2018-05-23 10:42:27 +02:00

306 lines
6.3 KiB
Lua

--- **Functional** -- The PROTECT class handles the protection of objects, which can be zones, units, scenery.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **MillerTime**
--
-- ===
--
-- @module Protect
--- @type PROTECT.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @extends Core.Fsm#FSM
--- @type PROTECT
-- @extends #PROTECT.__
--- # PROTECT, extends @{Core.Base#BASE}
--
-- @field #PROTECT
PROTECT = {
ClassName = "PROTECT",
}
--- Get the ProtectZone
-- @param #PROTECT self
-- @return Core.Zone#ZONE_BASE
function PROTECT:GetProtectZone()
return self.ProtectZone
end
--- Get the name of the ProtectZone
-- @param #PROTECT self
-- @return #string
function PROTECT:GetProtectZoneName()
return self.ProtectZone:GetName()
end
--- Set the owning coalition of the zone.
-- @param #PROTECT self
-- @param DCSCoalition.DCSCoalition#coalition Coalition
function PROTECT:SetCoalition( Coalition )
self.Coalition = Coalition
end
--- Get the owning coalition of the zone.
-- @param #PROTECT self
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function PROTECT:GetCoalition()
return self.Coalition
end
--- Get the owning coalition name of the zone.
-- @param #PROTECT self
-- @return #string Coalition name.
function PROTECT:GetCoalitionName()
if self.Coalition == coalition.side.BLUE then
return "Blue"
end
if self.Coalition == coalition.side.RED then
return "Red"
end
if self.Coalition == coalition.side.NEUTRAL then
return "Neutral"
end
return ""
end
function PROTECT:IsGuarded()
local IsGuarded = self.ProtectZone:IsAllInZoneOfCoalition( self.Coalition )
self:F( { IsGuarded = IsGuarded } )
return IsGuarded
end
function PROTECT:IsCaptured()
local IsCaptured = self.ProtectZone:IsAllInZoneOfOtherCoalition( self.Coalition )
self:F( { IsCaptured = IsCaptured } )
return IsCaptured
end
function PROTECT:IsAttacked()
local IsAttacked = self.ProtectZone:IsSomeInZoneOfCoalition( self.Coalition )
self:F( { IsAttacked = IsAttacked } )
return IsAttacked
end
function PROTECT:IsEmpty()
local IsEmpty = self.ProtectZone:IsNoneInZone()
self:F( { IsEmpty = IsEmpty } )
return IsEmpty
end
--- Check if the units are still alive.
-- @param #PROTECT self
function PROTECT:AreProtectUnitsAlive()
local IsAlive = false
local UnitSet = self.ProtectUnitSet
UnitSet:Flush( self )
local UnitList = UnitSet:GetSet()
for UnitID, ProtectUnit in pairs( UnitList ) do
local IsUnitAlive = ProtectUnit:IsAlive()
if IsUnitAlive == true then
IsAlive = true
break
end
end
return IsAlive
end
--- Check if the statics are still alive.
-- @param #PROTECT self
function PROTECT:AreProtectStaticsAlive()
local IsAlive = false
local StaticSet = self.ProtectStaticSet
StaticSet:Flush( self )
local StaticList = StaticSet:GetSet()
for UnitID, ProtectStatic in pairs( StaticList ) do
local IsStaticAlive = ProtectStatic:IsAlive()
if IsStaticAlive == true then
IsAlive = true
break
end
end
return IsAlive
end
--- Check if there is a capture unit in the zone.
-- @param #PROTECT self
function PROTECT:IsCaptureUnitInZone()
local CaptureUnitSet = self.CaptureUnitSet
CaptureUnitSet:Flush( self )
local IsInZone = self.CaptureUnitSet:IsPartiallyInZone( self.ProtectZone )
self:F({IsInZone = IsInZone})
return IsInZone
end
--- Smoke.
-- @param #PROTECT self
-- @param #SMOKECOLOR.Color SmokeColor
function PROTECT:Smoke( SmokeColor )
self.SmokeColor = SmokeColor
end
--- Flare.
-- @param #PROTECT self
-- @param #SMOKECOLOR.Color FlareColor
function PROTECT:Flare( FlareColor )
self.ProtectZone:FlareZone( FlareColor, math.random( 1, 360 ) )
end
--- Mark.
-- @param #PROTECT self
function PROTECT:Mark()
local Coord = self.ProtectZone:GetCoordinate()
local ZoneName = self:GetProtectZoneName()
local State = self:GetState()
if self.MarkRed and self.MarkBlue then
self:F( { 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( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkRed = Coord:MarkToCoalitionRed( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
else
self.MarkRed = Coord:MarkToCoalitionRed( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
self.MarkBlue = Coord:MarkToCoalitionBlue( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
end
end
--- Bound.
-- @param #PROTECT self
function PROTECT:onafterStart()
self:ScheduleRepeat( 5, 15, 0.1, nil, self.StatusCoalition, self )
self:ScheduleRepeat( 5, 15, 0.1, nil, self.StatusZone, self )
self:ScheduleRepeat( 10, 15, 0, nil, self.StatusSmoke, self )
end
--- Bound.
-- @param #PROTECT self
function PROTECT: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 PROTECT:onenterCaptured()
local NewCoalition = self.ProtectZone:GetCoalition()
self:F( { NewCoalition = NewCoalition } )
self:SetCoalition( NewCoalition )
self:Mark()
end
function PROTECT:onenterEmpty()
self:Mark()
end
function PROTECT:onenterAttacked()
self:Mark()
end
--- Check status Coalition ownership.
-- @param #PROTECT self
function PROTECT:StatusCoalition()
self:F( { State = self:GetState() } )
self.ProtectZone:Scan()
if self:IsGuarded() then
self:Guard()
else
if self:IsCaptured() then
self:Capture()
end
end
end
--- Check status Zone.
-- @param #PROTECT self
function PROTECT:StatusZone()
self:F( { State = self:GetState() } )
self.ProtectZone:Scan()
if self:IsAttacked() then
self:Attack()
else
if self:IsEmpty() then
self:Empty()
end
end
end
--- Check status Smoke.
-- @param #PROTECT self
function PROTECT:StatusSmoke()
local CurrentTime = timer.getTime()
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self.ProtectZone:GetCoordinate():Smoke( self.SmokeColor )
--self.SmokeColor = nil
self.SmokeTime = CurrentTime
end
end
end