--- **Functional** -- (WIP R2.3) Models the process to capture a Zone for a Coalition, which is guarded by another Coalition. -- -- ==== -- -- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG) -- -- === -- -- ### Contributions: **Millertime**: Concept -- ### Author: **Sven Van de Velde (FlightControl)** -- -- ==== -- -- @module ZoneCaptureCoalition do -- ZONE_CAPTURE_COALITION --- @type ZONE_CAPTURE_COALITION -- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION --- # ZONE\_CAPTURE\_COALITION class, extends @{ZoneGoalCoalition#ZONE_GOAL_COALITION} -- -- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition. -- -- --- -- -- ![Banner Image](..\Presentations\ZONE_CAPTURE_COALITION\Dia1.JPG) -- -- --- -- -- The Zone is initially **Guarded** by the __owning coalition__, which is the coalition that initially occupies the zone with units of its coalition. -- Once units of an other coalition are entering the Zone, the state will change to **Attacked**. As long as these units remain in the zone, the state keeps set to Attacked. -- When all units are destroyed in the Zone, the state will change to **Empty**, which expresses that the Zone is empty, and can be captured. -- When units of the other coalition are in the Zone, and no other units of the owning coalition is in the Zone, the Zone is captured, and its state will change to **Captured**. -- -- Event handlers can be defined by the mission designer to action on the state transitions. -- -- ## 1. ZONE\_CAPTURE\_COALITION constructor -- -- * @{#ZONE_CAPTURE_COALITION.New}(): Creates a new ZONE\_CAPTURE\_COALITION object. -- -- ## 2. ZONE\_CAPTURE\_COALITION is a finite state machine (FSM). -- -- ### 2.1 ZONE\_CAPTURE\_COALITION States -- -- * **Captured**: The Zone has been captured by an other coalition. -- * **Attacked**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone. -- * **Guarded**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone. -- * **Empty**: The Zone is empty. There is not valid unit in the Zone. -- -- ### 2.2 ZONE\_CAPTURE\_COALITION Events -- -- * **Capture**: The Zone has been captured by an other coalition. -- * **Attack**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone. -- * **Guard**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone. -- * **Empty**: The Zone is empty. There is not valid unit in the Zone. -- -- @field #ZONE_CAPTURE_COALITION ZONE_CAPTURE_COALITION = { ClassName = "ZONE_CAPTURE_COALITION", } --- @field #table ZONE_CAPTURE_COALITION.States ZONE_CAPTURE_COALITION.States = {} --- ZONE_CAPTURE_COALITION Constructor. -- @param #ZONE_CAPTURE_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_CAPTURE_COALITION -- @usage -- -- AttackZone = ZONE:New( "AttackZone" ) -- -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED ) -- Create a new ZONE_CAPTURE_COALITION object of zone AttackZone with ownership RED coalition. -- ZoneCaptureCoalition:__Guard( 1 ) -- Start the Guarding of the AttackZone. -- function ZONE_CAPTURE_COALITION:New( Zone, Coalition ) local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition ) ) -- #ZONE_CAPTURE_COALITION self:F( { Zone = Zone, Coalition = Coalition } ) do --- Captured State Handler OnLeave for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveCaptured -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Captured State Handler OnEnter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterCaptured -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To end do --- Attacked State Handler OnLeave for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveAttacked -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Attacked State Handler OnEnter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterAttacked -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To end do --- Guarded State Handler OnLeave for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveGuarded -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Guarded State Handler OnEnter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterGuarded -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To end do --- Empty State Handler OnLeave for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveEmpty -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Empty State Handler OnEnter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterEmpty -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To end self:AddTransition( "*", "Guard", "Guarded" ) --- Guard Handler OnBefore for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeGuard -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Guard Handler OnAfter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterGuard -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To --- Guard Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] Guard -- @param #ZONE_CAPTURE_COALITION self --- Guard Asynchronous Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] __Guard -- @param #ZONE_CAPTURE_COALITION self -- @param #number Delay self:AddTransition( "*", "Empty", "Empty" ) --- Empty Handler OnBefore for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeEmpty -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Empty Handler OnAfter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterEmpty -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To --- Empty Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] Empty -- @param #ZONE_CAPTURE_COALITION self --- Empty Asynchronous Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] __Empty -- @param #ZONE_CAPTURE_COALITION self -- @param #number Delay self:AddTransition( { "Guarded", "Empty" }, "Attack", "Attacked" ) --- Attack Handler OnBefore for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeAttack -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Attack Handler OnAfter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterAttack -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To --- Attack Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] Attack -- @param #ZONE_CAPTURE_COALITION self --- Attack Asynchronous Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] __Attack -- @param #ZONE_CAPTURE_COALITION self -- @param #number Delay self:AddTransition( { "Guarded", "Attacked", "Empty" }, "Capture", "Captured" ) --- Capture Handler OnBefore for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeCapture -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Capture Handler OnAfter for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterCapture -- @param #ZONE_CAPTURE_COALITION self -- @param #string From -- @param #string Event -- @param #string To --- Capture Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] Capture -- @param #ZONE_CAPTURE_COALITION self --- Capture Asynchronous Trigger for ZONE\_CAPTURE\_COALITION -- @function [parent=#ZONE_CAPTURE_COALITION] __Capture -- @param #ZONE_CAPTURE_COALITION self -- @param #number Delay if not self.ScheduleStatusZone then self.ScheduleStatusZone = self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self ) end return self end --- @param #ZONE_CAPTURE_COALITION self function ZONE_CAPTURE_COALITION:onenterCaptured() self:GetParent( self, ZONE_CAPTURE_COALITION ).onenterCaptured( self ) self.Goal:Achieved() end function ZONE_CAPTURE_COALITION:IsGuarded() local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition ) self:E( { IsGuarded = IsGuarded } ) return IsGuarded end function ZONE_CAPTURE_COALITION:IsEmpty() local IsEmpty = self.Zone:IsNoneInZone() self:E( { IsEmpty = IsEmpty } ) return IsEmpty end function ZONE_CAPTURE_COALITION:IsCaptured() local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) self:E( { IsCaptured = IsCaptured } ) return IsCaptured end function ZONE_CAPTURE_COALITION:IsAttacked() local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) self:E( { IsAttacked = IsAttacked } ) return IsAttacked end --- Mark. -- @param #ZONE_CAPTURE_COALITION self function ZONE_CAPTURE_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( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State ) self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State ) else self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State ) self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State ) end end --- Bound. -- @param #ZONE_CAPTURE_COALITION self function ZONE_CAPTURE_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_CAPTURE_COALITION:onenterCaptured() --self:GetParent( self ):onenterCaptured() local NewCoalition = self.Zone:GetScannedCoalition() self:E( { NewCoalition = NewCoalition } ) self:SetCoalition( NewCoalition ) self:Mark() end function ZONE_CAPTURE_COALITION:onenterEmpty() --self:GetParent( self ):onenterEmpty() self:Mark() end function ZONE_CAPTURE_COALITION:onenterAttacked() --self:GetParent( self ):onenterAttacked() self:Mark() end --- When started, check the Coalition status. -- @param #ZONE_CAPTURE_COALITION self function ZONE_CAPTURE_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 end function ZONE_CAPTURE_COALITION:IsCaptured() local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) self:E( { IsCaptured = IsCaptured } ) return IsCaptured end function ZONE_CAPTURE_COALITION:IsAttacked() local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) self:E( { IsAttacked = IsAttacked } ) return IsAttacked end --- Check status Coalition ownership. -- @param #ZONE_CAPTURE_COALITION self function ZONE_CAPTURE_COALITION:StatusZone() local State = self:GetState() self:E( { State = self:GetState() } ) self:GetParent( self, ZONE_CAPTURE_COALITION ).StatusZone( self ) if State ~= "Guarded" and self:IsGuarded() then self:Guard() end if State ~= "Empty" and self:IsEmpty() then self:Empty() end if State ~= "Attacked" and self:IsAttacked() then self:Attack() end if State ~= "Captured" and self:IsCaptured() then self:Capture() end end end