--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. -- -- === -- -- ### Author: **Sven Van de Velde (FlightControl)** -- ### Contributions: -- -- ==== -- -- @module CleanUp --- @type CLEANUP.__ -- @extends Core.Base#BASE --- @type CLEANUP -- @extends #CLEANUP.__ -- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. --- # CLEANUP, extends @{Base#BASE} -- -- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG) -- -- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. -- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase. -- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP. -- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits. -- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged. -- -- This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean. -- The following situations may happen that will still stop the runway of an airbase: -- -- * A damaged unit is not removed on time when above the runway, and crashes on the runway. -- * A bomb or missile is still able to dropped on the runway. -- * Units collide on the airbase, and could not be removed on time. -- -- When a unit is within the airbase zone and needs to be monitored, -- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean. -- But as a result, there is more CPU overload. -- -- So as an advise, I suggest you use the CLEANUP class with care: -- -- * Only monitor airbases that really need to be monitored! -- * Try not to monitor airbases that are likely to be invaded by enemy troops. -- For these airbases, there is little use to keep them clean, as they will be invaded anyway... -- -- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead. -- -- ## 1. CLEANUP Constructor -- -- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase. -- -- -- Clean these Zones. -- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) -- -- -- or -- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi ) -- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi ) -- -- ## 2. Add or Remove airbases -- -- The method @{#CLEANUP.AddAirbase} to add an airbase to the cleanup validation process. -- The method @{#CLEANUP.RemoveAirbase} removes an airbase from the cleanup validation process. -- -- @field #CLEANUP CLEANUP = { ClassName = "CLEANUP", TimeInterval = 0.2, CleanUpList = {}, Airbases = {}, } --- @field #CLEANUP.__ CLEANUP.__ = {} --- Creates the main object which is handling the cleaning of the debris within the given Zone Names. -- @param #CLEANUP self -- @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( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) -- or -- 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( { AirbaseNames } ) if type( AirbaseNames ) == 'table' then for AirbaseID, AirbaseName in pairs( AirbaseNames ) do self:AddAirbase( AirbaseName ) end else local AirbaseName = AirbaseNames self:AddAirbase( AirbaseName ) end self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth ) 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 @{Unit} from the simulator, but checks first if it is still existing! -- @param #CLEANUP self -- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed. function CLEANUP.__:DestroyUnit( CleanUpUnit ) self:F( { CleanUpUnit } ) if CleanUpUnit then local CleanUpUnitName = CleanUpUnit:GetName() local CleanUpGroup = CleanUpUnit:GetGroup() -- TODO Client bug in 1.5.3 if CleanUpGroup:IsAlive() then local CleanUpGroupUnits = CleanUpGroup:GetUnits() if #CleanUpGroupUnits == 1 then local CleanUpGroupName = CleanUpGroup:GetName() CleanUpGroup:Destroy() else CleanUpUnit:Destroy() end self.CleanUpList[CleanUpUnitName] = nil end end end --- Destroys a missile from the simulator, but checks first if it is still existing! -- @param #CLEANUP self -- @param Dcs.DCSTypes#Weapon MissileObject function CLEANUP.__:DestroyMissile( MissileObject ) self:F( { MissileObject } ) if MissileObject and MissileObject:isExist() then MissileObject:destroy() self:T( "MissileObject Destroyed") end end --- @param #CLEANUP self -- @param Core.Event#EVENTDATA EventData function CLEANUP.__:OnEventBirth( EventData ) self:F( { EventData } ) self.CleanUpList[EventData.IniDCSUnitName] = {} self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName 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 --- Detects if a crash event occurs. -- Crashed units go into a CleanUpList for removal. -- @param #CLEANUP self -- @param Core.Event#EVENTDATA Event function CLEANUP.__:OnEventCrash( Event ) self:F( { Event } ) --TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed. -- self:T("before getGroup") -- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired -- self:T("after getGroup") -- _grp:destroy() -- self:T("after deactivateGroup") -- event.initiator:destroy() if Event.IniDCSUnitName and Event.IniCategory == Object.Category.UNIT then self.CleanUpList[Event.IniDCSUnitName] = {} self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniUnit self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniGroup 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 airbases, then the weapon used must be destroyed. -- @param #CLEANUP self -- @param Core.Event#EVENTDATA Event function CLEANUP.__:OnEventShot( Event ) self:F( { Event } ) -- 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 AirbaseNames. If this is the case, destroy the unit. -- @param #CLEANUP self -- @param Core.Event#EVENTDATA Event function CLEANUP.__:OnEventHit( Event ) self:F( { Event } ) if Event.IniUnit then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } ) if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) CLEANUP.__:DestroyUnit( Event.IniUnit ) end end end if Event.TgtUnit then if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } ) if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) CLEANUP.__:DestroyUnit( Event.TgtUnit ) end end end end --- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp. -- @param #CLEANUP self -- @param Wrapper.Unit#UNIT CleanUpUnit -- @oaram #string CleanUpUnitName function CLEANUP.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName ) self:F( { CleanUpUnit, CleanUpUnitName } ) self.CleanUpList[CleanUpUnitName] = {} self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName local CleanUpGroup = CleanUpUnit:GetGroup() self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName() self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime() self.CleanUpList[CleanUpUnitName].CleanUpMoved = false self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } ) end --- 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 Core.Event#EVENTDATA Event function CLEANUP.__:EventAddForCleanUp( Event ) self:F({Event}) if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then if self.CleanUpList[Event.IniDCSUnitName] == nil then if self:IsInAirbase( Event.IniUnit:GetVec2() ) then self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName ) end end end if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then if self.CleanUpList[Event.TgtDCSUnitName] == nil then if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName ) end end end end --- At the defined time interval, CleanUp the Groups within the CleanUpList. -- @param #CLEANUP self function CLEANUP.__:CleanUpScheduler() local CleanUpCount = 0 for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do CleanUpCount = CleanUpCount + 1 local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT local CleanUpGroupName = CleanUpListData.CleanUpGroupName if CleanUpUnit:IsAlive() ~= nil then if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then local CleanUpCoordinate = CleanUpUnit:GetCoordinate() self:T( { "CleanUp Scheduler", CleanUpUnitName } ) if CleanUpUnit:GetLife() <= CleanUpUnit: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 ) end else self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } ) 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:GetVelocityKMH() if CleanUpUnitVelocity < 1 then if CleanUpListData.CleanUpMoved then if CleanUpListData.CleanUpTime + 180 <= timer.getTime() then self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } ) self:DestroyUnit( CleanUpUnit ) end end else CleanUpListData.CleanUpTime = timer.getTime() CleanUpListData.CleanUpMoved = true end end else -- Do nothing ... self.CleanUpList[CleanUpUnitName] = nil end else self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." ) self.CleanUpList[CleanUpUnitName] = nil end end self:T(CleanUpCount) return true end