--- **Core** -- Base class that models processes to achieve goals involving a Zone for a Coalition. -- -- ==== -- -- ZONE_GOAL_COALITION models processes that have an objective with a defined achievement involving a Zone. Derived classes implement the ways how the achievements can be realized. -- -- ==== -- -- ### Author: **Sven Van de Velde (FlightControl)** -- -- ==== -- -- @module ZoneGoal do -- ZoneGoal --- @type ZONE_GOAL_COALITION -- @extends Core.Goal#ZONE_GOAL_COALITION --- # ZONE_GOAL_COALITION class, extends @{Goal#GOAL} -- -- ZONE_GOAL_COALITION models processes that have an objective with a defined achievement involving a Zone. Derived classes implement the ways how the achievements can be realized. -- -- ## 1. ZONE_GOAL_COALITION constructor -- -- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object. -- -- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM). -- -- ### 2.1 ZONE_GOAL_COALITION States -- -- * **Off**: The goal is not timely measured. -- * **On**: The goal is timely being measured. -- * **Achieved**: The objective is achieved. -- -- ### 2.2 ZONE_GOAL_COALITION Events -- -- * **@{#ZONE_GOAL_COALITION.Start}()**: Start Measuring the Goal. -- * **@{#ZONE_GOAL_COALITION.Stop}()**: Stop Measuring the Goal. -- * **@{#ZONE_GOAL_COALITION.IsAchieved}()**: Check if the Goal is Achieved. -- -- @field #ZONE_GOAL_COALITION ZONE_GOAL_COALITION = { ClassName = "ZONE_GOAL_COALITION", } --- @field #table ZONE_GOAL_COALITION.States ZONE_GOAL_COALITION.States = {} --- ZONE_GOAL_COALITION Constructor. -- @param #ZONE_GOAL_COALITION self -- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @return #ZONE_GOAL_COALITION function ZONE_GOAL_COALITION:New( Zone, Coalition ) local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION self:F( { Zone = Zone, Coalition = Coalition } ) self:SetCoalition( Coalition ) do --- Captured State Handler OnLeave for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnLeaveCaptured -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Captured State Handler OnEnter for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnEnterCaptured -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To ZONE_GOAL_COALITION.States.Captured = "Captured" end do --- Attacked State Handler OnLeave for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnLeaveAttacked -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Attacked State Handler OnEnter for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnEnterAttacked -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To ZONE_GOAL_COALITION.States.Attacked = "Attacked" end self:AddTransition( { ZONE_GOAL_COALITION.States.Guarded, ZONE_GOAL_COALITION.States.Empty }, "Attack", ZONE_GOAL_COALITION.States.Attacked ) --- Attack Handler OnBefore for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnBeforeAttack -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Attack Handler OnAfter for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnAfterAttack -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To --- Attack Trigger for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] Attack -- @param #ZONE_GOAL_COALITION self --- Attack Asynchronous Trigger for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] __Attack -- @param #ZONE_GOAL_COALITION self -- @param #number Delay self:AddTransition( { ZONE_GOAL_COALITION.States.Guarded, ZONE_GOAL_COALITION.States.Attacked, ZONE_GOAL_COALITION.States.Empty }, "Capture", ZONE_GOAL_COALITION.States.Captured ) --- Capture Handler OnBefore for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnBeforeCapture -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Capture Handler OnAfter for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] OnAfterCapture -- @param #ZONE_GOAL_COALITION self -- @param #string From -- @param #string Event -- @param #string To --- Capture Trigger for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] Capture -- @param #ZONE_GOAL_COALITION self --- Capture Asynchronous Trigger for ZONE_GOAL_COALITION -- @function [parent=#ZONE_GOAL_COALITION] __Capture -- @param #ZONE_GOAL_COALITION self -- @param #number Delay return self end --- Set the owning coalition of the zone. -- @param #ZONE_GOAL_COALITION self -- @param DCSCoalition.DCSCoalition#coalition Coalition function ZONE_GOAL_COALITION:SetCoalition( Coalition ) self.Coalition = Coalition end --- Get the owning coalition of the zone. -- @param #ZONE_GOAL_COALITION self -- @return DCSCoalition.DCSCoalition#coalition Coalition. function ZONE_GOAL_COALITION:GetCoalition() return self.Coalition end --- Get the owning coalition name of the zone. -- @param #ZONE_GOAL_COALITION self -- @return #string Coalition name. function ZONE_GOAL_COALITION:GetCoalitionName() if self.Coalition == coalition.side.BLUE then return "Blue" end if self.Coalition == coalition.side.RED then return "Red" end if self.Coalition == coalition.side.NEUTRAL then return "Neutral" end return "" end function ZONE_GOAL_COALITION:IsGuarded() local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition ) self:E( { IsGuarded = IsGuarded } ) return IsGuarded end function ZONE_GOAL_COALITION:IsCaptured() local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) self:E( { IsCaptured = IsCaptured } ) return IsCaptured end function ZONE_GOAL_COALITION:IsAttacked() local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) self:E( { IsAttacked = IsAttacked } ) return IsAttacked end --- Mark. -- @param #ZONE_GOAL_COALITION self function ZONE_GOAL_COALITION:Mark() local Coord = self.Zone:GetCoordinate() local ZoneName = self:GetZoneName() local State = self:GetState() if self.MarkRed and self.MarkBlue then self:E( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } ) Coord:RemoveMark( self.MarkRed ) Coord:RemoveMark( self.MarkBlue ) end if self.Coalition == coalition.side.BLUE then self.MarkBlue = Coord:MarkToCoalitionBlue( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State ) self.MarkRed = Coord:MarkToCoalitionRed( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State ) else self.MarkRed = Coord:MarkToCoalitionRed( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State ) self.MarkBlue = Coord:MarkToCoalitionBlue( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State ) end end --- Bound. -- @param #ZONE_GOAL_COALITION self function ZONE_GOAL_COALITION:onenterGuarded() --self:GetParent( self ):onenterGuarded() if self.Coalition == coalition.side.BLUE then --elf.ProtectZone:BoundZone( 12, country.id.USA ) else --self.ProtectZone:BoundZone( 12, country.id.RUSSIA ) end self:Mark() end function ZONE_GOAL_COALITION:onenterCaptured() --self:GetParent( self ):onenterCaptured() local NewCoalition = self.ProtectZone:GetCoalition() self:E( { NewCoalition = NewCoalition } ) self:SetCoalition( NewCoalition ) self:Mark() end function ZONE_GOAL_COALITION:onenterEmpty() --self:GetParent( self ):onenterEmpty() self:Mark() end function ZONE_GOAL_COALITION:onenterAttacked() --self:GetParent( self ):onenterAttacked() self:Mark() end --- When started, check the Coalition status. -- @param #ZONE_GOAL self function ZONE_GOAL_COALITION:onafterGuard() --self:E({BASE:GetParent( self )}) --BASE:GetParent( self ).onafterGuard( self ) if not self.SmokeScheduler then self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self ) end if not self.ScheduleStatusZone then self.ScheduleStatusZone = self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self ) end end function ZONE_GOAL_COALITION:IsCaptured() local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) self:E( { IsCaptured = IsCaptured } ) return IsCaptured end function ZONE_GOAL_COALITION:IsAttacked() local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) self:E( { IsAttacked = IsAttacked } ) return IsAttacked end --- Check status Coalition ownership. -- @param #ZONE_GOAL_COALITION self function ZONE_GOAL_COALITION:StatusZone() self:E( { State = self:GetState() } ) self:GetParent( self ):StatusZone() if self:IsAttacked() then self:Attack() end if self:IsCaptured() then self:Capture() end end end