Feature/scenery targets (#60)
* Added Scenery targets * Documentation updates
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@@ -0,0 +1,77 @@
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---@class SpearheadSceneryObject
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---@field private persistentName string The persistent name of the scenery object
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---@field private objectID number The ID of the scenery object
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---@field private internalObj table
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---@field private isDead boolean Indicates if the scenery object is dead
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local SpearheadSceneryObject = {}
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SpearheadSceneryObject.__index = SpearheadSceneryObject
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---comment
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---@param objectID number
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---@return SpearheadSceneryObject?
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function SpearheadSceneryObject.New(objectID)
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local self = setmetatable({}, SpearheadSceneryObject)
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if objectID == nil then
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return nil
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end
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self.persistentName = "SpearheadSceneryObject_" .. objectID
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self.objectID = objectID
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self.isDead = false
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self.internalObj = {
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["id_"] = objectID
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}
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return self
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end
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---@return boolean
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function SpearheadSceneryObject:IsAlive()
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if Object.isExist(self.internalObj) == false then
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self:MarkDead()
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return false
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end
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if SceneryObject.getLife(self.internalObj) <= 0.10 then
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self:MarkDead()
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return false
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end
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return true
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end
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---@private
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function SpearheadSceneryObject:MarkDead()
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if self.isDead == true then return end
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self.isDead = true
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Spearhead.classes.persistence.Persistence.UnitKilled(self.persistentName, self:GetPoint(), 0, "Scenery")
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end
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function SpearheadSceneryObject:UpdateStatePersistently()
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if self.isDead == true then
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return
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end
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local state = Spearhead.classes.persistence.Persistence.UnitState(self.persistentName)
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if state and state.isDead == true then
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trigger.action.explosion(self:GetPoint(), 1000)
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self.isDead = true
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end
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end
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function SpearheadSceneryObject:GetPersistentName()
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return self.persistentName
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end
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function SpearheadSceneryObject:GetPoint()
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return Object.getPoint(self.internalObj)
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end
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if not Spearhead.classes then Spearhead.classes = {} end
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if not Spearhead.classes.stageClasses then Spearhead.classes.stageClasses = {} end
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if not Spearhead.classes.stageClasses.Groups then Spearhead.classes.stageClasses.Groups = {} end
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Spearhead.classes.stageClasses.Groups.SpearheadSceneryObject = SpearheadSceneryObject
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@@ -15,6 +15,7 @@ local ZoneMission = {}
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--- @field blueGroups Array<SpearheadGroup>
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--- @field unitsAlive table<string, table<string, boolean>>
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--- @field targetsAlive table<string, table<string, boolean>>
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--- @field sceneryTargets Array<SpearheadSceneryObject>
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--- @field groupNamesPerunit table<string,string>
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---@class ParsedMissionName
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@@ -101,7 +102,8 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
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unitsAlive = {},
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targetsAlive = {},
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hasTargets = false,
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groupNamesPerunit = {}
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groupNamesPerunit = {},
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sceneryTargets = {}
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}
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self._parentStage = parentStage
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@@ -127,6 +129,10 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
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local missionData = database:getMissionDataForZone(zoneName)
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if not missionData then return end
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self._missionGroups.sceneryTargets = missionData.SceneryTargets or {}
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if Spearhead.Util.tableLength(self._missionGroups.sceneryTargets) > 0 then
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self._missionGroups.hasTargets = true
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end
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for _, groupName in pairs(missionData.BlueGroups) do
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local spearheadGroup = SpearheadGroup.New(groupName, spawnManager, true)
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@@ -288,6 +294,13 @@ function ZoneMission:UpdateState(checkHealth, messageIfDone)
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end
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end
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for _, sceneryObject in pairs(self._missionGroups.sceneryTargets) do
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total = total + 1
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if sceneryObject:IsAlive() == true then
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alive = alive + 1
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end
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end
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local deadRatio = (total - alive) / total
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if deadRatio >= self._completeAtIndex then
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self._logger:debug("Dead ratio " .. self.zoneName .. deadRatio .. " >= " .. self._completeAtIndex)
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@@ -327,6 +340,10 @@ function ZoneMission:SpawnPersistedState()
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for _, group in pairs(self._missionGroups.redGroups) do
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group:Spawn()
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end
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for _, object in pairs(self._missionGroups.sceneryTargets) do
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object:UpdateStatePersistently()
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end
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end
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---spawns the mission, but doesn't add
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@@ -361,6 +378,10 @@ function ZoneMission:SpawnActive()
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group:Spawn()
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end
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for _, sceneryObject in pairs(self._missionGroups.sceneryTargets) do
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sceneryObject:UpdateStatePersistently()
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end
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if self._battleManager then
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self._battleManager:Start()
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end
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@@ -404,6 +425,13 @@ function ZoneMission:PercentageComplete()
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end
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end
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for _, sceneryObject in pairs(self._missionGroups.sceneryTargets) do
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total = total + 1
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if sceneryObject:IsAlive() == false then
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dead = dead + 1
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end
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end
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if total > 0 then
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return math.floor((dead / total) * 100)
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end
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