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384 lines
13 KiB
Lua
384 lines
13 KiB
Lua
--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
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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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-- ### Contributions:
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--
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-- ====
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--
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-- @module CleanUp
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--- @type CLEANUP.__
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-- @extends Core.Base#BASE
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--- @type CLEANUP
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-- @extends #CLEANUP.__
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-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
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--- # CLEANUP, extends @{Base#BASE}
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--
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-- 
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--
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-- The CLEANUP class keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
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-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
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-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP.
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-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
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-- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.
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--
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-- This is not a full 100% secure implementation. It is still possible that CLEANUP cannot prevent (in-time) to keep the airbase clean.
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-- The following situations may happen that will still stop the runway of an airbase:
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--
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-- * A damaged unit is not removed on time when above the runway, and crashes on the runway.
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-- * A bomb or missile is still able to dropped on the runway.
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-- * Units collide on the airbase, and could not be removed on time.
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--
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-- When a unit is within the airbase zone and needs to be monitored,
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-- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean.
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-- But as a result, there is more CPU overload.
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--
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-- So as an advise, I suggest you use the CLEANUP class with care:
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--
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-- * Only monitor airbases that really need to be monitored!
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-- * Try not to monitor airbases that are likely to be invaded by enemy troops.
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-- For these airbases, there is little use to keep them clean, as they will be invaded anyway...
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--
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-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
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--
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-- ## 1. CLEANUP Constructor
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--
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-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
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--
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-- -- Clean these Zones.
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-- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
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--
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-- -- or
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-- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
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-- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
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--
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-- ## 2. Add or Remove airbases
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--
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-- The method @{#CLEANUP.AddAirbase} to add an airbase to the cleanup validation process.
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-- The method @{#CLEANUP.RemoveAirbase} removes an airbase from the cleanup validation process.
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--
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-- @field #CLEANUP
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CLEANUP = {
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ClassName = "CLEANUP",
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TimeInterval = 0.2,
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CleanUpList = {},
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Airbases = {},
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}
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--- @field #CLEANUP.__
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CLEANUP.__ = {}
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--- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
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-- @param #CLEANUP self
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-- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name.
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-- @return #CLEANUP
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-- @usage
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-- -- Clean these Zones.
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-- CleanUpAirports = CLEANUP:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
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-- or
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-- CleanUpTbilisi = CLEANUP:New( AIRBASE.Caucasus.Tbilisi )
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-- CleanUpKutaisi = CLEANUP:New( AIRBASE.Caucasus.Kutaisi )
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function CLEANUP:New( AirbaseNames )
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local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP
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self:F( { AirbaseNames } )
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if type( AirbaseNames ) == 'table' then
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for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
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self:AddAirbase( AirbaseName )
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end
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else
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local AirbaseName = AirbaseNames
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self:AddAirbase( AirbaseName )
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end
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self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth )
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self.CleanUpScheduler = SCHEDULER:New( self, self.__.CleanUpScheduler, {}, 1, self.TimeInterval )
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return self
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end
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--- Adds an airbase to the airbase validation list.
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-- @param #CLEANUP self
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-- @param #string AirbaseName
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-- @return #CLEANUP
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function CLEANUP:AddAirbase( AirbaseName )
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self.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName )
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self:F({"Airbase:", AirbaseName, self.Airbases[AirbaseName]:GetDesc()})
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return self
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end
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--- Removes an airbase from the airbase validation list.
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-- @param #CLEANUP self
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-- @param #string AirbaseName
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-- @return #CLEANUP
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function CLEANUP:RemoveAirbase( AirbaseName )
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self.Airbases[AirbaseName] = nil
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return self
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end
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function CLEANUP.__:IsInAirbase( Vec2 )
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local InAirbase = false
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for AirbaseName, Airbase in pairs( self.Airbases ) do
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local Airbase = Airbase -- Wrapper.Airbase#AIRBASE
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if Airbase:GetZone():IsVec2InZone( Vec2 ) then
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InAirbase = true
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break;
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end
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end
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return InAirbase
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end
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--- Destroys a @{Unit} from the simulator, but checks first if it is still existing!
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-- @param #CLEANUP self
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-- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed.
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function CLEANUP.__:DestroyUnit( CleanUpUnit )
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self:F( { CleanUpUnit } )
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if CleanUpUnit then
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local CleanUpUnitName = CleanUpUnit:GetName()
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local CleanUpGroup = CleanUpUnit:GetGroup()
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-- TODO Client bug in 1.5.3
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if CleanUpGroup:IsAlive() then
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local CleanUpGroupUnits = CleanUpGroup:GetUnits()
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if #CleanUpGroupUnits == 1 then
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local CleanUpGroupName = CleanUpGroup:GetName()
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CleanUpGroup:Destroy()
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else
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CleanUpUnit:Destroy()
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end
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self.CleanUpList[CleanUpUnitName] = nil
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end
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end
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end
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--- Destroys a missile from the simulator, but checks first if it is still existing!
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-- @param #CLEANUP self
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-- @param Dcs.DCSTypes#Weapon MissileObject
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function CLEANUP.__:DestroyMissile( MissileObject )
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self:F( { MissileObject } )
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if MissileObject and MissileObject:isExist() then
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MissileObject:destroy()
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self:T( "MissileObject Destroyed")
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end
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end
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--- @param #CLEANUP self
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-- @param Core.Event#EVENTDATA EventData
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function CLEANUP.__:OnEventBirth( EventData )
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self:F( { EventData } )
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self.CleanUpList[EventData.IniDCSUnitName] = {}
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self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit
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self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup
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self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName
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self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName
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self:HandleEvent( EVENTS.EngineShutdown , self.__.EventAddForCleanUp )
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self:HandleEvent( EVENTS.EngineStartup, self.__.EventAddForCleanUp )
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self:HandleEvent( EVENTS.Hit, self.__.EventAddForCleanUp )
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self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash )
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self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash )
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self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash )
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self:HandleEvent( EVENTS.Shot, self.__.OnEventShot )
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end
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--- Detects if a crash event occurs.
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-- Crashed units go into a CleanUpList for removal.
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-- @param #CLEANUP self
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-- @param Core.Event#EVENTDATA Event
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function CLEANUP.__:OnEventCrash( Event )
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self:F( { Event } )
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--TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed.
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-- self:T("before getGroup")
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-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
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-- self:T("after getGroup")
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-- _grp:destroy()
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-- self:T("after deactivateGroup")
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-- event.initiator:destroy()
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if Event.IniDCSUnitName and Event.IniCategory == Object.Category.UNIT then
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self.CleanUpList[Event.IniDCSUnitName] = {}
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self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniUnit
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self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniGroup
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self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
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self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
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end
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end
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--- Detects if a unit shoots a missile.
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-- If this occurs within one of the airbases, then the weapon used must be destroyed.
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-- @param #CLEANUP self
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-- @param Core.Event#EVENTDATA Event
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function CLEANUP.__:OnEventShot( Event )
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self:F( { Event } )
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-- Test if the missile was fired within one of the CLEANUP.AirbaseNames.
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if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
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-- Okay, the missile was fired within the CLEANUP.AirbaseNames, destroy the fired weapon.
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self:DestroyMissile( Event.Weapon )
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end
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end
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--- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit.
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-- @param #CLEANUP self
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-- @param Core.Event#EVENTDATA Event
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function CLEANUP.__:OnEventHit( Event )
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self:F( { Event } )
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if Event.IniUnit then
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if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
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self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } )
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if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then
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self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName )
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CLEANUP.__:DestroyUnit( Event.IniUnit )
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end
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end
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end
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if Event.TgtUnit then
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if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
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self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } )
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if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then
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self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName )
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CLEANUP.__:DestroyUnit( Event.TgtUnit )
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end
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end
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end
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end
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--- Add the @{DCSWrapper.Unit#Unit} to the CleanUpList for CleanUp.
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-- @param #CLEANUP self
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-- @param Wrapper.Unit#UNIT CleanUpUnit
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-- @oaram #string CleanUpUnitName
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function CLEANUP.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName )
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self:F( { CleanUpUnit, CleanUpUnitName } )
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self.CleanUpList[CleanUpUnitName] = {}
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self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
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self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
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local CleanUpGroup = CleanUpUnit:GetGroup()
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self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
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self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName()
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self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
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self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
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self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } )
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end
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--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP List.
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-- @param #CLEANUP.__ self
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-- @param Core.Event#EVENTDATA Event
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function CLEANUP.__:EventAddForCleanUp( Event )
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self:F({Event})
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if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
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if self.CleanUpList[Event.IniDCSUnitName] == nil then
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if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
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self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
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end
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end
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end
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if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
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if self.CleanUpList[Event.TgtDCSUnitName] == nil then
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if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
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self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
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end
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end
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end
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end
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--- At the defined time interval, CleanUp the Groups within the CleanUpList.
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-- @param #CLEANUP self
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function CLEANUP.__:CleanUpScheduler()
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local CleanUpCount = 0
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for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do
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CleanUpCount = CleanUpCount + 1
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local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
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local CleanUpGroupName = CleanUpListData.CleanUpGroupName
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if CleanUpUnit:IsAlive() ~= nil then
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if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
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local CleanUpCoordinate = CleanUpUnit:GetCoordinate()
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self:T( { "CleanUp Scheduler", CleanUpUnitName } )
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if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then
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if CleanUpUnit:IsAboveRunway() then
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if CleanUpUnit:InAir() then
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local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight()
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local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight
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if CleanUpUnitHeight < 30 then
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self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
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self:DestroyUnit( CleanUpUnit )
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end
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else
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self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
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self:DestroyUnit( CleanUpUnit )
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end
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end
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end
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-- Clean Units which are waiting for a very long time in the CleanUpZone.
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if CleanUpUnit then
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local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
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if CleanUpUnitVelocity < 1 then
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if CleanUpListData.CleanUpMoved then
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if CleanUpListData.CleanUpTime + 180 <= timer.getTime() then
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self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
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self:DestroyUnit( CleanUpUnit )
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end
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end
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else
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CleanUpListData.CleanUpTime = timer.getTime()
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CleanUpListData.CleanUpMoved = true
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end
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end
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else
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-- Do nothing ...
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self.CleanUpList[CleanUpUnitName] = nil
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end
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else
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self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." )
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self.CleanUpList[CleanUpUnitName] = nil
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end
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end
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self:T(CleanUpCount)
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return true
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end
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