
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self:I(self.lid..string.format("Zone is empty now"))
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end
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--- On after "Defeated" event.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function OPSZONE:onafterDefeated(From, Event, To)
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-- Debug info.
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self:I(self.lid..string.format("Attack on zone has been defeated"))
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-- Not attacked any more.
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self.Tattacked=nil
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end
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--- On enter "Guarded" state.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function OPSZONE:onenterGuarded(From, Event, To)
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-- Debug info.
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self:I(self.lid..string.format("Zone is guarded"))
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self.Tattacked=nil
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end
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--- On enter "Guarded" state.
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-- @param #OPSZONE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function OPSZONE:onenterAttacked(From, Event, To)
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-- Debug info.
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self:I(self.lid..string.format("Zone is Attacked"))
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self.Tattacked=nil
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Scan Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Add a platoon to the brigade.
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-- @param #OPSZONE self
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-- @return #OPSZONE self
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function OPSZONE:Scan()
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-- Debug info.
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local text=string.format("Scanning zone %s R=%.1f m", self.zone:GetName(), self.zone:GetRadius())
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self:I(self.lid..text)
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-- Search.
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local SphereSearch={id=world.VolumeType.SPHERE, params={point=self.zone:GetVec3(), radius=self.zone:GetRadius(),}}
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local ObjectCategories={Object.Category.UNIT, Object.Category.STATIC}
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local Nred=0
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local Nblu=0
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local Nnut=0
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--- Function to evaluate the world search
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local function EvaluateZone(_ZoneObject)
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local ZoneObject=_ZoneObject --DCS#Object
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if ZoneObject then
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-- Object category.
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local ObjectCategory=ZoneObject:getCategory()
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if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() then
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---
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-- UNIT
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---
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local DCSUnit=ZoneObject --DCS#Unit
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--TODO: only ground units!
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local Coalition=DCSUnit:getCoalition()
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if Coalition==coalition.side.RED then
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Nred=Nred+1
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elseif Coalition==coalition.side.BLUE then
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Nblu=Nblu+1
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elseif Coalition==coalition.side.NEUTRAL then
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Nnut=Nnut+1
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end
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local unit=UNIT:Find(DCSUnit)
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env.info(string.format("FF found unit %s", unit:GetName()))
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elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
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---
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-- STATIC
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---
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local DCSStatic=ZoneObject --DCS#Static
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-- CAREFUL! Downed pilots break routine here without any error thrown.
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local unit=STATIC:Find(DCSStatic)
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--env.info(string.format("FF found static %s", unit:GetName()))
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elseif ObjectCategory==Object.Category.SCENERY then
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---
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-- SCENERY
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---
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local SceneryType = ZoneObject:getTypeName()
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local SceneryName = ZoneObject:getName()
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local Scenery=SCENERY:Register(SceneryName, ZoneObject)
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env.info(string.format("FF found scenery type=%s, name=%s", SceneryType, SceneryName))
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end
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end
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return true
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end
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-- Search objects.
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world.searchObjects(ObjectCategories, SphereSearch, EvaluateZone)
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-- Debug info.
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local text=string.format("Scan result Nred=%d, Nblue=%d, Nneutrl=%d", Nred, Nblu, Nnut)
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self:I(self.lid..text)
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if self:IsRed() then
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---
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-- RED zone
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---
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if Nred==0 then
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-- No red units in red zone any more.
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if Nblu>0 then
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-- Blue captured red zone.
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self:Captured(coalition.side.BLUE)
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elseif Nnut>0 and self.neutralCanCapture then
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-- Neutral captured red zone.
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self:Captured(coalition.side.NEUTRAL)
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else
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-- Red zone is now empty (but will remain red).
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self:Empty()
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end
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else
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-- Still red units in red zone.
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if Nblu>0 then
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if not self:IsAttacked() then
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self:Attacked(coalition.side.BLUE)
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end
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elseif Nblu==0 then
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if self:IsAttacked() and self:IsContested() then
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self:Defeated(coalition.side.BLUE)
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end
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end
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end
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-- Contested by blue?
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if Nblu==0 then
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self.isContested=false
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else
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self.isContested=true
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end
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elseif self:IsBlue() then
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---
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-- BLUE zone
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---
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if Nblu==0 then
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-- No blue units in blue zone any more.
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if Nred>0 then
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-- Red captured blue zone.
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self:Captured(coalition.side.RED)
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elseif Nnut>0 and self.neutralCanCapture then
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-- Neutral captured blue zone.
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self:Captured(coalition.side.NEUTRAL)
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else
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-- Blue zone is empty now.
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self:Empty()
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end
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else
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-- Still blue units in blue zone.
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if Nred>0 then
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if not self:IsAttacked() then
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-- Red is attacking blue zone.
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self:Attacked(coalition.side.RED)
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end
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elseif Nred==0 then
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if self:IsAttacked() and self:IsContested() then
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-- Blue defeated read attack.
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self:Defeated(coalition.side.RED)
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end
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end
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||||
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end
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-- Contested by red?
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if Nred==0 then
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self.isContested=false
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else
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self.isContested=true
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end
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elseif self:IsNeutral() then
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---
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-- NEUTRAL zone
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---
|
||||
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||||
-- Not checked as neutrals cant capture (for now).
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||||
--if Nnut==0 then
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||||
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-- No neutral units in neutral zone any more.
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if Nred>0 and Nblu>0 then
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env.info("FF neutrals left neutral zone and red and blue are present! What to do?")
|
||||
-- TODO Contested!
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||||
self:Attacked()
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||||
self.isContested=true
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elseif Nred>0 then
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||||
-- Red captured neutral zone.
|
||||
self:Captured(coalition.side.RED)
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||||
elseif Nblu>0 then
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||||
-- Blue captured neutral zone.
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||||
self:Captured(coalition.side.BLUE)
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else
|
||||
-- Neutral zone is empty now.
|
||||
if not self:IsEmpty() then
|
||||
self:Emtpy()
|
||||
end
|
||||
end
|
||||
|
||||
--end
|
||||
|
||||
else
|
||||
env.info("FF error")
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- DCS Event Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Monitor hit events.
|
||||
-- @param #OPSZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData The event data.
|
||||
function OPSZONE:OnEventHit(EventData)
|
||||
|
||||
if self.HitsOn then
|
||||
|
||||
local UnitHit = EventData.TgtUnit
|
||||
|
||||
-- Check if unit is inside the capture zone and that it is of the defending coalition.
|
||||
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.ownerCurrent then
|
||||
|
||||
-- Update last hit time.
|
||||
self.HitTimeLast=timer.getTime()
|
||||
|
||||
-- Only trigger attacked event if not already in state "Attacked".
|
||||
if not self:IsAttacked() then
|
||||
self:T3(self.lid.."Hit ==> Attack")
|
||||
self:Attacked()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
Reference in New Issue
Block a user