moved files and added compile script

This commit is contained in:
2024-09-28 15:41:18 +02:00
parent b7c21d0349
commit 6329559748
15 changed files with 36 additions and 23 deletions
@@ -0,0 +1,22 @@
local StagesByName = {}
GlobalStageManager = {}
GlobalStageManager.start = function (database)
for _, stageName in pairs(database:getStagezoneNames()) do
local logger = Spearhead.LoggerTemplate:new(stageName, Spearhead.config.logLevel)
local stage = Spearhead.internal.Stage:new(stageName, database, logger)
StagesByName[stageName] = stage
local logger = Spearhead.LoggerTemplate:new("StageManager", Spearhead.config.logLevel)
logger:info("Initiated " .. Spearhead.Util.tableLength(StagesByName) .. " airbases for cap")
end
end
Spearhead.internal.GlobalStageManager = GlobalStageManager
+368
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@@ -0,0 +1,368 @@
--- A mission Object.
local Mission = {}
do -- INIT Mission Class
local MINIMAL_UNITS_ALIVE_RATIO = 0.20
local Defaults = {}
Defaults.MainMenu = "Missions"
Defaults.SelectMenuSubMenus = { Defaults.MainMenu, "Select Mission" }
Defaults.ShowMissionSubs = { Defaults.MainMenu }
local PlayersInMission = {}
local MissionType = {
UNKNOWN = 0,
STRIKE = 1,
BAI = 2,
DEAD = 3,
SAM = 4,
}
do --INIT MISSION TYPE FUNCTIONS
---Parse string to mission type
---@param input string
MissionType.Parse = function(input)
if input == nil then
return Mission.MissionType.UNKNOWN
end
input = string.lower(input)
if input == "dead" then return MissionType.DEAD end
if input == "strike" then return MissionType.STRIKE end
if input == "bai" then return MissionType.BAI end
if input == "sam" then return MissionType.SAM end
return Mission.MissionType.UNKNOWN
end
---comment
---@param input number missionType
---@return string text
MissionType.toString = function(input)
if input == MissionType.DEAD then return "DEAD" end
if input == MissionType.STRIKE then return "STRIKE" end
if input == MissionType.BAI then return "BAI" end
if input == MissionType.SAM then return "SAM" end
return "?"
end
end
Mission.MissionType = MissionType
Mission.MissionState = {
NEW = 0,
ACTIVE = 1,
COMPLETED = 2,
}
---comment
---@param missionZoneName string missionZoneName
---@param database table db dependency injection
---@return table?
function Mission:new(missionZoneName, database, logger)
local o = {}
setmetatable(o, { __index = self })
local function ParseGroupName(input)
local split_name = Spearhead.Util.split_string(input, "_")
local split_length = Spearhead.Util.tableLength(split_name)
if Spearhead.Util.startswith(input, "RANDOMMISSION") == true and split_length < 4 then
Spearhead.AddMissionEditorWarning("Random Mission with zonename " .. input .. " not in right format")
return nil
elseif split_length < 3 then
Spearhead.AddMissionEditorWarning("Mission with zonename" .. input .. " not in right format")
return nil
end
local type = split_name[2]
local parsedType = Mission.MissionType.Parse(type)
if parsedType == nil then
Spearhead.AddMissionEditorWarning("Mission with zonename '" .. input .. "' has an unsupported type '" .. (type or "nil" ))
return nil
end
local name = split_name[3]
return {
missionName = name,
type = parsedType
}
end
local parsed = ParseGroupName(missionZoneName)
if parsed == nil then return nil end
o.missionZoneName = missionZoneName
o.database = database
o.groupNames = database:getGroupsForMissionZone(missionZoneName)
o.name = parsed.missionName
o.missionType = parsed.type
o.missionTypeDisplayName = Mission.MissionType.toString(o.missionType)
o.startingGroups = Spearhead.Util.tableLength(o.groupNames)
o.missionState = Mission.MissionState.NEW
o.missionbriefing = database:GetDescriptionForMission(missionZoneName)
o.startingUnits = 0
o.logger = logger
o.code = database:GetNewMissionCode()
o.groupNamesPerUnit = {}
o.groupUnitAliveDict = {}
o.targetAliveStates = {}
o.hasSpecificTargets = false
local CheckStateAsync = function (self, time)
self:CheckAndUpdateSelf()
return nil
end
o.OnUnitLost = function(self, object)
--[[
OnUnit lost event
]]--
self.logger:debug("Getting on unit lost event")
local category = Object.getCategory(object)
if category == Object.Category.UNIT then
local unitName = object:getName()
self.logger:debug("UnitName:" .. unitName)
local groupName = self.groupNamesPerUnit[unitName]
self.groupUnitAliveDict[groupName][unitName] = false
if self.targetAliveStates[groupName][unitName] then
self.targetAliveStates[groupName][unitName] = false
end
elseif category == Object.Category.STATIC then
local name = object:getName()
self.groupUnitAliveDict[name][name] = false
self.logger:debug("Name " .. name)
if self.targetAliveStates[name][name] then
self.targetAliveStates[name][name] = false
end
end
timer.scheduleFunction(CheckStateAsync, self, timer.getTime() + 3)
end
o.MissionCompleteListeners = {}
---comment
---@param self table
---@param listener table Object that implements "OnMissionComplete(self, mission)"
o.AddMissionCompleteListener = function(self, listener)
if type(listener) ~= "table" then
return
end
table.insert(self.MissionCompleteListeners, listener)
end
local TriggerMissionComplete = function(self)
for _, callable in pairs(self.MissionCompleteListeners) do
local succ, err = pcall( function()
callable:OnMissionComplete(self)
end)
if err then
self.logger:warn("Error in misstion complete listener:" .. err)
end
end
end
local StartCheckingAndUpdateSelfContinuous = function (self)
local CheckAndUpdate = function(self, time)
self:CheckAndUpdateSelf(true)
if self.missionState == Mission.MissionState.COMPLETED or self.missionState == Mission.MissionState.NEW then
return nil
else
return time + 60
end
end
timer.scheduleFunction(CheckAndUpdate, self, timer.getTime() + 300)
end
local CleanupDelayedAsync = function (self, time)
self:Cleanup()
return nil
end
---comment
---@param self table
---@param checkUnitHealth boolean?
o.CheckAndUpdateSelf = function(self, checkUnitHealth)
if not checkUnitHealth then checkUnitHealth = false end
if self.missionState == Mission.MissionState.COMPLETED then
return
end
if self.hasSpecificTargets == true then
local specificTargetsAlive = false
for groupName, unitNameDict in pairs(self.targetAliveStates) do
for unitName, isAlive in pairs(unitNameDict) do
if isAlive == true then
specificTargetsAlive = true
end
end
end
if specificTargetsAlive == false then
self.missionState = Mission.MissionState.COMPLETED
end
else
local function CountAliveGroups()
local aliveGroups = 0
for _, group in pairs(self.groupUnitAliveDict) do
local groupTotal = 0
local groupDeath = 0
for _, isAlive in pairs(group) do
if isAlive ~= true then
groupDeath = groupDeath + 1
end
groupTotal = groupTotal + 1
end
local aliveRatio = (groupTotal - groupDeath) / groupTotal
if aliveRatio >= MINIMAL_UNITS_ALIVE_RATIO then
aliveGroups = aliveGroups + 1
end
end
return aliveGroups
end
if self.missionType == Mission.MissionType.STRIKE then --strike targets should normally have TGT targets
if CountAliveGroups() == 0 then
self.missionState = Mission.MissionState.COMPLETED
end
elseif self.missionType == Mission.MissionType.BAI then
if CountAliveGroups() == 0 then
self.missionState = Mission.MissionState.COMPLETED
end
end
--[[
TODO: Other checks for mission complete
]]
end
if self.missionState == Mission.MissionState.COMPLETED then
self.logger:debug("Mission complete " .. self.name)
trigger.action.outText("Mission " .. self.name .. " (" .. self.code .. ") was completed succesfully!", 20)
TriggerMissionComplete(self)
--Schedule cleanup after 5 minutes of mission complete
--timer.scheduleFunction(CleanupDelayedAsync, self, timer.getTime() + 300)
end
end
---Activates groups for this mission
---@param self table
o.Activate = function(self)
if self.missionState == Mission.MissionState.ACTIVE then
return
end
self.missionState = Mission.MissionState.ACTIVE
do --spawn groups
for key, groupname in pairs(self.groupNames) do
Spearhead.DcsUtil.SpawnGroupTemplate(groupname)
end
end
StartCheckingAndUpdateSelfContinuous(self)
end
local ToStateString = function(self)
if self.hasSpecificTargets then
local dead = 0
local total = 0
for _, group in pairs(self.targetAliveStates) do
for _, isAlive in pairs(group) do
total = total + 1
if isAlive == false then
dead = dead + 1
end
end
end
local completionPercentage = math.floor((dead / total) * 100)
return "Targets Destroyed: " .. completionPercentage .. "%"
else
local dead = 0
local total = 0
for _, group in pairs(self.targetAliveStates) do
for _, isAlive in pairs(group) do
total = total + 1
if isAlive == false then
dead = dead + 1
end
end
end
local completionPercentage = math.floor((dead / total) * 100)
return "Targets Destroyed: " .. completionPercentage .. "%"
end
end
o.ShowBriefing = function(self, groupId)
local stateString = ToStateString(self)
if self.missionbriefing == nil then self.missionbriefing = "No briefing available" end
local text = "Mission [" .. self.code .. "] ".. self.name .. "\n \n" .. self.missionbriefing .. " \n \n" .. stateString
trigger.action.outTextForGroup(groupId, text, 30);
end
o.Cleanup = function(self)
for key, groupName in pairs(self.groupNames) do
Spearhead.DcsUtil.DestroyGroup(groupName)
end
end
local Init = function(self)
for key, group_name in pairs(self.groupNames) do
self.groupUnitAliveDict[group_name] = {}
self.targetAliveStates[group_name] = {}
if Spearhead.DcsUtil.IsGroupStatic(group_name) then
Spearhead.Events.addOnUnitLostEventListener(group_name, self)
if Spearhead.Util.startswith(group_name, "TGT_") == true then
self.targetAliveStates[group_name][group_name] = true
end
else
local group = Group.getByName(group_name)
local isGroupTarget = Spearhead.Util.startswith(group_name, "TGT_")
self.startingUnits = self.startingUnits + group:getInitialSize()
for _, unit in pairs(group:getUnits()) do
local unitName = unit:getName()
self.groupNamesPerUnit[unitName] = group_name
Spearhead.Events.addOnUnitLostEventListener(unitName, self)
self.groupUnitAliveDict[group_name][unitName] = true
if isGroupTarget == true or Spearhead.Util.startswith(unitName, "TGT_") == true then
self.targetAliveStates[group_name][unitName] = true
end
if self.missionType == MissionType.DEAD or self.missionType == MissionType.SAM then
local desc = unit:getDesc()
local attributes = desc.attributes
if attributes["SAM"] == true or attributes["SAM TR"] or attributes["AAA"] then
self.targetAliveStates[group_name][unitName] = true
end
end
end
end
end
if Spearhead.Util.tableLength(self.targetAliveStates) > 0 then
self.hasSpecificTargets = true
end
end
Init(o)
return o;
end
end
Spearhead.internal.Mission = Mission
+443
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local Stage = {}
do --init STAGE DIRECTOR
local stageDrawingId = 0
---comment
---@param stagezone_name string
---@param database table
---@param logger table
---@return table?
function Stage:new(stagezone_name, database, logger, stageConfig)
local o = {}
setmetatable(o, { __index = self })
o.zoneName = stagezone_name
local split = Spearhead.Util.split_string(stagezone_name, "_")
if Spearhead.Util.tableLength(split) < 2 then
Spearhead.AddMissionEditorWarning("Stage zone with name " .. stagezone_name .. " does not have a order number or valid format")
return nil
end
local orderNumber = tonumber(split[2])
if orderNumber == nil then
Spearhead.AddMissionEditorWarning("Stage zone with name " .. stagezone_name .. " does not have a valid order number : " .. split[2])
return nil
end
o.stageNumber = orderNumber
o.database = database
o.logger = logger
o.db = {}
o.db.missionsByCode = {}
o.db.missions = {}
o.db.sams = {}
o.db.redAirbasegroups = {}
o.db.blueAirbasegroups = {}
o.db.airbaseIds = {}
o.db.farps = {}
o.activeStage = 0
o.preActivated = false
o.stageConfig = stageConfig or {}
o.stageDrawingId = stageDrawingId + 1
stageDrawingId = stageDrawingId + 1
do --Init Stage
logger:info("Initiating new Stage with name: " .. stagezone_name)
local missionZones = database:getMissionsForStage(stagezone_name)
for _, missionZone in pairs(missionZones) do
local mission = Spearhead.internal.Mission:new(missionZone, database, logger)
if mission then
o.db.missionsByCode[mission.code] = mission
if mission.missionType == Spearhead.internal.Mission.MissionType.SAM then
table.insert(o.db.sams, mission)
else
table.insert(o.db.missions, mission)
end
end
end
local randomMissionNames = database:getRandomMissionsForStage(stagezone_name)
local randomMissionByName = {}
for _, missionZoneName in pairs(randomMissionNames) do
local mission = Spearhead.internal.Mission:new(missionZoneName, database, logger)
if mission then
if randomMissionByName[mission.name] == nil then
randomMissionByName[mission.name] = {}
end
table.insert(randomMissionByName[mission.name], mission)
end
end
for _, missions in pairs(randomMissionByName) do
local mission = Spearhead.Util.randomFromList(missions)
if mission then
o.db.missionsByCode[mission.code] = mission
if mission.missionType == Spearhead.internal.Mission.MissionType.SAM then
table.insert(o.db.sams, mission)
else
table.insert(o.db.missions, mission)
end
end
end
local airbaseIds = database:getAirbaseIdsInStage(o.zoneName)
if airbaseIds ~= nil and type(airbaseIds) == "table" then
o.db.airbaseIds = airbaseIds
for _, airbaseId in pairs(airbaseIds) do
for _, groupName in pairs(database:getRedGroupsAtAirbase(airbaseId)) do
table.insert(o.db.redAirbasegroups, groupName)
end
for _, groupName in pairs(database:getBlueGroupsAtAirbase(airbaseId)) do
table.insert(o.db.blueAirbasegroups, groupName)
end
end
end
local farps = database:getFarpZonesInStage(o.zoneName)
if farps ~= nil and type(farps) == "table" then o.db.farps = farps end
end
o.IsComplete = function(self)
for i, mission in pairs(self.db.missions) do
local state = mission:GetState()
if state == Spearhead.Mission.MissionState.ACTIVE or state == Spearhead.Mission.MissionState.NEW then
return false
end
end
return true
end
---Activates all SAMS, Airbase units etc all at once.
---@param self table
o.PreActivate = function(self)
if self.preActivated == false then
self.preActivated = true
for key, mission in pairs(self.db.sams) do
if mission and mission.Activate then
mission:Activate()
end
end
self.logger:debug("Pre-activating stage with airbase groups amount: " .. Spearhead.Util.tableLength(self.db.redAirbasegroups))
for _ , groupName in pairs(self.db.redAirbasegroups) do
Spearhead.DcsUtil.SpawnGroupTemplate(groupName)
end
end
if self.activeStage == self.stageNumber then
for _, mission in pairs(self.db.sams) do
self:AddCommmandsForMissionToAllPlayers(mission)
end
end
end
local activateMissionsIfApplicableAsync = function(self)
self:ActivateMissionsIfApplicable(self)
end
o.MarkStage = function(self, blue)
local fillColor = {1, 0, 0, 0.1}
local line ={ 1, 0,0, 1 }
if blue == true then
fillColor = {0, 0, 1, 0.1}
line ={ 0, 0,1, 1 }
end
local zone = Spearhead.DcsUtil.getZoneByName(self.zoneName)
if zone then
self.logger:debug("drawing stage")
if zone.zone_type == Spearhead.DcsUtil.ZoneType.Cilinder then
trigger.action.circleToAll(-1, self.stageDrawingId, {x = zone.x, y = 0 , z = zone.z}, zone.radius, {0,0,0,0}, {0,0,0,0},4, true)
else
--trigger.action.circleToAll(-1, self.stageDrawingId, {x = zone.x, y = 0 , z = zone.z}, zone.radius, { 1, 0,0, 1 }, {1,0,0,1},4, true)
trigger.action.quadToAll( -1, self.stageDrawingId, zone.verts[2], zone.verts[1], zone.verts[4], zone.verts[3], {0,0,0,0}, {0,0,0,0}, 4, true)
end
trigger.action.setMarkupColorFill(self.stageDrawingId, fillColor)
trigger.action.setMarkupColor(self.stageDrawingId, line)
end
end
o.ActivateStage = function(self)
pcall(function()
self:MarkStage()
end)
self:PreActivate()
local miscGroups = self.database:getMiscGroupsAtStage(self.zoneName)
self.logger:debug("Activating Misc groups for zone: " .. Spearhead.Util.tableLength(miscGroups))
for _, groupName in pairs(miscGroups) do
Spearhead.DcsUtil.SpawnGroupTemplate(groupName)
end
for _, mission in pairs(self.db.missions) do
if mission.missionType == Spearhead.internal.Mission.MissionType.DEAD then
mission:Activate()
self:AddCommmandsForMissionToAllPlayers(mission)
end
end
timer.scheduleFunction(activateMissionsIfApplicableAsync, self, timer.getTime() + 5)
end
o.ActivateMissionsIfApplicable = function (self)
local activeCount = 0
local availableMissions = {}
for _, mission in pairs(self.db.missionsByCode) do
if mission.missionState == Spearhead.internal.Mission.MissionState.ACTIVE then
activeCount = activeCount + 1
end
if mission.missionState == Spearhead.internal.Mission.MissionState.NEW then
table.insert(availableMissions, mission)
end
end
local max = self.stageConfig.maxMissionsInStage or 10
local availableMissionsCount = Spearhead.Util.tableLength(availableMissions)
if activeCount < max and availableMissionsCount > 0 then
for i = activeCount+1, max do
if availableMissionsCount == 0 then
i = max+1 --exits this loop
else
local index = math.random(1, availableMissionsCount)
local mission = table.remove(availableMissions, index)
if mission then
mission:Activate()
self:AddCommmandsForMissionToAllPlayers(mission)
end
availableMissionsCount = availableMissionsCount - 1
end
end
end
end
---Cleans up all missions
---@param self table
o.Clean = function(self)
for key, mission in pairs(self.db.missions) do
mission:Cleanup()
end
for key, samMission in pairs(self.db.sams) do
samMission:Cleanup()
end
for _, airbase in pairs(self.db.airbases) do
for _, redGroupName in pairs(airbase.redAirbaseGroupNames) do
Spearhead.DcsUtil.DcsUtil.DestroyGroup(redGroupName)
end
end
logger:debug("'" .. Spearhead.Util.toString(self.zoneName) .. "' cleaned")
end
local ActivateBlueAsync = function(self)
pcall(function()
self:MarkStage(true)
end)
for key, airbaseId in pairs(self.db.airbaseIds) do
local airbase = Spearhead.DcsUtil.getAirbaseById(airbaseId)
if airbase then
local startingCoalition = Spearhead.DcsUtil.getStartingCoalition(airbaseId)
if startingCoalition == coalition.side.BLUE then
airbase:setCoalition(2)
for _, blueGroupName in pairs(self.db.blueAirbasegroups) do
Spearhead.DcsUtil.SpawnGroupTemplate(blueGroupName)
end
else
airbase:setCoalition(0)
end
end
end
end
---Sets airfields to blue and spawns friendly farps
o.ActivateBlueStage = function(self)
logger:debug("Setting stage '" .. Spearhead.Util.toString(self.zoneName) .. "' to blue")
for _, groupName in pairs(self.db.redAirbasegroups) do
Spearhead.DcsUtil.DestroyGroup(groupName)
end
for _, mission in pairs(self.db.missions) do
mission:Cleanup()
end
for _, mission in pairs(self.db.sams) do
mission:Cleanup()
end
timer.scheduleFunction(ActivateBlueAsync, self, timer.getTime() + 3)
-- for key, farp in pairs(self.db.farps) do
-- if farp.helipadnames then
-- for _, helipadName in pairs(farp.helipadnames) do
-- local helipad = Airbase.getByName(helipadName)
-- if helipad then
-- logger:debug("Enabling: '" .. helipad:getName() .. "'")
-- helipad:setCoalition(2)
-- else
-- logger:warn(helipadName .. " not found when spawning farps")
-- end
-- end
-- end
-- if farp.group_names then
-- for _, groupName in pairs(farp.group_names) do
-- Spearhead.DcsUtil.SpawnGroupTemplate(groupName)
-- end
-- end
-- end
end
o.OnStatusRequestReceived = function(self, groupId)
if self.activeStage ~= self.stageNumber then
return
end
trigger.action.outTextForGroup(groupId, "Status Update incoming... ", 3)
local text = "Mission Status: \n"
local totalmissions = 0
local completedMissions = 0
for _, mission in pairs(self.db.missionsByCode) do
totalmissions = totalmissions + 1
if mission.missionState == Spearhead.internal.Mission.MissionState.ACTIVE then
text = text .. "\n [" .. mission.code .. "] " .. mission.name ..
" (" .. mission.missionTypeDisplayName .. ") \n"
end
if mission.missionState == Spearhead.internal.Mission.MissionState.COMPLETED then
completedMissions = completedMissions + 1
end
end
local completionPercentage = math.floor((completedMissions / totalmissions) * 100)
text = text .. " \n Missions Complete: " .. completionPercentage .. "%"
self.logger:debug(text)
trigger.action.outTextForGroup(groupId, text, 20)
end
o.OnStageNumberChanged = function (self, number)
if self.activeStage == number then --only activate once for a stage
return
end
local previousActive = self.activeStage
self.activeStage = number
if Spearhead.capInfo.IsCapActiveWhenZoneIsActive(self.zoneName, number) == true then
self:PreActivate()
end
if number == self.stageNumber then
self:ActivateStage()
end
if previousActive <= self.stageNumber then
if number > self.stageNumber then
self:ActivateBlueStage()
self:RemoveAllMissionCommands()
end
end
end
--- input = { self, groupId, missionCode }
local ShowBriefingClicked = function (input)
local self = input.self
local groupId = input.groupId
local missionCode = input.missionCode
local mission = self.db.missionsByCode[missionCode]
if mission then
mission:ShowBriefing(groupId)
end
end
o.RemoveMissionCommands = function (self, mission)
self.logger:debug("Removing commands for: " .. mission.name)
local folderName = mission.name .. "(" .. mission.missionTypeDisplayName .. ")"
for i = 0, 2 do
local players = coalition.getPlayers(i)
for _, playerUnit in pairs(players) do
local groupId = playerUnit:getGroup():getID()
missionCommands.removeItemForGroup(groupId, { "Missions", folderName })
end
end
end
o.RemoveAllMissionCommands = function (self)
for _, mission in pairs(self.db.missionsByCode) do
self:RemoveMissionCommands(mission)
end
end
o.AddCommandsForMissionToGroup = function (self, groupId, mission)
local folderName = mission.name .. "(" .. mission.missionTypeDisplayName .. ")"
missionCommands.addSubMenuForGroup(groupId, folderName, { "Missions"} )
missionCommands.addCommandForGroup(groupId, "Show Briefing", { "Missions", folderName }, ShowBriefingClicked, { self = self, groupId = groupId, missionCode = mission.code })
end
o.AddCommmandsForMissionToAllPlayers = function(self, mission)
for i = 0, 2 do
local players = coalition.getPlayers(i)
for _, playerUnit in pairs(players) do
local groupId = playerUnit:getGroup():getID()
self:AddCommandsForMissionToGroup(groupId, mission)
end
end
end
o.OnPlayerEntersUnit = function (self, unit)
if self.activeStage == self.stageNumber then
local groupId = unit:getGroup():getID()
for _, mission in pairs(self.db.missionsByCode) do
if mission.missionState == Spearhead.internal.Mission.MissionState.ACTIVE then
self:AddCommandsForMissionToGroup(groupId, mission)
end
end
end
end
local removeMissionCommandsDelayed = function(input)
local self = input.self
local mission = input.mission
self:RemoveMissionCommands(mission)
end
o.OnMissionComplete = function(self, mission)
timer.scheduleFunction(removeMissionCommandsDelayed, { self = self, mission = mission}, timer.getTime() + 20)
timer.scheduleFunction(activateMissionsIfApplicableAsync, self, timer.getTime() + 10)
end
for _, mission in pairs(o.db.missionsByCode) do
mission:AddMissionCompleteListener(o)
end
Spearhead.Events.AddOnStatusRequestReceivedListener(o)
Spearhead.Events.AddStageNumberChangedListener(o)
return o
end
end
Spearhead.internal.Stage = Stage