#SCENERY - Some fixes for kissing getLife function on some objects, and life points being zero on some objects

This commit is contained in:
Applevangelist 2025-01-17 09:21:48 +01:00
parent b2dc7bc232
commit b522b38d31

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@ -48,8 +48,8 @@ function SCENERY:Register( SceneryName, SceneryObject )
self.SceneryObject = SceneryObject
if self.SceneryObject then
self.Life0 = self.SceneryObject:getLife()
if self.SceneryObject and self.SceneryObject.getLife then -- fix some objects do not have all functions
self.Life0 = self.SceneryObject:getLife() or 0
else
self.Life0 = 0
end
@ -59,7 +59,7 @@ function SCENERY:Register( SceneryName, SceneryObject )
return self
end
--- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
--- Returns the value of the scenery with the given PropertyName, or nil if no matching property exists.
-- @param #SCENERY self
-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
-- @return #string The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent.
@ -67,6 +67,14 @@ function SCENERY:GetProperty(PropertyName)
return self.Properties[PropertyName]
end
--- Checks if the value of the scenery with the given PropertyName exists.
-- @param #SCENERY self
-- @param #string PropertyName The name of a the QuadZone Property from the scenery assignment to be retrieved.
-- @return #boolean Outcome True if it exists, else false.
function SCENERY:HasProperty(PropertyName)
return self.Properties[PropertyName] ~= nil and true or false
end
--- Returns the scenery Properties table.
-- @param #SCENERY self
-- @return #table The Key:Value table of QuadZone properties of the zone from the scenery assignment .
@ -97,7 +105,7 @@ function SCENERY:GetDCSObject()
return self.SceneryObject
end
--- Get current life points from the SCENERY Object.
--- Get current life points from the SCENERY Object. Note - Some scenery objects always have 0 life points.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
-- criteria for a bombing task.
@ -105,7 +113,7 @@ end
--@return #number life
function SCENERY:GetLife()
local life = 0
if self.SceneryObject then
if self.SceneryObject and self.SceneryObject.getLife then
life = self.SceneryObject:getLife()
if life > self.Life0 then
self.Life0 = math.floor(life * 1.2)
@ -121,7 +129,7 @@ function SCENERY:GetLife0()
return self.Life0 or 0
end
--- Check if SCENERY Object is alive.
--- Check if SCENERY Object is alive. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self
--@param #number Threshold (Optional) If given, SCENERY counts as alive above this relative life in percent (1..100).
--@return #number life
@ -133,7 +141,7 @@ function SCENERY:IsAlive(Threshold)
end
end
--- Check if SCENERY Object is dead.
--- Check if SCENERY Object is dead. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self
--@param #number Threshold (Optional) If given, SCENERY counts as dead below this relative life in percent (1..100).
--@return #number life
@ -145,12 +153,13 @@ function SCENERY:IsDead(Threshold)
end
end
--- Get SCENERY relative life in percent, e.g. 75.
--- Get SCENERY relative life in percent, e.g. 75. Note - Some scenery objects always have 0 life points.
--@param #SCENERY self
--@return #number rlife
function SCENERY:GetRelativeLife()
local life = self:GetLife()
local life0 = self:GetLife0()
if life == 0 or life0 == 0 then return 0 end
local rlife = math.floor((life/life0)*100)
return rlife
end