FlightControl_Master 5aad27edfc Progress
2017-10-02 13:49:21 +02:00

263 lines
6.4 KiB
Lua

--- **Core** -- Base class that models processes to achieve goals involving a Zone.
--
-- ====
--
-- ZONE_GOAL models processes that have an objective with a defined achievement involving a Zone. Derived classes implement the ways how the achievements can be realized.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ====
--
-- @module Zone
do -- Zone
--- @type ZONE_GOAL
-- @extends Core.Goal#GOAL
--- # ZONE_GOAL class, extends @{Goal#GOAL}
--
-- ZONE_GOAL models processes that have an objective 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
--
-- * **Empty**: The Zone is Empty.
-- * **Guarded**: The Zone is Guarded.
--
-- ### 2.2 ZONE_GOAL Events
--
-- * **@{#ZONE_GOAL.Guard}()**: Set the Zone to Guarded.
-- * **@{#ZONE_GOAL.Empty}()**: Set the Zone to Empty.
--
-- @field #ZONE_GOAL
ZONE_GOAL = {
ClassName = "ZONE_GOAL",
}
--- @field #table ZONE_GOAL.States
ZONE_GOAL.States = {}
--- ZONE_GOAL Constructor.
-- @param #ZONE_GOAL self
-- @param Core.Zone#ZONE_BASE Zone A @{Zone} object with the goal to be achieved.
-- @return #ZONE_GOAL
function ZONE_GOAL:New( Zone )
local self = BASE:Inherit( self, FSM:New() ) -- #ZONE_GOAL
self:F( { Zone = Zone } )
self.Zone = Zone -- Core.Zone#ZONE_BASE
self.Goal = GOAL:New():Start()
do
--- Guarded State Handler OnLeave for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnLeaveGuarded
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Guarded State Handler OnEnter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnEnterGuarded
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
ZONE_GOAL.States.Guarded = "Guarded"
end
do
--- Empty State Handler OnLeave for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnLeaveEmpty
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Empty State Handler OnEnter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnEnterEmpty
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
ZONE_GOAL.States.Empty = "Empty"
end
self:AddTransition( "*", "Guard", ZONE_GOAL.States.Guarded )
--- Guard Handler OnBefore for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnBeforeGuard
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Guard Handler OnAfter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnAfterGuard
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Guard Trigger for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] Guard
-- @param #ZONE_GOAL self
--- Guard Asynchronous Trigger for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] __Guard
-- @param #ZONE_GOAL self
-- @param #number Delay
self:AddTransition( "*", "Empty", ZONE_GOAL.States.Empty )
--- Empty Handler OnBefore for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnBeforeEmpty
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Empty Handler OnAfter for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] OnAfterEmpty
-- @param #ZONE_GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Empty Trigger for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] Empty
-- @param #ZONE_GOAL self
--- Empty Asynchronous Trigger for ZONE_GOAL
-- @function [parent=#ZONE_GOAL] __Empty
-- @param #ZONE_GOAL self
-- @param #number Delay
self.SmokeTime = nil
return self
end
--- Get the Zone
-- @param #ZONE_GOAL self
-- @return Core.Zone#ZONE_BASE
function ZONE_GOAL:GetZone()
return self.Zone
end
--- Get the name of the ProtectZone
-- @param #ZONE_GOAL self
-- @return #string
function ZONE_GOAL:GetZoneName()
return self.Zone:GetName()
end
--- Smoke the center of theh zone.
-- @param #ZONE_GOAL self
-- @param #SMOKECOLOR.Color SmokeColor
function ZONE_GOAL:Smoke( SmokeColor )
self:F( { SmokeColor = SmokeColor} )
self.SmokeColor = SmokeColor
end
--- Flare the center of the zone.
-- @param #ZONE_GOAL self
-- @param #SMOKECOLOR.Color FlareColor
function ZONE_GOAL:Flare( FlareColor )
self.Zone:FlareZone( FlareColor, math.random( 1, 360 ) )
end
--- When started, check the Smoke and the Zone status.
-- @param #ZONE_GOAL self
function ZONE_GOAL:onafterGuard()
--self:GetParent( self ):onafterStart()
self:E("Guard")
--self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self )
if not self.SmokeScheduler then
self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self )
end
end
function ZONE_GOAL:IsGuarded()
local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
self:E( { IsGuarded = IsGuarded } )
return IsGuarded
end
function ZONE_GOAL:IsEmpty()
local IsEmpty = self.Zone:IsNoneInZone()
self:E( { IsEmpty = IsEmpty } )
return IsEmpty
end
--- Check status Zone.
-- @param #ZONE_GOAL self
function ZONE_GOAL:StatusZone()
self:E( { State = self:GetState() } )
self.Zone:Scan()
if self:IsGuarded() then
self:Guard()
end
if self:IsEmpty() then
self:Empty()
end
end
--- Check status Smoke.
-- @param #ZONE_GOAL self
function ZONE_GOAL:StatusSmoke()
self:F({self.SmokeTime, self.SmokeColor})
local CurrentTime = timer.getTime()
if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
if self.SmokeColor then
self.Zone:GetCoordinate():Smoke( self.SmokeColor )
--self.SmokeColor = nil
self.SmokeTime = CurrentTime
end
end
end
end