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343 lines
9.8 KiB
Lua
343 lines
9.8 KiB
Lua
--- **Core** -- Base class that models processes to achieve goals involving a Zone for a Coalition.
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--
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-- ====
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--
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-- ZONE_GOAL_COALITION models processes that have an objective with a defined achievement involving a Zone. Derived classes implement the ways how the achievements can be realized.
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--
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-- ====
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ====
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--
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-- @module ZoneGoal
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do -- ZoneGoal
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--- @type ZONE_GOAL_COALITION
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-- @extends Core.Goal#ZONE_GOAL_COALITION
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--- # ZONE_GOAL_COALITION class, extends @{Goal#GOAL}
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--
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-- ZONE_GOAL_COALITION models processes that have an objective with a defined achievement involving a Zone. Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. ZONE_GOAL_COALITION constructor
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--
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-- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object.
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--
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-- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM).
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--
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-- ### 2.1 ZONE_GOAL_COALITION States
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--
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-- * **Off**: The goal is not timely measured.
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-- * **On**: The goal is timely being measured.
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-- * **Achieved**: The objective is achieved.
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--
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-- ### 2.2 ZONE_GOAL_COALITION Events
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--
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-- * **@{#ZONE_GOAL_COALITION.Start}()**: Start Measuring the Goal.
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-- * **@{#ZONE_GOAL_COALITION.Stop}()**: Stop Measuring the Goal.
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-- * **@{#ZONE_GOAL_COALITION.IsAchieved}()**: Check if the Goal is Achieved.
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--
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-- @field #ZONE_GOAL_COALITION
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ZONE_GOAL_COALITION = {
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ClassName = "ZONE_GOAL_COALITION",
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}
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--- @field #table ZONE_GOAL_COALITION.States
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ZONE_GOAL_COALITION.States = {}
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--- ZONE_GOAL_COALITION Constructor.
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-- @param #ZONE_GOAL_COALITION self
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-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
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-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
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-- @return #ZONE_GOAL_COALITION
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function ZONE_GOAL_COALITION:New( Zone, Coalition )
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local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION
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self:F( { Zone = Zone, Coalition = Coalition } )
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self:SetCoalition( Coalition )
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do
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--- Captured State Handler OnLeave for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnLeaveCaptured
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- Captured State Handler OnEnter for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnEnterCaptured
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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ZONE_GOAL_COALITION.States.Captured = "Captured"
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end
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do
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--- Attacked State Handler OnLeave for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnLeaveAttacked
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- Attacked State Handler OnEnter for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnEnterAttacked
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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ZONE_GOAL_COALITION.States.Attacked = "Attacked"
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end
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self:AddTransition( { ZONE_GOAL_COALITION.States.Guarded, ZONE_GOAL_COALITION.States.Empty }, "Attack", ZONE_GOAL_COALITION.States.Attacked )
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--- Attack Handler OnBefore for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnBeforeAttack
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- Attack Handler OnAfter for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnAfterAttack
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- Attack Trigger for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] Attack
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-- @param #ZONE_GOAL_COALITION self
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--- Attack Asynchronous Trigger for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] __Attack
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-- @param #ZONE_GOAL_COALITION self
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-- @param #number Delay
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self:AddTransition( { ZONE_GOAL_COALITION.States.Guarded, ZONE_GOAL_COALITION.States.Attacked, ZONE_GOAL_COALITION.States.Empty }, "Capture", ZONE_GOAL_COALITION.States.Captured )
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--- Capture Handler OnBefore for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnBeforeCapture
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- Capture Handler OnAfter for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] OnAfterCapture
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-- @param #ZONE_GOAL_COALITION self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- Capture Trigger for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] Capture
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-- @param #ZONE_GOAL_COALITION self
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--- Capture Asynchronous Trigger for ZONE_GOAL_COALITION
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-- @function [parent=#ZONE_GOAL_COALITION] __Capture
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-- @param #ZONE_GOAL_COALITION self
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-- @param #number Delay
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return self
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end
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--- Set the owning coalition of the zone.
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-- @param #ZONE_GOAL_COALITION self
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-- @param DCSCoalition.DCSCoalition#coalition Coalition
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function ZONE_GOAL_COALITION:SetCoalition( Coalition )
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self.Coalition = Coalition
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end
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--- Get the owning coalition of the zone.
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-- @param #ZONE_GOAL_COALITION self
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-- @return DCSCoalition.DCSCoalition#coalition Coalition.
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function ZONE_GOAL_COALITION:GetCoalition()
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return self.Coalition
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end
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--- Get the owning coalition name of the zone.
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-- @param #ZONE_GOAL_COALITION self
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-- @return #string Coalition name.
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function ZONE_GOAL_COALITION:GetCoalitionName()
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if self.Coalition == coalition.side.BLUE then
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return "Blue"
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end
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if self.Coalition == coalition.side.RED then
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return "Red"
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end
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if self.Coalition == coalition.side.NEUTRAL then
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return "Neutral"
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end
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return ""
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end
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function ZONE_GOAL_COALITION:IsGuarded()
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local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
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self:E( { IsGuarded = IsGuarded } )
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return IsGuarded
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end
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function ZONE_GOAL_COALITION:IsCaptured()
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local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
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self:E( { IsCaptured = IsCaptured } )
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return IsCaptured
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end
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function ZONE_GOAL_COALITION:IsAttacked()
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local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
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self:E( { IsAttacked = IsAttacked } )
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return IsAttacked
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end
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--- Mark.
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-- @param #ZONE_GOAL_COALITION self
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function ZONE_GOAL_COALITION:Mark()
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local Coord = self.Zone:GetCoordinate()
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local ZoneName = self:GetZoneName()
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local State = self:GetState()
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if self.MarkRed and self.MarkBlue then
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self:E( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } )
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Coord:RemoveMark( self.MarkRed )
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Coord:RemoveMark( self.MarkBlue )
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end
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if self.Coalition == coalition.side.BLUE then
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self.MarkBlue = Coord:MarkToCoalitionBlue( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
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self.MarkRed = Coord:MarkToCoalitionRed( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
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else
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self.MarkRed = Coord:MarkToCoalitionRed( "Guard Zone: " .. ZoneName .. "\nStatus: " .. State )
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self.MarkBlue = Coord:MarkToCoalitionBlue( "Capture Zone: " .. ZoneName .. "\nStatus: " .. State )
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end
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end
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--- Bound.
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-- @param #ZONE_GOAL_COALITION self
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function ZONE_GOAL_COALITION:onenterGuarded()
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--self:GetParent( self ):onenterGuarded()
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if self.Coalition == coalition.side.BLUE then
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--elf.ProtectZone:BoundZone( 12, country.id.USA )
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else
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--self.ProtectZone:BoundZone( 12, country.id.RUSSIA )
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end
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self:Mark()
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end
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function ZONE_GOAL_COALITION:onenterCaptured()
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--self:GetParent( self ):onenterCaptured()
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local NewCoalition = self.ProtectZone:GetCoalition()
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self:E( { NewCoalition = NewCoalition } )
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self:SetCoalition( NewCoalition )
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self:Mark()
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end
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function ZONE_GOAL_COALITION:onenterEmpty()
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--self:GetParent( self ):onenterEmpty()
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self:Mark()
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end
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function ZONE_GOAL_COALITION:onenterAttacked()
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--self:GetParent( self ):onenterAttacked()
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self:Mark()
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end
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--- When started, check the Coalition status.
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-- @param #ZONE_GOAL self
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function ZONE_GOAL_COALITION:onafterGuard()
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--self:E({BASE:GetParent( self )})
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--BASE:GetParent( self ).onafterGuard( self )
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if not self.SmokeScheduler then
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self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self )
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end
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if not self.ScheduleStatusZone then
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self.ScheduleStatusZone = self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self )
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end
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end
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function ZONE_GOAL_COALITION:IsCaptured()
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local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
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self:E( { IsCaptured = IsCaptured } )
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return IsCaptured
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end
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function ZONE_GOAL_COALITION:IsAttacked()
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local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
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self:E( { IsAttacked = IsAttacked } )
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return IsAttacked
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end
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--- Check status Coalition ownership.
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-- @param #ZONE_GOAL_COALITION self
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function ZONE_GOAL_COALITION:StatusZone()
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self:E( { State = self:GetState() } )
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self:GetParent( self ):StatusZone()
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if self:IsAttacked() then
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self:Attack()
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end
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if self:IsCaptured() then
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self:Capture()
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end
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end
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end
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