Feature/scenery targets (#60)

* Added Scenery targets
* Documentation updates
This commit is contained in:
2025-07-17 19:50:57 +02:00
committed by GitHub
parent b6a1285bde
commit 1d4c0a8313
27 changed files with 833 additions and 182 deletions
@@ -0,0 +1,77 @@
---@class SpearheadSceneryObject
---@field private persistentName string The persistent name of the scenery object
---@field private objectID number The ID of the scenery object
---@field private internalObj table
---@field private isDead boolean Indicates if the scenery object is dead
local SpearheadSceneryObject = {}
SpearheadSceneryObject.__index = SpearheadSceneryObject
---comment
---@param objectID number
---@return SpearheadSceneryObject?
function SpearheadSceneryObject.New(objectID)
local self = setmetatable({}, SpearheadSceneryObject)
if objectID == nil then
return nil
end
self.persistentName = "SpearheadSceneryObject_" .. objectID
self.objectID = objectID
self.isDead = false
self.internalObj = {
["id_"] = objectID
}
return self
end
---@return boolean
function SpearheadSceneryObject:IsAlive()
if Object.isExist(self.internalObj) == false then
self:MarkDead()
return false
end
if SceneryObject.getLife(self.internalObj) <= 0.10 then
self:MarkDead()
return false
end
return true
end
---@private
function SpearheadSceneryObject:MarkDead()
if self.isDead == true then return end
self.isDead = true
Spearhead.classes.persistence.Persistence.UnitKilled(self.persistentName, self:GetPoint(), 0, "Scenery")
end
function SpearheadSceneryObject:UpdateStatePersistently()
if self.isDead == true then
return
end
local state = Spearhead.classes.persistence.Persistence.UnitState(self.persistentName)
if state and state.isDead == true then
trigger.action.explosion(self:GetPoint(), 1000)
self.isDead = true
end
end
function SpearheadSceneryObject:GetPersistentName()
return self.persistentName
end
function SpearheadSceneryObject:GetPoint()
return Object.getPoint(self.internalObj)
end
if not Spearhead.classes then Spearhead.classes = {} end
if not Spearhead.classes.stageClasses then Spearhead.classes.stageClasses = {} end
if not Spearhead.classes.stageClasses.Groups then Spearhead.classes.stageClasses.Groups = {} end
Spearhead.classes.stageClasses.Groups.SpearheadSceneryObject = SpearheadSceneryObject
+29 -1
View File
@@ -15,6 +15,7 @@ local ZoneMission = {}
--- @field blueGroups Array<SpearheadGroup>
--- @field unitsAlive table<string, table<string, boolean>>
--- @field targetsAlive table<string, table<string, boolean>>
--- @field sceneryTargets Array<SpearheadSceneryObject>
--- @field groupNamesPerunit table<string,string>
---@class ParsedMissionName
@@ -101,7 +102,8 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
unitsAlive = {},
targetsAlive = {},
hasTargets = false,
groupNamesPerunit = {}
groupNamesPerunit = {},
sceneryTargets = {}
}
self._parentStage = parentStage
@@ -127,6 +129,10 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
local missionData = database:getMissionDataForZone(zoneName)
if not missionData then return end
self._missionGroups.sceneryTargets = missionData.SceneryTargets or {}
if Spearhead.Util.tableLength(self._missionGroups.sceneryTargets) > 0 then
self._missionGroups.hasTargets = true
end
for _, groupName in pairs(missionData.BlueGroups) do
local spearheadGroup = SpearheadGroup.New(groupName, spawnManager, true)
@@ -288,6 +294,13 @@ function ZoneMission:UpdateState(checkHealth, messageIfDone)
end
end
for _, sceneryObject in pairs(self._missionGroups.sceneryTargets) do
total = total + 1
if sceneryObject:IsAlive() == true then
alive = alive + 1
end
end
local deadRatio = (total - alive) / total
if deadRatio >= self._completeAtIndex then
self._logger:debug("Dead ratio " .. self.zoneName .. deadRatio .. " >= " .. self._completeAtIndex)
@@ -327,6 +340,10 @@ function ZoneMission:SpawnPersistedState()
for _, group in pairs(self._missionGroups.redGroups) do
group:Spawn()
end
for _, object in pairs(self._missionGroups.sceneryTargets) do
object:UpdateStatePersistently()
end
end
---spawns the mission, but doesn't add
@@ -361,6 +378,10 @@ function ZoneMission:SpawnActive()
group:Spawn()
end
for _, sceneryObject in pairs(self._missionGroups.sceneryTargets) do
sceneryObject:UpdateStatePersistently()
end
if self._battleManager then
self._battleManager:Start()
end
@@ -404,6 +425,13 @@ function ZoneMission:PercentageComplete()
end
end
for _, sceneryObject in pairs(self._missionGroups.sceneryTargets) do
total = total + 1
if sceneryObject:IsAlive() == false then
dead = dead + 1
end
end
if total > 0 then
return math.floor((dead / total) * 100)
end