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https://github.com/FlightControl-Master/MOOSE.git
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Merge pull request #2449 from FlightControl-Master/master
Merge from master
This commit is contained in:
@@ -1475,7 +1475,7 @@ function EVENT:onEvent( Event )
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-- SCENERY
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---
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Event.TgtDCSUnit = Event.target
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Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit.getName() or nil
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Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit:getName() or nil
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if Event.TgtDCSUnitName~=nil then
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Event.TgtUnitName = Event.TgtDCSUnitName
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Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
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@@ -945,7 +945,8 @@ do -- SET_BASE
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function SET_BASE:IsInSet(Object)
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--self:F3(Object)
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local outcome = false
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local name = Object:GetName()
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if Object == nil then return false end
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local name = (Object ~= nil and Object.GetName) and Object:GetName() or "none"
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--self:I("SET_BASE: Objectname = "..name)
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self:ForEach(
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function(object)
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@@ -1165,7 +1165,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
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self.ScanData.SceneryTable = {}
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self.ScanData.Units = {}
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local ZoneCoord = self:GetCoordinate()
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local ZoneCoord = self:GetCoordinate():SetAlt()
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local ZoneRadius = self:GetRadius()
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--self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
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@@ -90,7 +90,8 @@
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-- @image Scoring.JPG
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--- @type SCORING
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-- @field Players A collection of the current players that have joined the game.
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-- @field #table Players A collection of the current players that have joined the game.
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-- @field Core.Set#SET_SCENERY ScoringScenery
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-- @extends Core.Base#BASE
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--- SCORING class
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@@ -229,7 +230,8 @@ SCORING = {
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ClassID = 0,
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Players = {},
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AutoSave = true,
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version = "1.18.4"
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version = "1.18.4",
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ScoringScenery = nil, -- Core.Set#SET_SCENERY
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}
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local _SCORINGCoalition = {
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@@ -325,6 +327,8 @@ function SCORING:New( GameName, SavePath, AutoSave )
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self:OpenCSV( GameName )
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end
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self:I("SCORING "..tostring(GameName).." started! v"..self.version)
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return self
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end
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@@ -377,7 +381,7 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
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return self
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end
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--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
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--- Removes a @{Wrapper.Unit} for scoring when the @{Wrapper.Unit} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
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-- @return #SCORING
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@@ -394,10 +398,26 @@ end
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-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
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-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
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-- @param #SCORING self
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-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
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-- @param Wrapper.Static#STATIC ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddStaticScore( ScoreStatic, Score )
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return self:AddScoreStatic( ScoreStatic, Score )
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end
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--- Add a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
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-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
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-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
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-- @param #SCORING self
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-- @param Wrapper.Static#STATIC ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreStatic( ScoreStatic, Score )
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if ScoreStatic == nil then
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BASE:E("SCORING.AddStaticScore: Parameter ScoreStatic is nil!")
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return self
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end
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local StaticName = ScoreStatic:GetName()
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@@ -406,7 +426,61 @@ function SCORING:AddStaticScore( ScoreStatic, Score )
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return self
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end
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--- Removes a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
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--- Add a @{Wrapper.Scenery} for additional scoring when the @{Wrapper.Scenery} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Scenery#SCENERY ScoreScenery The @{Wrapper.Scenery} for which the Score needs to be given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreScenery( ScoreScenery, Score )
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if ScoreScenery == nil then
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self:E("SCORING.ScoreScenery: Parameter ScoreScenery is nil!")
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return self
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end
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if not self.ScoringScenery then
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self.ScoringScenery = SET_SCENERY:New() -- Core.Set#SET_SCENERY
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end
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local StaticName = ScoreScenery:GetName()
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self:T("Scenery name = ".. StaticName)
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self.ScoringScenery:AddScenery(ScoreScenery)
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return self
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end
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--- Removes a @{Wrapper.Scenery} for scoring when the @{Wrapper.Scenery} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Scenery#SCENERY ScoreStatic The @{Wrapper.Scenery} for which the Score needs to be given.
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-- @return #SCORING
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function SCORING:RemoveSceneryScore( ScoreScenery )
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local StaticName = ScoreScenery:GetName()
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self.ScoringObjects[StaticName] = nil
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return self
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end
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--- Specify a special additional score for a @{Core.Set#SET_SCENERY}.
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-- @param #SCORING self
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-- @param Core.Set#SET_SCENERY Set The @{Core.Set#SET_SCENERY} for which each @{Wrapper.Scenery} in the SET a Score is given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreSetScenery(Set, Score)
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local set = Set.Set
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for _,_static in pairs (set) do
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if _static ~= nil then
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self:AddScoreScenery(_static,Score)
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end
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end
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return self
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end
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--- Removes a @{Wrapper.Static} for scoring when the @{Wrapper.Static} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
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-- @return #SCORING
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@@ -461,6 +535,31 @@ function SCORING:AddScoreSetGroup(Set, Score)
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return self
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end
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--- Specify a special additional score for a @{Core.Set#SET_STATIC}.
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-- @param #SCORING self
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-- @param Core.Set#SET_STATIC Set The @{Core.Set#SET_STATIC} for which each @{Wrapper.Static} in the SET a Score is given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreSetStatic(Set, Score)
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local set = Set:GetSetObjects()
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for _,_static in pairs (set) do
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if _static and _static:IsAlive() then
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self:AddStaticScore(_static,Score)
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end
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end
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local function AddScore(static)
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self:AddStaticScore(static,Score)
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end
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function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
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AddScore(Object)
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end
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return self
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end
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--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
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-- This allows for a dynamic destruction zone evolution within your mission.
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@@ -480,7 +579,24 @@ function SCORING:AddZoneScore( ScoreZone, Score )
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return self
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end
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--- Remove a @{Core.Zone} for additional scoring.
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--- Add a @{Core.Set#SET_ZONE} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Set#SET_ZONE ScoreZoneSet The @{Core.Set#SET_ZONE} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddZoneScoreSet( ScoreZoneSet, Score )
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for _,_zone in pairs(ScoreZoneSet.Set or {}) do
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self:AddZoneScore(_zone,Score)
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end
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return self
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end
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--- Remove a @{Core.Zone} for scoring.
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-- The scoring will search if any @{Core.Zone} is added with the given name, and will remove that zone from the scoring.
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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@@ -958,7 +1074,7 @@ end
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-- @param #SCORING self
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-- @param Core.Event#EVENTDATA Event
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function SCORING:_EventOnHit( Event )
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self:F( { Event } )
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--self:F( { Event } )
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local InitUnit = nil
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local InitUNIT = nil
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@@ -988,6 +1104,7 @@ function SCORING:_EventOnHit( Event )
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local TargetUnitCategory = nil
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local TargetUnitType = nil
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local TargetIsScenery = false
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local TargetSceneryObject = nil
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if Event.IniDCSUnit then
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@@ -1009,7 +1126,7 @@ function SCORING:_EventOnHit( Event )
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InitUnitCategory = _SCORINGCategory[InitCategory]
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InitUnitType = InitType
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self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
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--self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
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end
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if Event.TgtDCSUnit then
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@@ -1027,18 +1144,23 @@ function SCORING:_EventOnHit( Event )
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-- TargetCategory = TargetUnit:getDesc().category
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TargetCategory = Event.TgtCategory
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TargetType = Event.TgtTypeName
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-- Scenery hit
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if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then
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if TargetUNIT ~= nil and TargetUNIT:IsInstanceOf("SCENERY") then
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TargetCategory = Unit.Category.STRUCTURE
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TargetIsScenery = true
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TargetType = "Scenery"
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TargetSceneryObject = TargetUNIT
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self:T("***** Target is Scenery and TargetUNIT is SCENERY object!")
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UTILS.PrintTableToLog(TargetSceneryObject)
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end
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TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
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TargetUnitCategory = _SCORINGCategory[TargetCategory]
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TargetUnitType = TargetType
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self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } )
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--self:T( { TargetUnitName=TargetUnitName, TargetGroupName=TargetGroupName, TargetPlayerName=TargetPlayerName, TargetCoalition=TargetCoalition, TargetCategory=TargetCategory, TargetType=TargetType, TargetUnitCoalition=TargetUnitCoalition, TargetUnitCategory=TargetUnitCategory, TargetUnitType=TargetUnitType } )
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end
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if InitPlayerName ~= nil then -- It is a player that is hitting something
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@@ -1051,7 +1173,7 @@ function SCORING:_EventOnHit( Event )
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self:T( "Hitting Something" )
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-- What is he hitting?
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if TargetCategory then
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if (TargetCategory ~=nil) and (TargetIsScenery == false) then
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-- A target got hit, score it.
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-- Player contains the score data from self.Players[InitPlayerName]
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@@ -1071,7 +1193,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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if PlayerHit.UNIT and PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then
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@@ -1157,21 +1279,21 @@ function SCORING:_EventOnHit( Event )
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-- It is a weapon initiated by a player, that is hitting something
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-- This seems to occur only with scenery and static objects.
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if Event.WeaponPlayerName ~= nil then
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self:_AddPlayerFromUnit( Event.WeaponUNIT )
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if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway.
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if TargetPlayerName ~= nil then -- It is a player hitting another player ...
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self:_AddPlayerFromUnit( TargetUNIT )
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end
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if Event.WeaponPlayerName ~= nil or TargetIsScenery == true then
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local playername = Event.WeaponPlayerName or Event.IniPlayerName or "Ghost"
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--self:_AddPlayerFromUnit( Event.WeaponUNIT )
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if self.Players[playername] then -- This should normally not happen, but i'll test it anyway.
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self:T( "Hitting Scenery" )
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self:T( "Hitting Scenery or Static" )
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-- What is he hitting?
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if TargetCategory then
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if Event.TgtObjectCategory then
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-- A scenery or static got hit, score it.
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-- Player contains the score data from self.Players[WeaponPlayerName]
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local Player = self.Players[Event.WeaponPlayerName]
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local Player = self.Players[playername]
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-- Ensure there is a hit table per TargetCategory and TargetUnitName.
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Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
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@@ -1179,15 +1301,17 @@ function SCORING:_EventOnHit( Event )
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-- PlayerHit contains the score counters and data per unit that was hit.
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local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
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-- Init player scores
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PlayerHit.Score = PlayerHit.Score or 0
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PlayerHit.Penalty = PlayerHit.Penalty or 0
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PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
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PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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if PlayerHit.UNIT and PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil then
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@@ -1195,8 +1319,8 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.ThreatType = "Unknown"
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end
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else
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PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
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PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
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PlayerHit.ThreatLevel = PlayerHit.UNIT and PlayerHit.UNIT.ThreatLevel or 1
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PlayerHit.ThreatType = PlayerHit.UNIT and PlayerHit.UNIT.ThreatType or "Unknown"
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end
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-- Only grant hit scores if there was more than one second between the last hit.
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@@ -1204,50 +1328,68 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.TimeStamp = timer.getTime()
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local Score = 0
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if InitCoalition then -- A coalition object was hit, probably a static.
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if InitCoalition == TargetCoalition then
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-- TODO: Penalty according scale
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local Penalty = 10
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Player.Penalty = Player.Penalty + Penalty --* self.ScaleDestroyPenalty
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PlayerHit.Penalty = PlayerHit.Penalty + Penalty --* self.ScaleDestroyPenalty
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
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MESSAGE
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:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
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TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Penalty: -" .. Penalty .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update
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)
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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local TgtName = Event.TgtDCSUnit and Event.TgtDCSUnit.getName and Event.TgtDCSUnit:getName() or "Unknown"
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--if InitCoalition then -- A coalition object was hit, probably a static.
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if TargetIsScenery == true and self.ScoringScenery:IsInSet(TargetSceneryObject) then
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. playername .. "' hit scenery target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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end
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else -- A scenery object was hit.
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( playername, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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elseif TargetIsScenery == false and Event.TgtObjectCategory == Object.Category.STATIC and self.ScoringObjects[TgtName] then
|
||||
Player.Score = Player.Score + self.ScoreIncrementOnHit
|
||||
PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. playername .. "' hit static target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
MESSAGE.Type.Update )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
|
||||
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
self:ScoreCSV( playername, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
|
||||
else
|
||||
self:E("Hit unregistered scenery or static object - NO target! ("..TgtName..")")
|
||||
end
|
||||
--end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if there are Zones where the destruction happened.
|
||||
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
|
||||
self:F( { ScoringZone = ScoreZoneData } )
|
||||
local hit=Event.TgtUnit
|
||||
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
|
||||
local Score = ScoreZoneData.Score
|
||||
if TargetUNIT and ScoreZone:IsVec2InZone( TargetUNIT:GetVec2() ) then
|
||||
-- A scenery or static got hit, score it.
|
||||
-- Player contains the score data from self.Players[WeaponPlayerName]
|
||||
local PlayerName = Event.IniPlayerName or "Ghost"
|
||||
local Player = self.Players[PlayerName]
|
||||
|
||||
Player.Score = Player.Score + Score
|
||||
Player.Score = Player.Score + self.ScoreIncrementOnHit
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "hit in zone '" .. ScoreZone:GetName() .. "'." ..
|
||||
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
|
||||
MESSAGE.Type.Information )
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
|
||||
self:ScoreCSV( PlayerName, "", "HIT_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Zone", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Track DEAD or CRASH events for the scoring.
|
||||
-- @param #SCORING self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
@@ -1305,7 +1447,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
local Destroyed = false
|
||||
|
||||
-- What is the player destroying?
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and TargetUnit and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
|
||||
|
||||
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
|
||||
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
|
||||
|
||||
@@ -18,7 +18,13 @@
|
||||
-- @field #string SceneryName Name of the scenery object.
|
||||
-- @field DCS#Object SceneryObject DCS scenery object.
|
||||
-- @field #number Life0 Initial life points.
|
||||
-- @field #table Properties
|
||||
-- @field #table Properties.
|
||||
-- @field #number ID.
|
||||
-- @field Core.Zone#ZONE_POLYGON SceneryZone.
|
||||
-- @field Core.Point#COORDINATE Coordinate.
|
||||
-- @field DCS#Vec2 Vec2.
|
||||
-- @field DCS#Vec3 Vec3.
|
||||
-- @field Core.Vector#VECTOR Vector.
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
|
||||
@@ -35,27 +41,72 @@ SCENERY = {
|
||||
ClassName = "SCENERY",
|
||||
}
|
||||
|
||||
_SCENERY = {}
|
||||
|
||||
--- Register scenery object as POSITIONABLE.
|
||||
--@param #SCENERY self
|
||||
--@param #string SceneryName Scenery name.
|
||||
--@param DCS#Object SceneryObject DCS scenery object.
|
||||
--@param Core.Zone#ZONE_POLYGON SceneryZone (optional) The zone object.
|
||||
--@return #SCENERY Scenery object.
|
||||
function SCENERY:Register( SceneryName, SceneryObject )
|
||||
|
||||
function SCENERY:Register( SceneryName, SceneryObject, SceneryZone )
|
||||
|
||||
local ID = (SceneryObject and SceneryObject.getID) and SceneryObject:getID() or SceneryName
|
||||
|
||||
if _SCENERY[ID] and _SCENERY[ID].SceneryObject == nil then
|
||||
|
||||
_SCENERY[ID].SceneryObject=SceneryObject
|
||||
SCENERY._UpdateFromDCSObject(_SCENERY[ID])
|
||||
|
||||
end
|
||||
|
||||
if _SCENERY[ID] then return _SCENERY[ID] end
|
||||
|
||||
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
|
||||
|
||||
self.SceneryName = tostring(SceneryName)
|
||||
|
||||
self.ID = ID
|
||||
self.SceneryObject = SceneryObject
|
||||
self.SceneryZone = SceneryZone
|
||||
|
||||
if SceneryZone then
|
||||
self.Vec3 = SceneryZone:GetVec3()
|
||||
self.Vec2 = SceneryZone:GetVec2()
|
||||
self.Vector = (self.Vec3 and VECTOR) and VECTOR:NewFromVec(self.Vec3) or nil
|
||||
end
|
||||
|
||||
if self.SceneryObject and self.SceneryObject.getLife then -- fix some objects do not have all functions
|
||||
self.Life0 = self.SceneryObject:getLife() or 0
|
||||
self.Life0 = self.SceneryObject:getLife() or 1
|
||||
else
|
||||
self.Life0 = 0
|
||||
self.Life0 = 1
|
||||
end
|
||||
|
||||
self.Properties = {}
|
||||
|
||||
_SCENERY[self.ID] = self
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- [INTERNAL] Update data
|
||||
-- @param Wrapper.Scenery#SCENERY Scenery The object to update.
|
||||
function SCENERY._UpdateFromDCSObject(Scenery)
|
||||
env.info("APPLE _UpdateFromDCSObject "..tostring(Scenery.SceneryName))
|
||||
local self=Scenery
|
||||
if self.Vec2 == nil and self.SceneryObject ~= nil then
|
||||
self.Vec3 = self.SceneryObject:getPoint()
|
||||
if self.Vec3 then
|
||||
self.Vec2 = {x=self.Vec3.x,y=self.Vec3.z}
|
||||
self.Vector = VECTOR:NewFromVec(self.Vec3)
|
||||
end
|
||||
end
|
||||
if not self.Life0 or self.Life0 == 1 then
|
||||
if self.SceneryObject and self.SceneryObject.getLife() then
|
||||
self.Life = self.SceneryObject:getLife() or 1
|
||||
self.Life0 = self.Life
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -99,6 +150,39 @@ function SCENERY:GetName()
|
||||
return self.SceneryName
|
||||
end
|
||||
|
||||
--- Obtain object coordinate.
|
||||
--@param #SCENERY self
|
||||
--@return Core.Point#COORDINATE Coordinate
|
||||
function SCENERY:GetCoordinate()
|
||||
if self.Coordinate then
|
||||
return self.Coordinate
|
||||
elseif self.Vec3 then
|
||||
self.Coordinate = COORDINATE:NewFromVec3(self.Vec3):SetAlt()
|
||||
end
|
||||
return self.Coordinate
|
||||
end
|
||||
|
||||
--- Obtain object coordinate.
|
||||
--@param #SCENERY self
|
||||
--@return DCS#Vec3 Vec3
|
||||
function SCENERY:GetVec3()
|
||||
return self.Vec3
|
||||
end
|
||||
|
||||
--- Obtain object coordinate.
|
||||
--@param #SCENERY self
|
||||
--@return DCS#Vec2 Vec2
|
||||
function SCENERY:GetVec2()
|
||||
return self.Vec2
|
||||
end
|
||||
|
||||
--- Obtain object coordinate.
|
||||
--@param #SCENERY self
|
||||
--@return Core.Vector#VECTOR Vector
|
||||
function SCENERY:GetVector()
|
||||
return self.Vector
|
||||
end
|
||||
|
||||
--- Obtain DCS Object from the SCENERY Object.
|
||||
--@param #SCENERY self
|
||||
--@return DCS#Object DCS scenery object.
|
||||
@@ -106,6 +190,13 @@ function SCENERY:GetDCSObject()
|
||||
return self.SceneryObject
|
||||
end
|
||||
|
||||
--- Obtain object ID.
|
||||
--@param #SCENERY self
|
||||
--@return #string Name
|
||||
function SCENERY:GetID()
|
||||
return self.ID
|
||||
end
|
||||
|
||||
--- Get current life points from the SCENERY Object. Note - Some scenery objects always have 0 life points.
|
||||
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
|
||||
-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
|
||||
@@ -113,12 +204,14 @@ end
|
||||
--@param #SCENERY self
|
||||
--@return #number life
|
||||
function SCENERY:GetLife()
|
||||
local life = 0
|
||||
local life = 1
|
||||
if self.SceneryObject and self.SceneryObject.getLife then
|
||||
life = self.SceneryObject:getLife()
|
||||
if life > self.Life0 then
|
||||
self.Life0 = math.floor(life * 1.2)
|
||||
end
|
||||
elseif self.Life then
|
||||
life = self.Life
|
||||
end
|
||||
return life
|
||||
end
|
||||
@@ -176,12 +269,19 @@ end
|
||||
--- Find a SCENERY object from its name or id. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
|
||||
-- to find the correct object.
|
||||
--@param #SCENERY self
|
||||
--@param #string Name The name/id of the scenery object as taken from the ME. Ex. '595785449'
|
||||
--@param Core.Point#COORDINATE Coordinate Where to find the scenery object
|
||||
--@param #number Radius (optional) Search radius around coordinate, defaults to 100
|
||||
--@return #SCENERY Scenery Object or `nil` if it cannot be found
|
||||
function SCENERY:FindByName(Name, Coordinate, Radius, Role)
|
||||
|
||||
--@param #string Name The name/id of the scenery object as taken from the ME. Ex. '595785449'.
|
||||
--@param Core.Point#COORDINATE Coordinate Where to find the scenery object.
|
||||
--@param #number Radius (optional) Search radius around coordinate, defaults to 100.
|
||||
--@param #string Role (optional) The role if set on the zone object.
|
||||
--@param Core.Zone#ZONE_POLYGON Zone (optional) The Zone where the scenery is located.
|
||||
--@return #SCENERY Scenery Object or `nil` if it cannot be found.
|
||||
function SCENERY:FindByName(Name, Coordinate, Radius, Role, Zone)
|
||||
|
||||
--BASE:I("Coordinate x = "..Coordinate.x .. " y = "..Coordinate.y.." z = "..Coordinate.z)
|
||||
|
||||
local findme = self:_FindByName(Name)
|
||||
if findme then return findme end
|
||||
|
||||
local radius = Radius or 100
|
||||
local name = Name or "unknown"
|
||||
local scenery = nil
|
||||
@@ -193,12 +293,13 @@ function SCENERY:FindByName(Name, Coordinate, Radius, Role)
|
||||
local function SceneryScan(scoordinate, sradius, sname)
|
||||
if scoordinate ~= nil then
|
||||
local Vec2 = scoordinate:GetVec2()
|
||||
local scanzone = ZONE_RADIUS:New("Zone-"..sname,Vec2,sradius,true)
|
||||
local scanzone = ZONE_RADIUS:New("Zone-"..sname,Vec2,sradius)
|
||||
scanzone:Scan({Object.Category.SCENERY})
|
||||
local scanned = scanzone:GetScannedSceneryObjects()
|
||||
local rscenery = nil -- Wrapper.Scenery#SCENERY
|
||||
for _,_scenery in pairs(scanned) do
|
||||
local scenery = _scenery -- Wrapper.Scenery#SCENERY
|
||||
--BASE:I({tostring(scenery.SceneryName),tostring(sname)})
|
||||
if tostring(scenery.SceneryName) == tostring(sname) then
|
||||
rscenery = scenery
|
||||
if Role then rscenery:SetProperty("ROLE",Role) end
|
||||
@@ -211,13 +312,36 @@ function SCENERY:FindByName(Name, Coordinate, Radius, Role)
|
||||
end
|
||||
|
||||
if Coordinate then
|
||||
--BASE:I("Coordinate Scenery Scan")
|
||||
scenery = SceneryScan(Coordinate, radius, name)
|
||||
end
|
||||
|
||||
|
||||
if not scenery then scenery = SCENERY:Register(Name,nil,Zone) end
|
||||
|
||||
return scenery
|
||||
end
|
||||
|
||||
--- Find a SCENERY object that was previously registered(!) by it's ID.
|
||||
-- @param #SCENERY self
|
||||
-- @param #number ID
|
||||
-- @return Wrapper.Scenery#SCENERY Scenery or nil if it could not be found
|
||||
function SCENERY:FindByID(ID)
|
||||
return _SCENERY[ID]
|
||||
end
|
||||
|
||||
--- Find a SCENERY object that was previously registered(!) by it's name.
|
||||
-- @param #SCENERY self
|
||||
-- @param #string Name
|
||||
-- @return Wrapper.Scenery#SCENERY Scenery or nil if it could not be found
|
||||
function SCENERY:_FindByName(Name)
|
||||
for _id,_object in pairs(_SCENERY) do
|
||||
if _object and _object.GetName and _object:GetName() then
|
||||
local name = _object:GetName()
|
||||
if Name == name then return _object end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Find a SCENERY object from its name or id. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
|
||||
-- to find the correct object.
|
||||
--@param #SCENERY self
|
||||
@@ -231,8 +355,8 @@ function SCENERY:FindByNameInZone(Name, Zone, Radius)
|
||||
if type(Zone) == "string" then
|
||||
Zone = ZONE:FindByName(Zone)
|
||||
end
|
||||
local coordinate = Zone:GetCoordinate()
|
||||
return self:FindByName(Name,coordinate,Radius,Zone:GetProperty("ROLE"))
|
||||
local coordinate = Zone:GetCoordinate():SetAlt()
|
||||
return self:FindByName(Name,coordinate,Radius,Zone:GetProperty("ROLE"),Zone)
|
||||
end
|
||||
|
||||
--- Find a SCENERY object from its zone name. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
|
||||
@@ -241,14 +365,18 @@ end
|
||||
--@param #string ZoneName The name of the scenery zone as created with a right-click on the map in the mission editor and select "assigned to...". Can be handed over as ZONE object.
|
||||
--@return #SCENERY First found Scenery Object or `nil` if it cannot be found
|
||||
function SCENERY:FindByZoneName( ZoneName )
|
||||
--BASE:I(ZoneName)
|
||||
|
||||
local zone = ZoneName -- Core.Zone#ZONE_BASE
|
||||
|
||||
if type(ZoneName) == "string" then
|
||||
zone = ZONE:FindByName(ZoneName) -- Core.Zone#ZONE_POLYGON
|
||||
end
|
||||
|
||||
local _id = zone:GetProperty('OBJECT ID')
|
||||
--local properties = zone:GetAllProperties() or {}
|
||||
--BASE:I(string.format("Object ID is: %s",_id or "none"))
|
||||
--BASE:T("Object ID ".._id)
|
||||
|
||||
--BASE:I("Object ID ".._id)
|
||||
|
||||
if not _id then
|
||||
-- this zone has no object ID
|
||||
BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
|
||||
@@ -257,23 +385,27 @@ function SCENERY:FindByZoneName( ZoneName )
|
||||
local scanned = zone:GetScannedSceneryObjects()
|
||||
for _,_scenery in (scanned) do
|
||||
local scenery = _scenery -- Wrapper.Scenery#SCENERY
|
||||
if scenery:IsAlive() then
|
||||
--if scenery:IsAlive() then
|
||||
local role = zone:GetProperty("ROLE")
|
||||
if role then scenery:SetProperty("ROLE",role) end
|
||||
return scenery
|
||||
end
|
||||
--end
|
||||
end
|
||||
return nil
|
||||
else
|
||||
return self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
|
||||
local coordinate = zone:GetCoordinate()
|
||||
coordinate:SetAlt()
|
||||
return self:FindByName(_id, coordinate,nil,zone:GetProperty("ROLE"),zone)
|
||||
end
|
||||
else
|
||||
return self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
|
||||
local coordinate = zone:GetCoordinate()
|
||||
coordinate:SetAlt()
|
||||
return self:FindByName(_id, coordinate,nil,zone:GetProperty("ROLE"),zone)
|
||||
end
|
||||
end
|
||||
|
||||
--- Scan and find all SCENERY objects from a zone by zone-name. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
|
||||
-- to find the correct object.
|
||||
-- to find the correct object. Might return nil!
|
||||
--@param #SCENERY self
|
||||
--@param #string ZoneName The name of the zone, can be handed as ZONE_RADIUS or ZONE_POLYGON object
|
||||
--@return #table of SCENERY Objects, or `nil` if nothing found
|
||||
@@ -295,7 +427,7 @@ function SCENERY:FindAllByZoneName( ZoneName )
|
||||
return nil
|
||||
end
|
||||
else
|
||||
local obj = self:FindByName(_id, zone:GetCoordinate(),nil,zone:GetProperty("ROLE"))
|
||||
local obj = self:FindByName(_id, zone:GetCoordinate():SetAlt(),nil,zone:GetProperty("ROLE"), zone)
|
||||
if obj then
|
||||
return {obj}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user