Sweep cap (#54)
* Added initial implementation of Sweep groups * Added initial implementation of Sweep groups * Added initial implementation of Sweep groups * Added initial implementation of Sweep groups * fixed issues when testing * Intercept cap (#55) * First intial WIP for intercept units * First intial WIP for intercept units * major updates --------- Co-authored-by: ex61wi <tim.rorije@ing.com> Co-authored-by: dutchie032 <dutchie032> --------- Co-authored-by: ex61wi <tim.rorije@ing.com> Co-authored-by: dutchie032 <dutchie032>
This commit is contained in:
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ex61wi
dutchie032 <dutchie032>
parent
bdf7154333
commit
ef65f5a353
@@ -4,69 +4,36 @@
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Spearhead Persistence</title>
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<link rel="stylesheet" href="../style/style.css">
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<script src="../js/site.js"></script>
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<title>Spearhead Persistence</title> <!-- Google Fonts -->
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<link rel="stylesheet" href="/style/style.css">
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<script src="/js/site.js"></script>
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<style>
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.side-nav a.active {
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font-weight: bold;
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color: #4fc3f7;
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}
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.side-nav a.active {
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font-weight: bold;
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color: #4fc3f7;
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}
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</style>
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<script type="module" src="/js/components.js"></script>
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</head>
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<body>
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<header>
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<div class="header-box">
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<a class="logo" href="../index.html">Spearhead</a>
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<div class="header-right">
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<nav>
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<a href="../index.html">Home</a>
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<a href="../pages/tutorials.html">Tutorials</a>
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<a href="../pages/persistence.html">Persistence</a>
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<a href="../pages/reference.html">Reference</a>
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<a href="../pages/spearheadapi.html">API</a>
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</nav>
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<button id="theme-toggle" class="theme-toggle" title="Toggle light/dark theme">
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<svg id="moon-icon" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
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<path d="M12 11.807A9.002 9.002 0 0 1 10.049 2a9.942 9.942 0 0 0-5.12 2.735c-3.905 3.905-3.905 10.237 0 14.142 3.906 3.906 10.237 3.905 14.143 0a9.946 9.946 0 0 0 2.735-5.119A9.003 9.003 0 0 1 12 11.807z"/>
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</svg>
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<svg id="sun-icon" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" style="display: none;">
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<path d="M6.995 12c0 2.761 2.246 5.007 5.007 5.007s5.007-2.246 5.007-5.007-2.246-5.007-5.007-5.007S6.995 9.239 6.995 12zM12 8.993c1.658 0 3.007 1.349 3.007 3.007S13.658 15.007 12 15.007 8.993 13.658 8.993 12 10.342 8.993 12 8.993zM10.998 19H12.998V22H10.998zM10.998 2H12.998V5H10.998zM1.998 11H4.998V13H1.998zM18.998 11H21.998V13H18.998z"/>
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<path transform="rotate(-45.017 5.986 18.01)" d="M4.986 17.01H6.986V19.01H4.986z"/>
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<path transform="rotate(-45.001 18.008 5.99)" d="M17.008 4.99H19.008V6.99H17.008z"/>
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<path transform="rotate(-134.983 5.988 5.99)" d="M4.988 4.99H6.988V6.99H4.988z"/>
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<path transform="rotate(134.999 18.008 18.01)" d="M17.008 17.01H19.008V19.01H17.008z"/>
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</svg>
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</button>
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</div>
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</div>
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</header>
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<main>
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<app-header></app-header>
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</header> <main>
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<div class="reference-container">
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<div class="side-nav">
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<h4 class="side-nav-title"></h4>
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<ul>
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<li><a href="#settings" class="side-nav-h2">Settings</a></li>
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<li><a href="#feedback" class="side-nav-h2">Feedback</a></li>
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<li><a href="#basic-behavior" class="side-nav-h2">Basic Behavior</a></li>
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<li><a href="#misc-units" class="side-nav-h2">Misc Units</a></li>
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<li><a href="#missions" class="side-nav-h2">Missions</a></li>
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<li><a href="#blue-sams" class="side-nav-h2">Blue SAMs</a></li>
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<li><a href="#airbases" class="side-nav-h2">Airbases</a></li>
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<li><a href="#warehouses" class="side-nav-h2">Warehouses</a></li>
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</ul>
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</div>
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<app-sidebar></app-sidebar>
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<div class="content-wrapper">
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<h1>Persistence</h1>
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<p>
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Spearhead comes with a custom Persistence option. <br/>
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It will even save burned out vehicles to give players a consistent battlefield even after the restart. <br/>
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Spearhead comes with a custom Persistence option. <br />
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It will even save burned out vehicles to give players a consistent battlefield even after the
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restart. <br />
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</p>
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<p>
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Most is pretty straightforward, however, some zones are somewhat special. <br/>
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Most is pretty straightforward, however, some zones are somewhat special. <br />
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Underneath you'll see all special zones listed.
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</p>
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@@ -77,9 +44,10 @@
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<h2 id="feedback">Feedback</h2>
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<p>
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Since this feature is still very much in development, please let any issues be known as soon as possible and as concise as possible so a fix can be made quickly. <br/>
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Currently implemented is local file storage. <br/>
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If enough interest is expressed, cloud-based persistence would be possible. <br/>
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Since this feature is still very much in development, please let any issues be known as soon as
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possible and as concise as possible so a fix can be made quickly. <br />
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Currently implemented is local file storage. <br />
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If enough interest is expressed, cloud-based persistence would be possible. <br />
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</p>
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<pre>
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@@ -102,40 +70,46 @@
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<h2 id="basic-behavior">Basic Behavior</h2>
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<p>
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While playing the mission, Spearhead is keeping track of all units killed. <br/>
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These units are stored in memory internally and written to file. <br/>
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This happens every 2 minutes AND during the "onMissionStop" event to make sure the mission is as up-to-date as possible without having to call IO methods on each event.<br/>
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While playing the mission, Spearhead is keeping track of all units killed. <br />
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These units are stored in memory internally and written to file. <br />
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This happens every 2 minutes AND during the "onMissionStop" event to make sure the mission is as
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up-to-date as possible without having to call IO methods on each event.<br />
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</p>
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<h2 id="misc-units">Misc Units</h2>
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<p>
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Miscellaneous units will follow basic behavior. <br/>
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These are units that are part of a stage but are not in a mission or airbase. <br/>
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These units will be replaced by a static "DEAD" unit after a mission restart at the location it was killed. <br/>
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Due to blue units spawning afterwards, it's generally best to not have these units move through or over areas where BLUESAMS and Airbase units will spawn after a stage completion.
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Miscellaneous units will follow basic behavior. <br />
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These are units that are part of a stage but are not in a mission or airbase. <br />
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These units will be replaced by a static "DEAD" unit after a mission restart at the location it was
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killed. <br />
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Due to blue units spawning afterwards, it's generally best to not have these units move through or
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over areas where BLUESAMS and Airbase units will spawn after a stage completion.
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</p>
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<h2 id="missions">Missions</h2>
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<p>
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Missions follow the same logic as Misc Units. <br/>
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Missions follow the same logic as Misc Units. <br />
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</p>
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<h2 id="blue-sams">Blue SAMs</h2>
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<p>
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For Blue SAMs, due to placements easily overlapping between red and blue units within a BLUESAM trigger zone, red units that overlap with blue units will be deleted. <br/>
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This will ensure that the blue units are placed as needed. <br/>
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For Blue SAMs, due to placements easily overlapping between red and blue units within a BLUESAM
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trigger zone, red units that overlap with blue units will be deleted. <br />
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This will ensure that the blue units are placed as needed. <br />
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</p>
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<h2 id="airbases">Airbases</h2>
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<p>
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Airbase units will also be checked for overlap. As the blue units will be spawned after the RED unit. <br/>
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Units that were alive when the stage was completed will be removed. Units that died will have corpses spawned. <br/>
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Airbase units will also be checked for overlap. As the blue units will be spawned after the RED
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unit. <br />
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Units that were alive when the stage was completed will be removed. Units that died will have
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corpses spawned. <br />
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</p>
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<h2 id="warehouses">Warehouses</h2>
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<p>
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Currently, warehouses are not implemented and therefore warehouses are not persisted. <br/>
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When supply missions and logistics get implemented, warehouses will be persisted as well. <br/>
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Currently, warehouses are not implemented and therefore warehouses are not persisted. <br />
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When supply missions and logistics get implemented, warehouses will be persisted as well. <br />
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</p>
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</div>
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</div>
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@@ -146,4 +120,4 @@
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</body>
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</html>
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```
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```
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