MOOSE/Moose Development/Old/DestroyBaseTask.lua
Sven Van de Velde 7cda194f45 Progress
- Removed the old classes and moved into an "Old" folder in the
Moose/Development folder.
-- Cleaned Moose.lua + Documented class types
-- Cleaned Create_Moose.bat + Documented class types

- Extend the ZONE_BASE class with a probability randomization factor,
that can be used for zone randomization purposes.

- Documented the Zone module classes.

- Changed and removed the POINT_VEC3 SmokeColor and FlareColor
structure. Replaced with SMOKECOLOR and FLARECOLOR types.
-- Replaced also code in test missions with SMOKECOLOR and FLARECOLOR
references.

- Renamed UnControlled() method to InitUnControlled method.
2016-08-15 12:30:36 +02:00

82 lines
3.3 KiB
Lua

--- A DESTROYBASETASK will monitor the destruction of Groups and Units. This is a BASE class, other classes are derived from this class.
-- @module DESTROYBASETASK
-- @see DESTROYGROUPSTASK
-- @see DESTROYUNITTYPESTASK
-- @see DESTROY_RADARS_TASK
--- The DESTROYBASETASK class
-- @type DESTROYBASETASK
DESTROYBASETASK = {
ClassName = "DESTROYBASETASK",
Destroyed = 0,
GoalVerb = "Destroy",
DestroyPercentage = 100,
}
--- Creates a new DESTROYBASETASK.
-- @param #DESTROYBASETASK self
-- @param #string DestroyGroupType Text describing the group to be destroyed. f.e. "Radar Installations", "Ships", "Vehicles", "Command Centers".
-- @param #string DestroyUnitType Text describing the unit types to be destroyed. f.e. "SA-6", "Row Boats", "Tanks", "Tents".
-- @param #list<#string> DestroyGroupPrefixes Table of Prefixes of the Groups to be destroyed before task is completed.
-- @param #number DestroyPercentage defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the @{TASK}.
-- @return DESTROYBASETASK
function DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupPrefixes, DestroyPercentage )
local self = BASE:Inherit( self, TASK:New() )
self:F()
self.Name = 'Destroy'
self.Destroyed = 0
self.DestroyGroupPrefixes = DestroyGroupPrefixes
self.DestroyGroupType = DestroyGroupType
self.DestroyUnitType = DestroyUnitType
if DestroyPercentage then
self.DestroyPercentage = DestroyPercentage
end
self.TaskBriefing = "Task: Destroy " .. DestroyGroupType .. "."
self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEGROUPSDESTROYED:New(), STAGEDONE:New() }
self.SetStage( self, 1 )
return self
end
--- Handle the S_EVENT_DEAD events to validate the destruction of units for the task monitoring.
-- @param #DESTROYBASETASK self
-- @param Event#EVENTDATA Event structure of MOOSE.
function DESTROYBASETASK:EventDead( Event )
self:F( { Event } )
if Event.IniDCSUnit then
local DestroyUnit = Event.IniDCSUnit
local DestroyUnitName = Event.IniDCSUnitName
local DestroyGroup = Event.IniDCSGroup
local DestroyGroupName = Event.IniDCSGroupName
--TODO: I need to fix here if 2 groups in the mission have a similar name with GroupPrefix equal, then i should differentiate for which group the goal was reached!
--I may need to test if for the goalverb that group goal was reached or something. Need to think about it a bit more ...
local UnitsDestroyed = 0
for DestroyGroupPrefixID, DestroyGroupPrefix in pairs( self.DestroyGroupPrefixes ) do
self:T( DestroyGroupPrefix )
if string.find( DestroyGroupName, DestroyGroupPrefix, 1, true ) then
self:T( BASE:Inherited(self).ClassName )
UnitsDestroyed = self:ReportGoalProgress( DestroyGroup, DestroyUnit )
self:T( UnitsDestroyed )
end
end
self:T( { UnitsDestroyed } )
self:IncreaseGoalCount( UnitsDestroyed, self.GoalVerb )
end
end
--- Validate task completeness of DESTROYBASETASK.
-- @param DestroyGroup Group structure describing the group to be evaluated.
-- @param DestroyUnit Unit structure describing the Unit to be evaluated.
function DESTROYBASETASK:ReportGoalProgress( DestroyGroup, DestroyUnit )
self:F()
return 0
end