From b217e855e9d754f611e183ece8533638959d41cc Mon Sep 17 00:00:00 2001 From: FlightControl Date: Fri, 30 Jun 2017 10:38:30 +0200 Subject: [PATCH] Static --- Moose Mission Setup/Moose.lua | 275 ++++++++++++++++++++-------------- 1 file changed, 159 insertions(+), 116 deletions(-) diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index 44429e66b..48377fbe0 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170629_1459' ) +env.info( 'Moose Generation Timestamp: 20170630_1038' ) --- Various routines -- @module routines @@ -2824,10 +2824,6 @@ end -- -- === -- --- The @{#BASE} class is the core root class from where every other class in moose is derived. --- --- === --- -- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- @@ -8216,7 +8212,12 @@ function DATABASE:Spawn( SpawnTemplate ) SpawnTemplate.CountryID = SpawnCountryID SpawnTemplate.CategoryID = SpawnCategoryID + -- Ensure that for the spawned group and its units, there are GROUP and UNIT objects created in the DATABASE. local SpawnGroup = self:AddGroup( SpawnTemplate.name ) + for UnitID, UnitData in pairs( SpawnTemplate.units ) do + self:AddUnit( UnitData.name ) + end + return SpawnGroup end @@ -12188,6 +12189,14 @@ do -- COORDINATE return RandomVec3 end + + --- Return the height of the land at the coordinate. + -- @param #COORDINATE self + -- @return #number + function COORDINATE:GetLandHeight() + local Vec2 = { x = self.x, y = self.z } + return land.getHeight( Vec2 ) + end function COORDINATE:SetHeading( Heading ) @@ -23403,6 +23412,7 @@ function AIRBASE:Register( AirbaseName ) local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) ) self.AirbaseName = AirbaseName + self.AirbaseZone = ZONE_RADIUS:New( AirbaseName, self:GetVec2(), 8000 ) return self end @@ -23439,6 +23449,13 @@ function AIRBASE:GetDCSObject() return nil end +--- Get the airbase zone. +-- @param #AIRBASE self +-- @return Core.Zone#ZONE_RADIUS The zone radius of the airbase. +function AIRBASE:GetZone() + return self.AirbaseZone +end + --- **Wrapper** -- SCENERY models scenery within the DCS simulator. @@ -25264,57 +25281,100 @@ end --- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. -- +-- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG) +-- +-- === +-- +-- ### Author: **Sven Van de Velde (FlightControl)** +-- ### Contributions: +-- -- ==== +-- -- @module CleanUp - - - - - ---- The CLEANUP class. --- @type CLEANUP +--- @type CLEANUP -- @extends Core.Base#BASE +-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. + +--- # CLEANUP, extends @{Base#BASE} +-- +-- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. +-- +-- @field #CLEANUP CLEANUP = { ClassName = "CLEANUP", - ZoneNames = {}, - TimeInterval = 300, + TimeInterval = 0.2, CleanUpList = {}, + Airbases = {}, } --- Creates the main object which is handling the cleaning of the debris within the given Zone Names. -- @param #CLEANUP self --- @param #table ZoneNames Is a table of zone names where the debris should be cleaned. Also a single string can be passed with one zone name. --- @param #number TimeInterval The interval in seconds when the clean activity takes place. The default is 300 seconds, thus every 5 minutes. +-- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name. -- @return #CLEANUP -- @usage -- -- Clean these Zones. --- CleanUpAirports = CLEANUP:New( { 'CLEAN Tbilisi', 'CLEAN Kutaisi' }, 150 ) +-- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) -- or --- CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 ) --- CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 ) -function CLEANUP:New( ZoneNames, TimeInterval ) +-- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi ) +-- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi ) +function CLEANUP:New( AirbaseNames ) local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP - self:F( { ZoneNames, TimeInterval } ) + self:F( { AirbaseNames } ) - if type( ZoneNames ) == 'table' then - self.ZoneNames = ZoneNames + if type( AirbaseNames ) == 'table' then + for AirbaseID, AirbaseName in pairs( AirbaseNames ) do + self:AddAirbase( AirbaseName ) + end else - self.ZoneNames = { ZoneNames } - end - if TimeInterval then - self.TimeInterval = TimeInterval + local AirbaseName = AirbaseNames + self:AddAirbase( AirbaseName ) end self:HandleEvent( EVENTS.Birth ) - self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, TimeInterval ) + self.CleanUpScheduler = SCHEDULER:New( self, self._CleanUpScheduler, {}, 1, self.TimeInterval ) return self end +--- Adds an airbase to the airbase validation list. +-- @param #CLEANUP self +-- @param #string AirbaseName +-- @return #CLEANUP +function CLEANUP:AddAirbase( AirbaseName ) + self.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName ) + self:F({"Airbase:", AirbaseName, self.Airbases[AirbaseName]:GetDesc()}) + + return self +end + +--- Removes an airbase from the airbase validation list. +-- @param #CLEANUP self +-- @param #string AirbaseName +-- @return #CLEANUP +function CLEANUP:RemoveAirbase( AirbaseName ) + self.Airbases[AirbaseName] = nil + return self +end + + + +function CLEANUP:IsInAirbase( Vec2 ) + + local InAirbase = false + for AirbaseName, Airbase in pairs( self.Airbases ) do + local Airbase = Airbase -- Wrapper.Airbase#AIRBASE + if Airbase:GetZone():IsVec2InZone( Vec2 ) then + InAirbase = true + break; + end + end + + return InAirbase +end --- Destroys a group from the simulator, but checks first if it is still existing! -- @param #CLEANUP self @@ -25329,29 +25389,25 @@ function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName ) end end ---- Destroys a @{DCSWrapper.Unit#Unit} from the simulator, but checks first if it is still existing! +--- Destroys a @{Unit} from the simulator, but checks first if it is still existing! -- @param #CLEANUP self --- @param Dcs.DCSWrapper.Unit#Unit CleanUpUnit The object to be destroyed. --- @param #string CleanUpUnitName The Unit name ... -function CLEANUP:_DestroyUnit( CleanUpUnit, CleanUpUnitName ) - self:F( { CleanUpUnit, CleanUpUnitName } ) +-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed. +function CLEANUP:_DestroyUnit( CleanUpUnit ) + self:F( { CleanUpUnit } ) if CleanUpUnit then - local CleanUpGroup = Unit.getGroup(CleanUpUnit) + local CleanUpUnitName = CleanUpUnit:GetName() + local CleanUpGroup = CleanUpUnit:GetGroup() -- TODO Client bug in 1.5.3 - if CleanUpGroup and CleanUpGroup:isExist() then - local CleanUpGroupUnits = CleanUpGroup:getUnits() + if CleanUpGroup:IsAlive() then + local CleanUpGroupUnits = CleanUpGroup:GetUnits() if #CleanUpGroupUnits == 1 then - local CleanUpGroupName = CleanUpGroup:getName() - --self:CreateEventCrash( timer.getTime(), CleanUpUnit ) - CleanUpGroup:destroy() - self:T( { "Destroyed Group:", CleanUpGroupName } ) + local CleanUpGroupName = CleanUpGroup:GetName() + CleanUpGroup:Destroy() else - CleanUpUnit:destroy() - self:T( { "Destroyed Unit:", CleanUpUnitName } ) + CleanUpUnit:Destroy() end - self.CleanUpList[CleanUpUnitName] = nil -- Cleaning from the list - CleanUpUnit = nil + self.CleanUpList[CleanUpUnitName] = nil end end end @@ -25371,7 +25427,7 @@ end --- @param #CLEANUP self -- @param Core.Event#EVENTDATA EventData -function CLEANUP:_OnEventBirth( EventData ) +function CLEANUP:OnEventBirth( EventData ) self:F( { EventData } ) self.CleanUpList[EventData.IniDCSUnitName] = {} @@ -25380,13 +25436,13 @@ function CLEANUP:_OnEventBirth( EventData ) self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName - EventData.IniUnit:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp ) - EventData.IniUnit:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp ) - EventData.IniUnit:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp ) - EventData.IniUnit:HandleEvent( EVENTS.PilotDead, self._EventCrash ) - EventData.IniUnit:HandleEvent( EVENTS.Dead, self._EventCrash ) - EventData.IniUnit:HandleEvent( EVENTS.Crash, self._EventCrash ) - EventData.IniUnit:HandleEvent( EVENTS.Shot, self._EventShot ) + self:HandleEvent( EVENTS.EngineShutdown , self._EventAddForCleanUp ) + self:HandleEvent( EVENTS.EngineStartup, self._EventAddForCleanUp ) + self:HandleEvent( EVENTS.Hit, self._EventAddForCleanUp ) + self:HandleEvent( EVENTS.PilotDead, self.OnEventCrash ) + self:HandleEvent( EVENTS.Dead, self.OnEventCrash ) + self:HandleEvent( EVENTS.Crash, self.OnEventCrash ) + self:HandleEvent( EVENTS.Shot, self.OnEventShot ) end @@ -25394,7 +25450,7 @@ end -- Crashed units go into a CleanUpList for removal. -- @param #CLEANUP self -- @param Dcs.DCSTypes#Event event -function CLEANUP:_EventCrash( Event ) +function CLEANUP:OnEventCrash( Event ) self:F( { Event } ) --TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed. @@ -25405,54 +25461,53 @@ function CLEANUP:_EventCrash( Event ) -- self:T("after deactivateGroup") -- event.initiator:destroy() - self.CleanUpList[Event.IniDCSUnitName] = {} - self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit - self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup - self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName - self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName + if Event.IniDCSUnitName then + self.CleanUpList[Event.IniDCSUnitName] = {} + self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit + self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup + self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName + self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName + end end --- Detects if a unit shoots a missile. --- If this occurs within one of the zones, then the weapon used must be destroyed. +-- If this occurs within one of the airbases, then the weapon used must be destroyed. -- @param #CLEANUP self --- @param Dcs.DCSTypes#Event event -function CLEANUP:_EventShot( Event ) +-- @param Core.Event#EVENTDATA Event +function CLEANUP:OnEventShot( Event ) self:F( { Event } ) - -- Test if the missile was fired within one of the CLEANUP.ZoneNames. - local CurrentLandingZoneID = 0 - CurrentLandingZoneID = routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) - if ( CurrentLandingZoneID ) then - -- Okay, the missile was fired within the CLEANUP.ZoneNames, destroy the fired weapon. - --_SEADmissile:destroy() - SCHEDULER:New( self, CLEANUP._DestroyMissile, { Event.Weapon }, 0.1 ) + -- Test if the missile was fired within one of the CLEANUP.AirbaseNames. + if self:IsInAirbase( Event.IniUnit:GetVec2() ) then + -- Okay, the missile was fired within the CLEANUP.AirbaseNames, destroy the fired weapon. + self:_DestroyMissile( Event.Weapon ) end end ---- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit. +--- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit. -- @param #CLEANUP self --- @param Dcs.DCSTypes#Event event -function CLEANUP:_EventHitCleanUp( Event ) +-- @param Core.Event#EVENTDATA Event +function CLEANUP:OnEventHit( Event ) self:F( { Event } ) - if Event.IniDCSUnit then - if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then + if Event.IniUnit then + if self:IsInAirbase( Event.IniUnit:GetVec2() ) then self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } ) if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) - SCHEDULER:New( self, CLEANUP._DestroyUnit, { Event.IniDCSUnit }, 0.1 ) + CLEANUP:_DestroyUnit( Event.IniUnit ) end end end - if Event.TgtDCSUnit then - if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then + if Event.TgtUnit then + if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } ) if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) - SCHEDULER:New( self, CLEANUP._DestroyUnit, { Event.TgtDCSUnit }, 0.1 ) + CLEANUP:_DestroyUnit( Event.TgtUnit ) end end end @@ -25474,14 +25529,16 @@ function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName ) end ---- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List. +--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP List. -- @param #CLEANUP self --- @param Dcs.DCSTypes#Event event +-- @param Core.Event#EVENTDATA Event function CLEANUP:_EventAddForCleanUp( Event ) + self:F({Event}) + if Event.IniDCSUnit then if self.CleanUpList[Event.IniDCSUnitName] == nil then - if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then + if self:IsInAirbase( Event.IniUnit:GetVec2() ) then self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName ) end end @@ -25489,7 +25546,7 @@ function CLEANUP:_EventAddForCleanUp( Event ) if Event.TgtDCSUnit then if self.CleanUpList[Event.TgtDCSUnitName] == nil then - if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then + if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then self:_AddForCleanUp( Event.TgtDCSUnit, Event.TgtDCSUnitName ) end end @@ -25497,64 +25554,50 @@ function CLEANUP:_EventAddForCleanUp( Event ) end -local CleanUpSurfaceTypeText = { - "LAND", - "SHALLOW_WATER", - "WATER", - "ROAD", - "RUNWAY" - } --- At the defined time interval, CleanUp the Groups within the CleanUpList. -- @param #CLEANUP self function CLEANUP:_CleanUpScheduler() - self:F( { "CleanUp Scheduler" } ) local CleanUpCount = 0 for CleanUpUnitName, UnitData in pairs( self.CleanUpList ) do CleanUpCount = CleanUpCount + 1 - self:T( { CleanUpUnitName, UnitData } ) - local CleanUpUnit = Unit.getByName(UnitData.CleanUpUnitName) + local CleanUpUnit = UNIT:FindByName( CleanUpUnitName ) + local CleanUpDCSUnit = Unit.getByName( CleanUpUnitName ) local CleanUpGroupName = UnitData.CleanUpGroupName - local CleanUpUnitName = UnitData.CleanUpUnitName + if CleanUpUnit then - self:T( { "CleanUp Scheduler", "Checking:", CleanUpUnitName } ) + if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then - local CleanUpUnitVec3 = CleanUpUnit:getPoint() - --self:T( CleanUpUnitVec3 ) - local CleanUpUnitVec2 = {} - CleanUpUnitVec2.x = CleanUpUnitVec3.x - CleanUpUnitVec2.y = CleanUpUnitVec3.z - --self:T( CleanUpUnitVec2 ) - local CleanUpSurfaceType = land.getSurfaceType(CleanUpUnitVec2) - --self:T( CleanUpSurfaceType ) - - if CleanUpUnit and CleanUpUnit:getLife() <= CleanUpUnit:getLife0() * 0.95 then - if CleanUpSurfaceType == land.SurfaceType.RUNWAY then - if CleanUpUnit:inAir() then - local CleanUpLandHeight = land.getHeight(CleanUpUnitVec2) - local CleanUpUnitHeight = CleanUpUnitVec3.y - CleanUpLandHeight - self:T( { "CleanUp Scheduler", "Height = " .. CleanUpUnitHeight } ) + + local CleanUpCoordinate = CleanUpUnit:GetCoordinate() + + if CleanUpDCSUnit and CleanUpDCSUnit:getLife() <= CleanUpDCSUnit:getLife0() * 0.95 then + if CleanUpUnit:IsAboveRunway() then + if CleanUpUnit:InAir() then + + local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight() + local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight + if CleanUpUnitHeight < 30 then self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } ) - self:_DestroyUnit(CleanUpUnit, CleanUpUnitName) + self:_DestroyUnit( CleanUpUnit ) end else self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } ) - self:_DestroyUnit(CleanUpUnit, CleanUpUnitName) + self:_DestroyUnit(CleanUpUnit ) end end end -- Clean Units which are waiting for a very long time in the CleanUpZone. if CleanUpUnit then - local CleanUpUnitVelocity = CleanUpUnit:getVelocity() - local CleanUpUnitVelocityTotal = math.abs(CleanUpUnitVelocity.x) + math.abs(CleanUpUnitVelocity.y) + math.abs(CleanUpUnitVelocity.z) - if CleanUpUnitVelocityTotal < 1 then + local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH() + if CleanUpUnitVelocity < 1 then if UnitData.CleanUpMoved then if UnitData.CleanUpTime + 180 <= timer.getTime() then self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } ) - self:_DestroyUnit(CleanUpUnit, CleanUpUnitName) + self:_DestroyUnit( CleanUpUnit ) end end else @@ -25565,11 +25608,11 @@ function CLEANUP:_CleanUpScheduler() else -- Do nothing ... - self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE + self.CleanUpList[CleanUpUnitName] = nil end else self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." ) - self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE + self.CleanUpList[CleanUpUnitName] = nil end end self:T(CleanUpCount)