Merge branch 'FF/Develop' into FF/Fox2

This commit is contained in:
Frank
2019-12-29 00:03:51 +01:00
8 changed files with 470 additions and 254 deletions
+13 -13
View File
@@ -81,7 +81,7 @@ DATABASE = {
HITS = {},
DESTROYS = {},
ZONES = {},
ZONES_GOAL = {},
ZONES_GOAL = {},
WAREHOUSES = {},
FLIGHTGROUPS = {},
FLIGHTCONTROLS = {},
@@ -190,7 +190,7 @@ end
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
self:I( { "Add UNIT:", DCSUnitName } )
self:T( { "Add UNIT:", DCSUnitName } )
local UnitRegister = UNIT:Register( DCSUnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
@@ -512,7 +512,7 @@ end
function DATABASE:AddGroup( GroupName )
if not self.GROUPS[GroupName] then
self:I( { "Add GROUP:", GroupName } )
self:T( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
@@ -524,7 +524,7 @@ end
function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then
self:I( { "Add player for unit:", UnitName, PlayerName } )
self:T( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
@@ -536,7 +536,7 @@ end
function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then
self:I( { "Clean player:", PlayerName } )
self:T( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[PlayerName] = nil
end
@@ -702,11 +702,11 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
}
)
end
@@ -851,9 +851,9 @@ function DATABASE:_RegisterGroupsAndUnits()
end
end
self:I("Groups:")
self:T("Groups:")
for GroupName, Group in pairs( self.GROUPS ) do
self:I( { "Group:", GroupName } )
self:T( { "Group:", GroupName } )
end
return self
@@ -865,7 +865,7 @@ end
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I( { "Register Client:", ClientName } )
self:T( { "Register Client:", ClientName } )
self:AddClient( ClientName )
end
@@ -903,7 +903,7 @@ function DATABASE:_RegisterAirbases()
local DCSAirbaseName = DCSAirbase:getName()
self:I( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
self:T( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
self:AddAirbase( DCSAirbaseName )
end
end
+58 -13
View File
@@ -56,7 +56,7 @@
--- @type ZONE_BASE
-- @field #string ZoneName Name of the zone.
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
-- @extends Core.Base#BASE
-- @extends Core.Fsm#FSM
--- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
@@ -685,30 +685,44 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject )
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
if ZoneObject then
if ZoneObject then
local ObjectCategory = ZoneObject:getCategory()
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false
if not UnitCategories then
-- Anythink found is included.
Include = true
else
-- Check if found object is in specified categories.
local CategoryDCSUnit = ZoneObject:getDesc().category
for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do
if UnitCategory == CategoryDCSUnit then
Include = true
break
end
end
end
if Include then
local CoalitionDCSUnit = ZoneObject:getCoalition()
-- This coalition is inside the zone.
self.ScanData.Coalitions[CoalitionDCSUnit] = true
self.ScanData.Units[ZoneObject] = ZoneObject
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end
end
if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
@@ -716,21 +730,29 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
return true
end
-- Search objects.
world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone )
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone.
function ZONE_RADIUS:GetScannedUnits()
return self.ScanData.Units
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return Core.Set#SET_UNIT Set of units and statics inside the zone.
function ZONE_RADIUS:GetScannedSetUnit()
local SetUnit = SET_UNIT:New()
@@ -756,6 +778,9 @@ function ZONE_RADIUS:GetScannedSetUnit()
end
--- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self
-- @return #number Counted coalitions.
function ZONE_RADIUS:CountScannedCoalitions()
local Count = 0
@@ -763,14 +788,25 @@ function ZONE_RADIUS:CountScannedCoalitions()
for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
Count = Count + 1
end
return Count
end
--- Check if a certain coalition is inside a scanned zone.
-- @param #ZONE_RADIUS self
-- @param #number Coalition The coalition id, e.g. coalition.side.BLUE.
-- @return #boolean If true, the coalition is inside the zone.
function ZONE_RADIUS:CheckScannedCoalition( Coalition )
if Coalition then
return self.ScanData.Coalitions[Coalition]
end
return nil
end
--- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
-- Returns nil if there are none ot two Coalitions in the zone!
-- Returns nil if there are none to two Coalitions in the zone!
-- Returns one Coalition if there are only Units of one Coalition in the Zone.
-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone
-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone.
-- @param #ZONE_RADIUS self
-- @return #table
function ZONE_RADIUS:GetScannedCoalition( Coalition )
@@ -795,20 +831,27 @@ function ZONE_RADIUS:GetScannedCoalition( Coalition )
end
--- Get scanned scenery type
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS scenery type objects.
function ZONE_RADIUS:GetScannedSceneryType( SceneryType )
return self.ScanData.Scenery[SceneryType]
end
--- Get scanned scenery table
-- @param #ZONE_RADIUS self
-- @return #table Table of DCS scenery objects.
function ZONE_RADIUS:GetScannedScenery()
return self.ScanData.Scenery
end
--- Is All in Zone of Coalition?
-- Check if only the specifed coalition is inside the zone and noone else.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone.
-- @return #boolean True, if **only** that coalition is inside the zone and no one else.
-- @usage
-- self.Zone:Scan()
-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
@@ -820,11 +863,12 @@ end
--- Is All in Zone of Other Coalition?
-- Check if only one coalition is inside the zone and the specified coalition is not the one.
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @param #number Coalition Coalition ID of the coalition which is not supposed to be in the zone.
-- @return #boolean True, if and only if only one coalition is inside the zone and the specified coalition is not it.
-- @usage
-- self.Zone:Scan()
-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
@@ -836,11 +880,12 @@ end
--- Is Some in Zone of Coalition?
-- Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
-- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated!
-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
-- @param #ZONE_RADIUS self
-- @param Coalition
-- @return #boolean
-- @param #number Coalition ID of the coaliton which is checked to be inside the zone.
-- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them.
-- @usage
-- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )