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