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https://github.com/FlightControl-Master/MOOSE.git
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Found a solution to avoid having to install MOOSE.
Now MOOSE can be copied into the mission file, but you'll need to include a "do file" action of moose.lua in the mission file and copy the rest of the MOOSE files to the MIZ file.
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127
Moose/Movement.lua
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127
Moose/Movement.lua
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--- Limit the simultaneous movement of Groups within a running Mission.
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-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
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-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
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-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
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-- on defined intervals (currently every minute).
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-- @classmod MOVEMENT
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Include.File( "Routines" )
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MOVEMENT = {
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ClassName = "MOVEMENT",
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}
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--- Creates the main object which is handling the GROUND forces movement.
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-- @tparam table{string,...}|string MovePrefixes is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object.
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-- @tparam number MoveMaximum is a number that defines the maximum amount of GROUND Units to be moving during one minute.
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-- @treturn MOVEMENT
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-- @usage
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-- -- Limit the amount of simultaneous moving units on the ground to prevent lag.
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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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trace.f(self.ClassName, { 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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Child.MovePrefixes = MovePrefixes
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else
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Child.MovePrefixes = { MovePrefixes }
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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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Child.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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Child.MoveGroups = {} -- Reflects if the Moveing 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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Child.AddEvent( Child, world.event.S_EVENT_DEAD, Child.OnDeadOrCrash )
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Child.AddEvent( Child, world.event.S_EVENT_CRASH, Child.OnDeadOrCrash )
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Child.EnableEvents( Child )
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Child.ScheduleStart( Child )
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return Child
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end
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--- Call this function to start the MOVEMENT scheduling.
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function MOVEMENT:ScheduleStart()
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trace.f( self.ClassName )
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self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 60 )
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end
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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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function MOVEMENT:ScheduleStop()
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trace.f( self.ClassName )
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end
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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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function MOVEMENT:OnBirth( event )
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trace.f( self.ClassName, { 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 event.initiator and event.initiator:getName() then
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trace.l(self.ClassName, "OnBirth", "Birth object : " .. event.initiator:getName() )
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local GroupData = Unit.getGroup(event.initiator)
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if GroupData and GroupData:isExist() then
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local EventGroupName = GroupData:getName()
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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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self.AliveUnits = self.AliveUnits + 1
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self.MoveGroups[EventGroupName] = EventGroupName
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trace.l(self.ClassName, "OnBirth", 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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--- 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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function MOVEMENT:OnDeadOrCrash( event )
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trace.f( self.ClassName, { event } )
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if event.initiator and event.initiator:getName() then
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trace.l( self.ClassName, "OnDeadOrCrash", "Dead object : " .. event.initiator:getName() )
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local EventGroupName = Unit.getGroup(event.initiator):getName()
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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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self.AliveUnits = self.AliveUnits - 1
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self.MoveGroups[EventGroupName] = nil
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trace.l( self.ClassName, "OnDeadOrCrash", 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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--- 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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trace.l( self.ClassName, '_Scheduler', { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MoveGroups } )
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if self.AliveUnits > 0 then
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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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for MoveGroupID, MoveGroupName in pairs( self.MoveGroups ) do
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local MoveGroup = Group.getByName( MoveGroupName )
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if MoveGroup then
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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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if MoveOrStop <= MoveProbability then
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trace.l( self.ClassName, '_Scheduler', 'Group continues moving = ' .. MoveGroupName )
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trigger.action.groupContinueMoving( MoveGroup )
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else
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trace.l( self.ClassName, '_Scheduler', 'Group stops moving = ' .. MoveGroupName )
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trigger.action.groupStopMoving( MoveGroup )
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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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