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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Got Task_SEAD template working with all the variations and complexity!
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5ddeb8d396
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b46d61d865
@ -231,7 +231,6 @@ do -- ACT_ACCOUNT_DEADS
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if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
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local TaskGroup = ProcessUnit:GetGroup()
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self.TargetSetUnit:RemoveUnitsByName( EventData.IniUnitName )
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self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
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end
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end
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@ -244,7 +243,7 @@ do -- ACT_ACCOUNT_DEADS
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-- @param #string To
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function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, From, Event, To, EventData )
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if self.TargetSetUnit:Count() > 0 then
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if self.TargetSetUnit:Count() > 1 then
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self:__More( 1 )
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else
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self:__NoMore( 1 )
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@ -259,7 +258,7 @@ do -- ACT_ACCOUNT_DEADS
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self:T( { "EventDead", EventData } )
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if EventData.IniDCSUnit then
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self:__Event( 1, EventData )
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self:Event( EventData )
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end
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end
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@ -223,6 +223,7 @@ do -- ACT_ROUTE_POINT
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-- @param #ACT_ROUTE_POINT self
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-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to route to.
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function ACT_ROUTE_POINT:SetPointVec2( PointVec2 )
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self:F2( { PointVec2 } )
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self.PointVec2 = PointVec2
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end
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@ -230,6 +231,7 @@ do -- ACT_ROUTE_POINT
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-- @param #ACT_ROUTE_POINT self
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-- @return Core.Point#POINT_VEC2 PointVec2 The PointVec2 to route to.
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function ACT_ROUTE_POINT:GetPointVec2()
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self:F2( { self.PointVec2 } )
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return self.PointVec2
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end
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@ -237,6 +239,7 @@ do -- ACT_ROUTE_POINT
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-- @param #ACT_ROUTE_POINT self
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-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
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function ACT_ROUTE_POINT:SetRange( Range )
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self:F2( { self.Range } )
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self.Range = Range or 10000
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end
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@ -405,9 +405,10 @@ end
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function SET_BASE:GetFirst()
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self:F()
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local t = self.List.first._
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self:T3( { t } )
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return t
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local ObjectName = self.Index[1]
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local FirstObject = self.Set[ObjectName]
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self:T3( { FirstObject } )
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return FirstObject
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end
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--- Gets the last object from the @{Set#SET_BASE} and derived classes.
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@ -416,9 +417,10 @@ end
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function SET_BASE:GetLast()
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self:F()
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local t = self.List.last._
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self:T3( { t } )
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return t
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local ObjectName = self.Index[#self.Index]
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local LastObject = self.Set[ObjectName]
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self:T3( { LastObject } )
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return LastObject
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end
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--- Gets a random object from the @{Set#SET_BASE} and derived classes.
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@ -990,11 +990,11 @@ function SCORING:_EventOnDeadOrCrash( Event )
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TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy or 0
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TargetDestroy.Penalty = TargetDestroy.Penalty or 0
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TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy or 0
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TargetDestroy.UNIT = TargetDestroy.UNIT or Player.Hit[TargetCategory][TargetUnitName].UNIT
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local TargetUNIT = Player.Hit[TargetCategory][TargetUnitName].UNIT
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if TargetCoalition then
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if InitCoalition == TargetCoalition then
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local ThreatLevelTarget, ThreatTypeTarget = TargetDestroy.UNIT:GetThreatLevel()
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local ThreatLevelTarget, ThreatTypeTarget = TargetUNIT:GetThreatLevel()
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local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
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local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
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self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
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@ -1025,7 +1025,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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self:ScoreCSV( PlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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local ThreatLevelTarget, ThreatTypeTarget = TargetDestroy.UNIT:GetThreatLevel()
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local ThreatLevelTarget, ThreatTypeTarget = TargetUNIT:GetThreatLevel()
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local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
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local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
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@ -1055,7 +1055,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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end
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self:ScoreCSV( PlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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local UnitName = TargetDestroy.UNIT:GetName()
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local UnitName = TargetUNIT:GetName()
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local Score = self.ScoringObjects[UnitName]
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if Score then
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Player.Score = Player.Score + Score
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@ -1075,7 +1075,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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self:E( { ScoringZone = ScoreZoneData } )
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local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
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local Score = ScoreZoneData.Score
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if ScoreZone:IsVec2InZone( TargetDestroy.UNIT:GetVec2() ) then
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if ScoreZone:IsVec2InZone( TargetUNIT:GetVec2() ) then
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Player.Score = Player.Score + Score
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TargetDestroy.Score = TargetDestroy.Score + Score
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MESSAGE
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@ -1096,7 +1096,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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self:E( { ScoringZone = ScoreZoneData } )
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local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
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local Score = ScoreZoneData.Score
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if ScoreZone:IsVec2InZone( TargetDestroy.UNIT:GetVec2() ) then
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if ScoreZone:IsVec2InZone( TargetUNIT:GetVec2() ) then
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Player.Score = Player.Score + Score
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TargetDestroy.Score = TargetDestroy.Score + Score
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MESSAGE
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@ -192,9 +192,13 @@ end
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--- Get the Task FSM Process Template
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-- @param #TASK self
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-- @return Core.Fsm#FSM_PROCESS
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function TASK:GetUnitProcess()
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function TASK:GetUnitProcess( TaskUnit )
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if TaskUnit then
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return self:GetStateMachine( TaskUnit )
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else
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return self.FsmTemplate
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end
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end
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--- Sets the Task FSM Process Template
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@ -661,15 +665,26 @@ end
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--- Add a FiniteStateMachine to @{Task} with key Task@{Unit}
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-- @param #TASK self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Core.Fsm#FSM_PROCESS Fsm
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-- @return #TASK self
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function TASK:SetStateMachine( TaskUnit, Fsm )
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self:F( { TaskUnit, self.Fsm[TaskUnit] ~= nil } )
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self:F2( { TaskUnit, self.Fsm[TaskUnit] ~= nil, Fsm:GetClassNameAndID() } )
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self.Fsm[TaskUnit] = Fsm
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return Fsm
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end
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--- Gets the FiniteStateMachine of @{Task} with key Task@{Unit}
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-- @param #TASK self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Fsm#FSM_PROCESS
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function TASK:GetStateMachine( TaskUnit )
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self:F2( { TaskUnit, self.Fsm[TaskUnit] ~= nil } )
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return self.Fsm[TaskUnit]
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end
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--- Remove FiniteStateMachines from @{Task} with key Task@{Unit}
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-- @param #TASK self
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-- @param Wrapper.Unit#UNIT TaskUnit
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@ -70,6 +70,7 @@ do -- TASK_SEAD
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Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
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Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
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Fsm:AddTransition( "Accounted", "Success", "Success" )
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Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
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Fsm:AddTransition( "Failed", "Fail", "Failed" )
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@ -82,10 +83,10 @@ do -- TASK_SEAD
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.RendezVousSetUnit
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if Task:GetRendezVousZone() then
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if Task:GetRendezVousZone( TaskUnit ) then
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self:__RouteToRendezVousZone( 0.1 )
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else
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if Task:GetRendezVousPointVec2() then
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if Task:GetRendezVousPointVec2( TaskUnit ) then
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self:__RouteToRendezVousPoint( 0.1 )
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else
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self:__ArriveAtRendezVous( 0.1 )
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@ -123,18 +124,18 @@ do -- TASK_SEAD
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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if Task:GetTargetZone() then
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if Task:GetTargetZone( TaskUnit ) then
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self:__RouteToTargetZone( 0.1 )
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else
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if Task:GetTargetPointVec2() then
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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Task:SetTargetPointVec2( TargetUnit:GetPointVec2() )
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local PointVec2 = TargetUnit:GetPointVec2()
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self:T( { TargetPointVec2 = PointVec2, PointVec2:GetX(), PointVec2:GetAlt(), PointVec2:GetZ() } )
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Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit )
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end
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self:__RouteToTargetPoint( 0.1 )
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end
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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@ -144,8 +145,9 @@ do -- TASK_SEAD
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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Task:SetTargetPointVec2( TargetUnit:GetPointVec2() )
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Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit )
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end
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self:__RouteToTargets( -10 )
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end
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return self
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@ -160,9 +162,10 @@ do -- TASK_SEAD
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--- @param #TASK_SEAD self
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-- @param Core.Point#POINT_VEC2 RendezVousPointVec2 The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map.
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-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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function TASK_SEAD:SetRendezVousPointVec2( RendezVousPointVec2, RendezVousRange )
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_SEAD:SetRendezVousPointVec2( RendezVousPointVec2, RendezVousRange, TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteRendezVous:SetPointVec2( RendezVousPointVec2 )
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@ -170,11 +173,12 @@ do -- TASK_SEAD
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end
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--- @param #TASK_SEAD self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#POINT_VEC2 The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map.
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-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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function TASK_SEAD:GetRendezVousPointVec2()
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function TASK_SEAD:GetRendezVousPointVec2( TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteRendezVous:GetPointVec2(), ActRouteRendezVous:GetRange()
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@ -184,19 +188,21 @@ do -- TASK_SEAD
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--- @param #TASK_SEAD self
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-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
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function TASK_SEAD:SetRendezVousZone( RendezVousZone )
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_SEAD:SetRendezVousZone( RendezVousZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteRendezVous:SetZone( RendezVousZone )
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end
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--- @param #TASK_SEAD self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
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function TASK_SEAD:GetRendezVousZone()
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function TASK_SEAD:GetRendezVousZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteRendezVous:GetZone()
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@ -204,9 +210,10 @@ do -- TASK_SEAD
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--- @param #TASK_SEAD self
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-- @param Core.Point#POINT_VEC2 TargetPointVec2 The PointVec2 object where the Target is located on the map.
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function TASK_SEAD:SetTargetPointVec2( TargetPointVec2 )
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_SEAD:SetTargetPointVec2( TargetPointVec2, TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteTarget:SetPointVec2( TargetPointVec2 )
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@ -214,10 +221,11 @@ do -- TASK_SEAD
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--- @param #TASK_SEAD self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#POINT_VEC2 The PointVec2 object where the Target is located on the map.
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function TASK_SEAD:GetTargetPointVec2()
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function TASK_SEAD:GetTargetPointVec2( TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteTarget:GetPointVec2()
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@ -226,9 +234,10 @@ do -- TASK_SEAD
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--- @param #TASK_SEAD self
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-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
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function TASK_SEAD:SetTargetZone( TargetZone )
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_SEAD:SetTargetZone( TargetZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess()
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteTarget:SetZone( TargetZone )
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@ -236,9 +245,11 @@ do -- TASK_SEAD
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--- @param #TASK_SEAD self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
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function TASK_SEAD:GetTargetZone()
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local ProcessUnit = self:GetUnitProcess()
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function TASK_SEAD:GetTargetZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteTarget:GetZone()
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@ -88,7 +88,7 @@ SEADSet:Flush()
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-- Define the set of units that are the targets.
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-- Note that I use FilterOnce, which means that the set will be defined only once,
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-- and will not be continuously updated!
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local TargetSet = SET_UNIT:New():FilterPrefixes( "US Hawk SR" ):FilterOnce()
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local TargetSet = SET_UNIT:New():FilterPrefixes( "US Hawk SR" ):FilterStart()
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-- Define the RendezVous Zone where the pilot needs to RendezVous with other players before engaging.
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local RendezVousZone = ZONE:New( "RendezVous Zone" )
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