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

228 lines
6.2 KiB
Lua

--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone.
--
-- ===
--
-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**, **Applevangelist**
--
-- ===
--
-- @module Functional.ZoneGoal
-- @image MOOSE.JPG
do -- Zone
--- @type ZONE_GOAL
-- @field #string ClassName Name of the class.
-- @field Core.Goal#GOAL Goal The goal object.
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
-- @field Core.Scheduler#SCHEDULER SmokeScheduler Scheduler responsible for smoking the zone.
-- @field #number SmokeColor Color of the smoke.
-- @field #boolean SmokeZone If true, smoke zone.
-- @extends Core.Zone#ZONE_RADIUS
--- Models processes that have a Goal with a defined achievement involving a Zone.
-- Derived classes implement the ways how the achievements can be realized.
--
-- ## 1. ZONE_GOAL constructor
--
-- * @{#ZONE_GOAL.New}(): Creates a new ZONE_GOAL object.
--
-- ## 2. ZONE_GOAL is a finite state machine (FSM).
--
-- ### 2.1 ZONE_GOAL States
--
-- * None: Initial State
--
-- ### 2.2 ZONE_GOAL Events
--
-- * DestroyedUnit: A @{Wrapper.Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
--
-- @field #ZONE_GOAL
ZONE_GOAL = {
ClassName = "ZONE_GOAL",
Goal = nil,
SmokeTime = nil,
SmokeScheduler = nil,
SmokeColor = nil,
SmokeZone = nil,
}
--- ZONE_GOAL Constructor.
-- @param #ZONE_GOAL self
-- @param Core.Zone#ZONE_RADIUS Zone A @{Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints.
-- @return #ZONE_GOAL
function ZONE_GOAL:New( Zone )
BASE:I({Zone=Zone})
local self = BASE:Inherit( self, BASE:New())
if type(Zone) == "string" then
self = BASE:Inherit( self, ZONE_POLYGON:NewFromGroupName(Zone) )
else
self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
self:F( { Zone = Zone } )
end
-- Goal object.
self.Goal = GOAL:New()
self.SmokeTime = nil
-- Set smoke ON.
self:SetSmokeZone(true)
self:AddTransition( "*", "DestroyedUnit", "*" )
--- DestroyedUnit event.
-- @function [parent=#ZONE_GOAL] DestroyedUnit
-- @param #ZONE_GOAL self
--- DestroyedUnit delayed event
-- @function [parent=#ZONE_GOAL] __DestroyedUnit
-- @param #ZONE_GOAL self
-- @param #number delay Delay in seconds.
--- DestroyedUnit Handler OnAfter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT DestroyedUnit The destroyed unit.
-- @param #string PlayerName The name of the player.
return self
end
--- Get the Zone.
-- @param #ZONE_GOAL self
-- @return #ZONE_GOAL
function ZONE_GOAL:GetZone()
return self
end
--- Get the name of the Zone.
-- @param #ZONE_GOAL self
-- @return #string
function ZONE_GOAL:GetZoneName()
return self:GetName()
end
--- Activate smoking of zone with the color or the current owner.
-- @param #ZONE_GOAL self
-- @param #boolean switch If *true* or *nil* activate smoke. If *false* or *nil*, no smoke.
-- @return #ZONE_GOAL
function ZONE_GOAL:SetSmokeZone(switch)
self.SmokeZone=switch
--[[
if switch==nil or switch==true then
self.SmokeZone=true
else
self.SmokeZone=false
end
]]
return self
end
--- Set the smoke color.
-- @param #ZONE_GOAL self
-- @param DCS#SMOKECOLOR.Color SmokeColor
function ZONE_GOAL:Smoke( SmokeColor )
self:F( { SmokeColor = SmokeColor} )
self.SmokeColor = SmokeColor
end
--- Flare the zone boundary.
-- @param #ZONE_GOAL self
-- @param DCS#SMOKECOLOR.Color FlareColor
function ZONE_GOAL:Flare( FlareColor )
self:FlareZone( FlareColor, 30)
end
--- When started, check the Smoke and the Zone status.
-- @param #ZONE_GOAL self
function ZONE_GOAL:onafterGuard()
self:F("Guard")
-- Start smoke
if self.SmokeZone and not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat(1, 1, 0.1, nil, self.StatusSmoke, self)
end
end
--- Check status Smoke.
-- @param #ZONE_GOAL self
function ZONE_GOAL:StatusSmoke()
self:F({self.SmokeTime, self.SmokeColor})
if self.SmokeZone then
-- Current time.
local CurrentTime = timer.getTime()
-- Restart smoke every 5 min.
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self:GetCoordinate():Smoke( self.SmokeColor )
self.SmokeTime = CurrentTime
end
end
end
end
--- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData Event data table.
function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } )
self:F( { EventData.IniUnit } )
if EventData.IniDCSUnit then
local Vec3 = EventData.IniDCSUnit:getPosition().p
self:F( { Vec3 = Vec3 } )
if Vec3 and self:IsVec3InZone(Vec3) then
local PlayerHits = _DATABASE.HITS[EventData.IniUnitName]
if PlayerHits then
for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do
self.Goal:AddPlayerContribution( PlayerName )
self:DestroyedUnit( EventData.IniUnitName, PlayerName )
end
end
end
end
end
--- Activate the event UnitDestroyed to be fired when a unit is destroyed in the zone.
-- @param #ZONE_GOAL self
function ZONE_GOAL:MonitorDestroyedUnits()
self:HandleEvent( EVENTS.Dead, self.__Destroyed )
self:HandleEvent( EVENTS.Crash, self.__Destroyed )
end
end