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178 lines
4.5 KiB
Lua
178 lines
4.5 KiB
Lua
--- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone.
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--
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-- ===
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--
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-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
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-- 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: **FlightControl**
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--
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-- ===
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--
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-- @module ZoneGoal
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do -- Zone
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--- @type ZONE_GOAL
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-- @extends Core.Fsm#FSM
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--- # ZONE_GOAL class, extends @{Fsm#FSM}
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--
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-- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone.
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-- Derived classes implement the ways how the achievements can be realized.
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--
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-- ## 1. ZONE_GOAL constructor
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--
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-- * @{#ZONE_GOAL.New}(): Creates a new ZONE_GOAL object.
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--
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-- ## 2. ZONE_GOAL is a finite state machine (FSM).
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--
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-- ### 2.1 ZONE_GOAL States
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--
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-- * None: Initial State
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--
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-- ### 2.2 ZONE_GOAL Events
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--
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-- * DestroyedUnit: A @{Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used.
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--
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-- @field #ZONE_GOAL
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ZONE_GOAL = {
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ClassName = "ZONE_GOAL",
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}
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--- ZONE_GOAL Constructor.
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-- @param #ZONE_GOAL self
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-- @param Core.Zone#ZONE_BASE Zone A @{Zone} object with the goal to be achieved.
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-- @return #ZONE_GOAL
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function ZONE_GOAL:New( Zone )
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local self = BASE:Inherit( self, FSM:New() ) -- #ZONE_GOAL
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self:F( { Zone = Zone } )
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self.Zone = Zone -- Core.Zone#ZONE_BASE
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self.Goal = GOAL:New()
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self.SmokeTime = nil
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self:AddTransition( "*", "DestroyedUnit", "*" )
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--- DestroyedUnit Handler OnAfter for ZONE_GOAL
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-- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit
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-- @param #ZONE_GOAL 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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-- @param Wrapper.Unit#UNIT DestroyedUnit The destroyed unit.
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-- @param #string PlayerName The name of the player.
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return self
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end
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--- Get the Zone
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-- @param #ZONE_GOAL self
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-- @return Core.Zone#ZONE_BASE
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function ZONE_GOAL:GetZone()
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return self.Zone
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end
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--- Get the name of the ProtectZone
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-- @param #ZONE_GOAL self
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-- @return #string
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function ZONE_GOAL:GetZoneName()
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return self.Zone:GetName()
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end
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--- Smoke the center of theh zone.
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-- @param #ZONE_GOAL self
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-- @param #SMOKECOLOR.Color SmokeColor
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function ZONE_GOAL:Smoke( SmokeColor )
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self:F( { SmokeColor = SmokeColor} )
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self.SmokeColor = SmokeColor
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end
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--- Flare the center of the zone.
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-- @param #ZONE_GOAL self
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-- @param #SMOKECOLOR.Color FlareColor
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function ZONE_GOAL:Flare( FlareColor )
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self.Zone:FlareZone( FlareColor, math.random( 1, 360 ) )
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end
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--- When started, check the Smoke and the Zone status.
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-- @param #ZONE_GOAL self
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function ZONE_GOAL:onafterGuard()
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--self:GetParent( self ):onafterStart()
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self:F("Guard")
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--self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, 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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end
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--- Check status Smoke.
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-- @param #ZONE_GOAL self
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function ZONE_GOAL:StatusSmoke()
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self:F({self.SmokeTime, self.SmokeColor})
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local CurrentTime = timer.getTime()
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if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then
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if self.SmokeColor then
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self.Zone:GetCoordinate():Smoke( self.SmokeColor )
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--self.SmokeColor = nil
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self.SmokeTime = CurrentTime
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end
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end
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end
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--- @param #ZONE_GOAL self
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-- @param Core.Event#EVENTDATA EventData
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function ZONE_GOAL:__Destroyed( EventData )
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self:F( { "EventDead", EventData } )
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self:F( { EventData.IniUnit } )
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local Vec3 = EventData.IniDCSUnit:getPosition().p
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self:F( { Vec3 = Vec3 } )
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local ZoneGoal = self:GetZone()
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self:F({ZoneGoal})
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if EventData.IniDCSUnit then
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if ZoneGoal:IsVec3InZone(Vec3) then
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local PlayerHits = _DATABASE.HITS[EventData.IniUnitName]
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if PlayerHits then
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for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do
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self.Goal:AddPlayerContribution( PlayerName )
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self:DestroyedUnit( EventData.IniUnitName, PlayerName )
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end
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end
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end
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end
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end
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--- Activate the event UnitDestroyed to be fired when a unit is destroyed in the zone.
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-- @param #ZONE_GOAL self
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function ZONE_GOAL:MonitorDestroyedUnits()
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self:HandleEvent( EVENTS.Dead, self.__Destroyed )
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self:HandleEvent( EVENTS.Crash, self.__Destroyed )
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end
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end
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