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132 lines
5.1 KiB
Lua
132 lines
5.1 KiB
Lua
--- Limit the simultaneous movement of Groups within a running Mission.
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-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
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-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
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-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
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-- on defined intervals (currently every minute).
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-- @module Movement
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--- the MOVEMENT class
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-- @type MOVEMENT
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-- @extends Core.Base#BASE
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MOVEMENT = {
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ClassName = "MOVEMENT",
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}
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--- Creates the main object which is handling the GROUND forces movement.
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-- @param table{string,...}|string MovePrefixes is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object.
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-- @param number MoveMaximum is a number that defines the maximum amount of GROUND Units to be moving during one minute.
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-- @return MOVEMENT
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-- @usage
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-- -- Limit the amount of simultaneous moving units on the ground to prevent lag.
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-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
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function MOVEMENT:New( MovePrefixes, MoveMaximum )
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local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
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self:F( { MovePrefixes, MoveMaximum } )
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if type( MovePrefixes ) == 'table' then
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self.MovePrefixes = MovePrefixes
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else
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self.MovePrefixes = { MovePrefixes }
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end
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self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
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self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
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self:HandleEvent( EVENTS.Birth )
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-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
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--
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-- self:EnableEvents()
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self:ScheduleStart()
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return self
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end
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--- Call this function to start the MOVEMENT scheduling.
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function MOVEMENT:ScheduleStart()
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self:F()
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--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
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self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
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end
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--- Call this function to stop the MOVEMENT scheduling.
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-- @todo need to implement it ... Forgot.
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function MOVEMENT:ScheduleStop()
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self:F()
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end
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--- Captures the birth events when new Units were spawned.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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-- @param #MOVEMENT self
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-- @param Core.Event#EVENTDATA self
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function MOVEMENT:OnEventBirth( EventData )
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self:F( { EventData } )
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if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
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if EventData.IniDCSUnit then
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self:T( "Birth object : " .. EventData.IniDCSUnitName )
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if EventData.IniDCSGroup and EventData.IniDCSGroup:isExist() then
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for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
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if string.find( EventData.IniDCSUnitName, MovePrefix, 1, true ) then
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self.AliveUnits = self.AliveUnits + 1
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self.MoveUnits[EventData.IniDCSUnitName] = EventData.IniDCSGroupName
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self:T( self.AliveUnits )
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end
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end
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end
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end
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EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
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end
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end
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--- Captures the Dead or Crash events when Units crash or are destroyed.
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-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
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function MOVEMENT:OnDeadOrCrash( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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self:T( "Dead object : " .. Event.IniDCSUnitName )
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for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
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if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then
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self.AliveUnits = self.AliveUnits - 1
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self.MoveUnits[Event.IniDCSUnitName] = nil
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self:T( self.AliveUnits )
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end
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end
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end
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end
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--- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true.
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function MOVEMENT:_Scheduler()
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self:F( { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MovementGroups } )
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if self.AliveUnits > 0 then
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local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits
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self:T( 'Move Probability = ' .. MoveProbability )
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for MovementUnitName, MovementGroupName in pairs( self.MoveUnits ) do
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local MovementGroup = Group.getByName( MovementGroupName )
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if MovementGroup and MovementGroup:isExist() then
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local MoveOrStop = math.random( 1, 100 )
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self:T( 'MoveOrStop = ' .. MoveOrStop )
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if MoveOrStop <= MoveProbability then
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self:T( 'Group continues moving = ' .. MovementGroupName )
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trigger.action.groupContinueMoving( MovementGroup )
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else
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self:T( 'Group stops moving = ' .. MovementGroupName )
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trigger.action.groupStopMoving( MovementGroup )
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end
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else
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self.MoveUnits[MovementUnitName] = nil
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end
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end
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end
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return true
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end
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