2021-08-15 00:28:03 +02:00

593 lines
17 KiB
Lua

--- **Ops** - Strategic Zone.
--
-- **Main Features:**
--
-- * Monitor if zone is captured.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- @module Ops.OpsZone
-- @image OPS_OpsZone.png
--- OPSZONE class.
-- @type OPSZONE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field Core.Zone#ZONE zone The zone.
-- @field #string zoneName Name of the zone.
-- @field #number ownerCurrent Coalition of the current owner of the zone.
-- @field #number ownerPrevious Coalition of the previous owner of the zone.
-- @field Core.Timer#TIMER timerStatus Timer for calling the status update.
-- @extends Core.Fsm#FSM
--- Be surprised!
--
-- ===
--
-- # The OPSZONE Concept
--
-- An OPSZONE is a strategically important area.
--
--
-- @field #OPSZONE
OPSZONE = {
ClassName = "OPSZONE",
verbose = 3,
}
--- OPSZONE class version.
-- @field #string version
OPSZONE.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Can neutrals capture?
-- TODO: Can statics capture or hold a zone?
-- TODO: Differentiate between ground attack and boming by air or arty.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new OPSZONE class object.
-- @param #OPSZONE self
-- @param Core.Zone#ZONE Zone The zone.
-- @param #number CoalitionOwner Initial owner of the coaliton. Default `coalition.side.NEUTRAL`.
-- @return #OPSZONE self
function OPSZONE:New(Zone, CoalitionOwner)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, FSM:New()) -- #OPSZONE
-- Check if zone name instead of ZONE object was passed.
if type(Zone)=="string" then
Zone=ZONE:New(Zone)
end
-- Basic checks.
if not Zone then
self:E("ERROR: OPSZONE not found!")
return nil
elseif not Zone:IsInstanceOf("ZONE_RADIUS") then
self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
return nil
end
self.zone=Zone
self.zoneName=Zone:GetName()
self.zoneRadius=Zone:GetRadius()
self.ownerCurrent=CoalitionOwner or coalition.side.NEUTRAL
self.ownerPrevious=CoalitionOwner or coalition.side.NEUTRAL
-- Set some string id for output to DCS.log file.
self.lid=string.format("OPSZONE %s | ", Zone:GetName())
-- FMS start state is PLANNED.
self:SetStartState("Empty")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "Start", "*") -- Start FSM.
self:AddTransition("*", "Stop", "*") -- Start FSM.
self:AddTransition("*", "Captured", "Guarded") -- Start FSM.
self:AddTransition("*", "Empty", "Empty") -- Start FSM.
self:AddTransition("*", "Attacked", "Attacked") -- A guarded zone is under attack.
self:AddTransition("*", "Defeated", "Guarded") -- The owning coalition defeated an attack.
self.timerStatus=TIMER:New(OPSZONE.Status, self)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get current owner of the zone.
-- @param #OPSZONE self
-- @return #number Owner coalition.
function OPSZONE:GetOwner()
return self.ownerCurrent
end
--- Get previous owner of the zone.
-- @param #OPSZONE self
-- @return #number Previous owner coalition.
function OPSZONE:GetPreviousOwner()
return self.ownerPrevious
end
--- Check if the red coalition is currently owning the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is red.
function OPSZONE:IsRed()
local is=self.ownerCurrent==coalition.side.RED
return is
end
--- Check if the blue coalition is currently owning the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is blue.
function OPSZONE:IsBlue()
local is=self.ownerCurrent==coalition.side.BLUE
return is
end
--- Check if the neutral coalition is currently owning the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is neutral.
function OPSZONE:IsNeutral()
local is=self.ownerCurrent==coalition.side.NEUTRAL
return is
end
--- Check if zone is guarded.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is guarded.
function OPSZONE:IsEmpty()
local is=self:is("Guarded")
return is
end
--- Check if zone is empty.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is empty.
function OPSZONE:IsEmpty()
local is=self:is("Empty")
return is
end
--- Check if zone is being attacked by the opposite coalition.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is being attacked.
function OPSZONE:IsAttacked()
local is=self:is("Attacked")
return is
end
--- Check if zone is contested. Contested here means red *and* blue units are present in the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is contested.
function OPSZONE:IsContested()
return self.isContested
end
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-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start OPSZONE FSM.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterStart(From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting OPSZONE v%s", OPSZONE.version))
-- Status update.
self.timerStatus:Start(1, 60)
end
--- Update status.
-- @param #OPSZONE self
function OPSZONE:Status()
-- Current FSM state.
local fsmstate=self:GetState()
-- Info message.
local text=string.format("State %s: Owner %d (previous %d), contested=%s, Nunits: red=%d, blue=%d, neutral=%d", fsmstate, self.ownerCurrent, self.ownerPrevious, tostring(self:IsContested()), 0, 0, 0)
self:I(self.lid..text)
-- Scanning zone.
self:Scan()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Captured" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number NewOwnerCoalition Coalition of the new owner.
function OPSZONE:onafterCaptured(From, Event, To, NewOwnerCoalition)
-- Debug info.
self:I(self.lid..string.format("Zone captured by %d coalition", NewOwnerCoalition))
self.ownerPrevious=self.ownerCurrent
self.ownerCurrent=NewOwnerCoalition
end
--- On after "Empty" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterEmpty(From, Event, To)
-- Debug info.
self:I(self.lid..string.format("Zone is empty now"))
end
--- On after "Attacked" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number AttackerCoalition Coalition of the attacking ground troops.
function OPSZONE:onafterAttacked(From, Event, To, AttackerCoalition)
-- Debug info.
self:I(self.lid..string.format("Zone is being attacked by coalition %s!", tostring(AttackerCoalition)))
-- Time stam when the attack started.
self.Tattacked=timer.getAbsTime()
end
--- On after "Empty" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterEmpty(From, Event, To)
-- Debug info.
self:I(self.lid..string.format("Zone is empty now"))
end
--- On after "Defeated" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterDefeated(From, Event, To)
-- Debug info.
self:I(self.lid..string.format("Attack on zone has been defeated"))
-- Not attacked any more.
self.Tattacked=nil
end
--- On enter "Guarded" state.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onenterGuarded(From, Event, To)
-- Debug info.
self:I(self.lid..string.format("Zone is guarded"))
self.Tattacked=nil
end
--- On enter "Guarded" state.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onenterAttacked(From, Event, To)
-- Debug info.
self:I(self.lid..string.format("Zone is Attacked"))
self.Tattacked=nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Scan Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a platoon to the brigade.
-- @param #OPSZONE self
-- @return #OPSZONE self
function OPSZONE:Scan()
-- Debug info.
local text=string.format("Scanning zone %s R=%.1f m", self.zone:GetName(), self.zone:GetRadius())
self:I(self.lid..text)
-- Search.
local SphereSearch={id=world.VolumeType.SPHERE, params={point=self.zone:GetVec3(), radius=self.zone:GetRadius(),}}
local ObjectCategories={Object.Category.UNIT, Object.Category.STATIC}
local Nred=0
local Nblu=0
local Nnut=0
--- Function to evaluate the world search
local function EvaluateZone(_ZoneObject)
local ZoneObject=_ZoneObject --DCS#Object
if ZoneObject then
-- Object category.
local ObjectCategory=ZoneObject:getCategory()
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() then
---
-- UNIT
---
local DCSUnit=ZoneObject --DCS#Unit
--TODO: only ground units!
local Coalition=DCSUnit:getCoalition()
if Coalition==coalition.side.RED then
Nred=Nred+1
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
end
local unit=UNIT:Find(DCSUnit)
env.info(string.format("FF found unit %s", unit:GetName()))
elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
---
-- STATIC
---
local DCSStatic=ZoneObject --DCS#Static
-- CAREFUL! Downed pilots break routine here without any error thrown.
local unit=STATIC:Find(DCSStatic)
--env.info(string.format("FF found static %s", unit:GetName()))
elseif ObjectCategory==Object.Category.SCENERY then
---
-- SCENERY
---
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
local Scenery=SCENERY:Register(SceneryName, ZoneObject)
env.info(string.format("FF found scenery type=%s, name=%s", SceneryType, SceneryName))
end
end
return true
end
-- Search objects.
world.searchObjects(ObjectCategories, SphereSearch, EvaluateZone)
-- Debug info.
local text=string.format("Scan result Nred=%d, Nblue=%d, Nneutrl=%d", Nred, Nblu, Nnut)
self:I(self.lid..text)
if self:IsRed() then
---
-- RED zone
---
if Nred==0 then
-- No red units in red zone any more.
if Nblu>0 then
-- Blue captured red zone.
self:Captured(coalition.side.BLUE)
elseif Nnut>0 and self.neutralCanCapture then
-- Neutral captured red zone.
self:Captured(coalition.side.NEUTRAL)
else
-- Red zone is now empty (but will remain red).
self:Empty()
end
else
-- Still red units in red zone.
if Nblu>0 then
if not self:IsAttacked() then
self:Attacked(coalition.side.BLUE)
end
elseif Nblu==0 then
if self:IsAttacked() and self:IsContested() then
self:Defeated(coalition.side.BLUE)
end
end
end
-- Contested by blue?
if Nblu==0 then
self.isContested=false
else
self.isContested=true
end
elseif self:IsBlue() then
---
-- BLUE zone
---
if Nblu==0 then
-- No blue units in blue zone any more.
if Nred>0 then
-- Red captured blue zone.
self:Captured(coalition.side.RED)
elseif Nnut>0 and self.neutralCanCapture then
-- Neutral captured blue zone.
self:Captured(coalition.side.NEUTRAL)
else
-- Blue zone is empty now.
self:Empty()
end
else
-- Still blue units in blue zone.
if Nred>0 then
if not self:IsAttacked() then
-- Red is attacking blue zone.
self:Attacked(coalition.side.RED)
end
elseif Nred==0 then
if self:IsAttacked() and self:IsContested() then
-- Blue defeated read attack.
self:Defeated(coalition.side.RED)
end
end
end
-- Contested by red?
if Nred==0 then
self.isContested=false
else
self.isContested=true
end
elseif self:IsNeutral() then
---
-- NEUTRAL zone
---
-- Not checked as neutrals cant capture (for now).
--if Nnut==0 then
-- No neutral units in neutral zone any more.
if Nred>0 and Nblu>0 then
env.info("FF neutrals left neutral zone and red and blue are present! What to do?")
-- TODO Contested!
self:Attacked()
self.isContested=true
elseif Nred>0 then
-- Red captured neutral zone.
self:Captured(coalition.side.RED)
elseif Nblu>0 then
-- Blue captured neutral zone.
self:Captured(coalition.side.BLUE)
else
-- Neutral zone is empty now.
if not self:IsEmpty() then
self:Emtpy()
end
end
--end
else
env.info("FF error")
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DCS Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Monitor hit events.
-- @param #OPSZONE self
-- @param Core.Event#EVENTDATA EventData The event data.
function OPSZONE:OnEventHit(EventData)
if self.HitsOn then
local UnitHit = EventData.TgtUnit
-- Check if unit is inside the capture zone and that it is of the defending coalition.
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.ownerCurrent then
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Only trigger attacked event if not already in state "Attacked".
if not self:IsAttacked() then
self:T3(self.lid.."Hit ==> Attack")
self:Attacked()
end
end
end
end
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