TommyC81 0441acf101
Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00

139 lines
5.2 KiB
Lua

--- **Functional** - Limit the movement of simulaneous moving ground vehicles.
--
-- ===
--
-- Limit the simultaneous movement of Groups within a running Mission.
-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
-- on defined intervals (currently every minute).
-- @module Functional.Movement
-- @image MOOSE.JPG
--- @type MOVEMENT
-- @extends Core.Base#BASE
---
--@field #MOVEMENT
MOVEMENT = {
ClassName = "MOVEMENT",
}
--- Creates the main object which is handling the GROUND forces movement.
-- @param table{string,...}|string MovePrefixes is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object.
-- @param number MoveMaximum is a number that defines the maximum amount of GROUND Units to be moving during one minute.
-- @return MOVEMENT
-- @usage
-- -- Limit the amount of simultaneous moving units on the ground to prevent lag.
-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
function MOVEMENT:New( MovePrefixes, MoveMaximum )
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
self:F( { MovePrefixes, MoveMaximum } )
if type( MovePrefixes ) == 'table' then
self.MovePrefixes = MovePrefixes
else
self.MovePrefixes = { MovePrefixes }
end
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self:HandleEvent( EVENTS.Birth )
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
--
-- self:EnableEvents()
self:ScheduleStart()
return self
end
--- Call this function to start the MOVEMENT scheduling.
function MOVEMENT:ScheduleStart()
self:F()
--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
end
--- Call this function to stop the MOVEMENT scheduling.
-- @todo need to implement it ... Forgot.
function MOVEMENT:ScheduleStop()
self:F()
end
--- Captures the birth events when new Units were spawned.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
-- @param #MOVEMENT self
-- @param Core.Event#EVENTDATA self
function MOVEMENT:OnEventBirth( EventData )
self:F( { EventData } )
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
if EventData.IniDCSUnit then
self:T( "Birth object : " .. EventData.IniDCSUnitName )
if EventData.IniDCSGroup and EventData.IniDCSGroup:isExist() then
for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
if string.find( EventData.IniDCSUnitName, MovePrefix, 1, true ) then
self.AliveUnits = self.AliveUnits + 1
self.MoveUnits[EventData.IniDCSUnitName] = EventData.IniDCSGroupName
self:T( self.AliveUnits )
end
end
end
end
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
end
end
--- Captures the Dead or Crash events when Units crash or are destroyed.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
function MOVEMENT:OnDeadOrCrash( Event )
self:F( { Event } )
if Event.IniDCSUnit then
self:T( "Dead object : " .. Event.IniDCSUnitName )
for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then
self.AliveUnits = self.AliveUnits - 1
self.MoveUnits[Event.IniDCSUnitName] = nil
self:T( self.AliveUnits )
end
end
end
end
--- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true.
function MOVEMENT:_Scheduler()
self:F( { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MovementGroups } )
if self.AliveUnits > 0 then
local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits
self:T( 'Move Probability = ' .. MoveProbability )
for MovementUnitName, MovementGroupName in pairs( self.MoveUnits ) do
local MovementGroup = Group.getByName( MovementGroupName )
if MovementGroup and MovementGroup:isExist() then
local MoveOrStop = math.random( 1, 100 )
self:T( 'MoveOrStop = ' .. MoveOrStop )
if MoveOrStop <= MoveProbability then
self:T( 'Group continues moving = ' .. MovementGroupName )
trigger.action.groupContinueMoving( MovementGroup )
else
self:T( 'Group stops moving = ' .. MovementGroupName )
trigger.action.groupStopMoving( MovementGroup )
end
else
self.MoveUnits[MovementUnitName] = nil
end
end
end
return true
end