2017-06-30 10:27:44 +02:00

342 lines
11 KiB
Lua

--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
--
-- ![Banner Image](..\Presentations\CLEANUP\Dia1.JPG)
--
-- ===
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module CleanUp
--- @type CLEANUP
-- @extends Core.Base#BASE
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
--- # CLEANUP, extends @{Base#BASE}
--
-- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
--
-- @field CLEANUP
CLEANUP = {
ClassName = "CLEANUP",
TimeInterval = 0.2,
CleanUpList = {},
Airbases = {},
}
--- 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.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 group from the simulator, but checks first if it is still existing!
-- @param #CLEANUP self
-- @param Dcs.DCSWrapper.Group#Group GroupObject The object to be destroyed.
-- @param #string CleanUpGroupName The groupname...
function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
self:F( { GroupObject, CleanUpGroupName } )
if GroupObject then -- and GroupObject:isExist() then
trigger.action.deactivateGroup(GroupObject)
self:T( { "GroupObject Destroyed", GroupObject } )
end
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
-- TODO check Dcs.DCSTypes#Weapon
--- 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.IniDCSUnit
self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniDCSGroup
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 Dcs.DCSTypes#Event 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 then
self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
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.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } )
if Event.IniDCSUnit:getLife() < Event.IniDCSUnit: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.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } )
if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit: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.
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
self:F( { CleanUpUnit, CleanUpUnitName } )
self.CleanUpList[CleanUpUnitName] = {}
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
self.CleanUpList[CleanUpUnitName].CleanUpGroup = Unit.getGroup(CleanUpUnit)
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = Unit.getGroup(CleanUpUnit):getName()
self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
self:T( { "CleanUp: Add to CleanUpList: ", Unit.getGroup(CleanUpUnit):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 then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName )
end
end
end
if Event.TgtDCSUnit then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:_AddForCleanUp( Event.TgtDCSUnit, 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, UnitData in pairs( self.CleanUpList ) do
CleanUpCount = CleanUpCount + 1
local CleanUpUnit = UNIT:FindByName( CleanUpUnitName )
local CleanUpDCSUnit = Unit.getByName( CleanUpUnitName )
local CleanUpGroupName = UnitData.CleanUpGroupName
if CleanUpUnit then
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
if CleanUpDCSUnit and CleanUpDCSUnit:getLife() <= CleanUpDCSUnit: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 UnitData.CleanUpMoved then
if UnitData.CleanUpTime + 180 <= timer.getTime() then
self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
self:_DestroyUnit( CleanUpUnit )
end
end
else
UnitData.CleanUpTime = timer.getTime()
UnitData.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