mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Built coroutines for iterators
This commit is contained in:
parent
88e0b17741
commit
0990e34fef
@ -1697,7 +1697,7 @@ function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints bu
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-- refactor to search by groupId and allow groupId and groupName as inputs
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local gpId = groupIdent
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if type(groupIdent) == 'string' and not tonumber(groupIdent) then
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gpId = _Database.Groups[groupIdent].groupId
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gpId = _DATABASE.Groups[groupIdent].groupId
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end
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for coa_name, coa_data in pairs(env.mission.coalition) do
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@ -1747,6 +1747,7 @@ function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints bu
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end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
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end --for coa_name, coa_data in pairs(mission.coalition) do
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end
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routines.ground.patrolRoute = function(vars)
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@ -3504,11 +3505,6 @@ function EVENT:onEvent( Event )
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end
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end
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--- Declare the event dispatcher based on the EVENT class
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_EVENTDISPATCHER = EVENT:New() -- #EVENT
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--- A GROUP class abstraction of a DCSGroup class.
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-- The GROUP class will take an abstraction of the DCSGroup class, providing more methods that can be done with a GROUP.
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-- @module Group
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@ -4510,7 +4506,7 @@ end
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function GROUP:GetTaskMission()
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self:F( self.GroupName )
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return routines.utils.deepCopy( _Database.Groups[self.GroupName].Template )
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return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template )
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end
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--- Return the mission route of the group.
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@ -4519,7 +4515,7 @@ end
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function GROUP:GetTaskRoute()
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self:F( self.GroupName )
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return routines.utils.deepCopy( _Database.Groups[self.GroupName].Template.route.points )
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return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template.route.points )
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end
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--- Return the route of a group by using the @{Database#DATABASE} class.
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@ -4543,7 +4539,7 @@ function GROUP:CopyRoute( Begin, End, Randomize, Radius )
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self:T( { GroupName } )
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local Template = _Database.Groups[GroupName].Template
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local Template = _DATABASE.Groups[GroupName].Template
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if Template then
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if not Begin then
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@ -5257,14 +5253,40 @@ Include.File( "Event" )
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-- @extends Base#BASE
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DATABASE = {
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ClassName = "DATABASE",
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DCSUnits = {},
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DCSUnitsAlive = {},
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Units = {},
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Groups = {},
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DCSGroups = {},
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DCSGroupsAlive = {},
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NavPoints = {},
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Statics = {},
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Players = {},
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ActivePlayers = {},
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AlivePlayers = {},
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ClientsByName = {},
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ClientsByID = {},
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Filter = {
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Coalitions = nil,
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Categories = nil,
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Types = nil,
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Countries = nil,
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UnitPrefixes = nil,
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GroupPrefixes = nil,
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},
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FilterMeta = {
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Coalitions = {
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red = coalition.side.RED,
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blue = coalition.side.BLUE,
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neutral = coalition.side.NEUTRAL,
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},
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Categories = {
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plane = Unit.Category.AIRPLANE,
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helicopter = Unit.Category.HELICOPTER,
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ground = Unit.Category.GROUND_UNIT,
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ship = Unit.Category.SHIP,
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structure = Unit.Category.STRUCTURE,
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},
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},
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}
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local _DATABASECoalition =
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@ -5283,8 +5305,9 @@ local _DATABASECategory =
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}
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--- Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.
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-- @return DATABASE
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--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
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-- @param #DATABASE self
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-- @return #DATABASE
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-- @usage
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-- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
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-- DBObject = DATABASE:New()
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@ -5293,13 +5316,241 @@ function DATABASE:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
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_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
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_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
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return self
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end
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--- Builds a set of units of coalitons.
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-- Possible current coalitions are red, blue and neutral.
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-- @param #DATABASE self
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-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
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-- @return #DATABASE self
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function DATABASE:FilterCoalition( Coalitions )
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if not self.Filter.Coalitions then
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self.Filter.Coalitions = {}
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end
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if type( Coalitions ) ~= "table" then
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Coalitions = { Coalitions }
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end
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for CoalitionID, Coalition in pairs( Coalitions ) do
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self.Filter.Coalitions[Coalition] = Coalition
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end
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return self
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end
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--- Builds a set of units out of categories.
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-- Possible current categories are plane, helicopter, ground, ship.
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-- @param #DATABASE self
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-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
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-- @return #DATABASE self
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function DATABASE:FilterCategory( Categories )
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if not self.Filter.Categories then
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self.Filter.Categories = {}
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end
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if type( Categories ) ~= "table" then
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Categories = { Categories }
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end
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for CategoryID, Category in pairs( Categories ) do
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self.Filter.Categories[Category] = Category
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end
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return self
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end
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--- Builds a set of units of defined unit types.
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-- Possible current types are those types known within DCS world.
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-- @param #DATABASE self
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-- @param #string Types Can take those type strings known within DCS world.
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-- @return #DATABASE self
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function DATABASE:FilterType( Types )
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if not self.Filter.Types then
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self.Filter.Types = {}
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end
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if type( Types ) ~= "table" then
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Types = { Types }
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end
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for TypeID, Type in pairs( Types ) do
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self.Filter.Types[Type] = Type
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end
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return self
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end
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--- Builds a set of units of defined countries.
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-- Possible current countries are those known within DCS world.
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-- @param #DATABASE self
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-- @param #string Countries Can take those country strings known within DCS world.
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-- @return #DATABASE self
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function DATABASE:FilterCountries( Countries )
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if not self.Filter.Countries then
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self.Filter.Countries = {}
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end
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if type( Countries ) ~= "table" then
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Countries = { Countries }
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end
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for CountryID, Country in pairs( Countries ) do
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self.Filter.Countries[Country] = Country
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end
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return self
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end
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--- Builds a set of units of defined unit prefixes.
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-- All the units starting with the given prefixes will be included within the set.
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-- @param #DATABASE self
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-- @param #string Prefixes The prefix of which the unit name starts with.
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-- @return #DATABASE self
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function DATABASE:FilterUnitPrefix( Prefixes )
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if not self.Filter.UnitPrefixes then
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self.Filter.UnitPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.UnitPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Builds a set of units of defined group prefixes.
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-- All the units starting with the given group prefixes will be included within the set.
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-- @param #DATABASE self
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-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
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-- @return #DATABASE self
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function DATABASE:FilterGroupPrefix( Prefixes )
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if not self.Filter.GroupPrefixes then
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self.Filter.GroupPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.GroupPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Starts the filtering.
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-- @param #DATABASE self
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-- @return #DATABASE self
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function DATABASE:FilterStart()
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if _DATABASE then
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-- OK, we have a _DATABASE
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-- Now use the different filters to build the set.
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-- We first take ALL of the Units of the _DATABASE.
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for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do
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self:T( UnitRegistration )
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local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
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if self:IsIncludeDCSUnit( DCSUnit ) then
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self.DCSUnits[DCSUnit:getName()] = DCSUnit
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end
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if self:IsAliveDCSUnit( DCSUnit ) then
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self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
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end
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end
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else
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self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
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end
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return self
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end
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---
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-- @param #DATABASE self
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-- @param DCSUnit#Unit DCSUnit
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-- @return #DATABASE self
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function DATABASE:IsIncludeDCSUnit( DCSUnit )
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self:F( DCSUnit )
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local DCSUnitInclude = true
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if self.Filter.Coalitions then
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local DCSUnitCoalition = false
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for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
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self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
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if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
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DCSUnitCoalition = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
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end
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if self.Filter.Categories then
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local DCSUnitCategory = false
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for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
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self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
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if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
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DCSUnitCategory = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
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end
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if self.Filter.Types then
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local DCSUnitType = false
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for TypeID, TypeName in pairs( self.Filter.Types ) do
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self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
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if TypeName == DCSUnit:getTypeName() then
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DCSUnitType = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitType
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end
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if self.Filter.Countries then
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local DCSUnitCountry = false
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for CountryID, CountryName in pairs( self.Filter.Countries ) do
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self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
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if country.id[CountryName] == DCSUnit:getCountry() then
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DCSUnitCountry = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
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end
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if self.Filter.UnitPrefixes then
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local DCSUnitPrefix = false
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for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
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self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
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if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
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DCSUnitPrefix = true
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end
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end
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DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
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end
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self:T( DCSUnitInclude )
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return DCSUnitInclude
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end
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---
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-- @param #DATABASE self
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-- @param DCSUnit#Unit DCSUnit
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-- @return #DATABASE self
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function DATABASE:IsAliveDCSUnit( DCSUnit )
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self:F( DCSUnit )
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local DCSUnitAlive = false
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if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
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if self.DCSUnits[DCSUnit:getName()] then
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DCSUnitAlive = true
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end
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end
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self:T( DCSUnitAlive )
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return DCSUnitAlive
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end
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function DATABASE:ScanEnvironment()
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self:F()
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self.Navpoints = {}
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self.Units = {}
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--Build routines.db.units and self.Navpoints
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for coa_name, coa_data in pairs(env.mission.coalition) do
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if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
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self.Units[coa_name] = {}
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--self.Units[coa_name] = {}
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----------------------------------------------
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-- build nav points DB
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@ -5323,8 +5574,8 @@ function DATABASE:New()
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for cntry_id, cntry_data in pairs(coa_data.country) do
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local countryName = string.lower(cntry_data.name)
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self.Units[coa_name][countryName] = {}
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self.Units[coa_name][countryName]["countryId"] = cntry_data.id
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--self.Units[coa_name][countryName] = {}
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--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
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if type(cntry_data) == 'table' then --just making sure
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@ -5336,7 +5587,7 @@ function DATABASE:New()
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if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
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self.Units[coa_name][countryName][category] = {}
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--self.Units[coa_name][countryName][category] = {}
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for group_num, GroupTemplate in pairs(obj_type_data.group) do
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@ -5356,14 +5607,14 @@ function DATABASE:New()
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return self
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end
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--- Instantiate new Groups within the DCSRTE.
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-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
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-- SpawnCountryID, SpawnCategoryID
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-- This method is used by the SPAWN class.
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function DATABASE:Spawn( SpawnTemplate )
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self:F( SpawnTemplate.name )
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self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID, SpawnTemplate.name } )
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self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
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-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
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local SpawnCoalitionID = SpawnTemplate.SpawnCoalitionID
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@ -5438,11 +5689,47 @@ function DATABASE:_RegisterGroup( GroupTemplate )
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self.ClientsByName[UnitTemplateName] = UnitTemplate
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self.ClientsByID[UnitTemplate.unitId] = UnitTemplate
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end
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self:T( { "Unit", self.Units[UnitTemplateName].UnitName } )
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self:E( { "Unit", self.Units[UnitTemplateName].UnitName } )
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end
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end
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_Database = DATABASE:New() -- Database#DATABASE
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--- Handles the OnBirth event for the alive units set.
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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function DATABASE:_EventOnBirth( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:IsIncludeDCSUnit( Event.IniDCSUnit ) then
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self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
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self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
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end
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end
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end
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--- Handles the OnDead or OnCrash event for alive units set.
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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function DATABASE:_EventOnDeadOrCrash( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self.DCSUnitsAlive[Event.IniDCSUnitName] then
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self.DCSUnits[Event.IniDCSUnitName] = nil
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self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
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end
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end
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end
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--- Traces the current database contents in the log ... (for debug reasons).
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-- @param #DATABASE self
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-- @return #DATABASE self
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function DATABASE:TraceDatabase()
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self:F()
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self:T( { "DCSUnits:", self.DCSUnits } )
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self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } )
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end
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--- Scoring system for MOOSE.
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@ -7467,12 +7754,12 @@ function CLIENT:GetDCSGroup()
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-- Now we need to resolve the bugs in DCS 1.5 ...
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-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
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self:T3( "Bug 1.5 logic" )
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local ClientUnits = _Database.Groups[self.ClientName].Units
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local ClientUnits = _DATABASE.Groups[self.ClientName].Units
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self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } )
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for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do
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self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } )
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if tonumber(UnitData:getID()) == ClientUnitData.unitId then
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local ClientGroupTemplate = _Database.Groups[self.ClientName].Template
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local ClientGroupTemplate = _DATABASE.Groups[self.ClientName].Template
|
||||
self.ClientID = ClientGroupTemplate.groupId
|
||||
self.ClientGroupUnit = UnitData
|
||||
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
|
||||
@ -10411,7 +10698,7 @@ function MISSIONSCHEDULER.Scheduler()
|
||||
if Mission.GoalFunction ~= nil then
|
||||
Mission.GoalFunction( Mission, Client )
|
||||
end
|
||||
_Database:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
|
||||
_DATABASE:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
|
||||
|
||||
-- if not Mission:IsCompleted() then
|
||||
-- end
|
||||
@ -10872,7 +11159,7 @@ function CLEANUP:_CleanUpScheduler()
|
||||
local CleanUpUnitName = UnitData.CleanUpUnitName
|
||||
if CleanUpUnit then
|
||||
self:T( { "CleanUp Scheduler", "Checking:", CleanUpUnitName } )
|
||||
if _Database:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
|
||||
if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
|
||||
local CleanUpUnitVec3 = CleanUpUnit:getPoint()
|
||||
--self:T( CleanUpUnitVec3 )
|
||||
local CleanUpUnitVec2 = {}
|
||||
@ -11315,7 +11602,7 @@ function SPAWN:Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
|
||||
_EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnEngineShutDown, self )
|
||||
end
|
||||
|
||||
self.SpawnGroups[SpawnGroupID].Group = _Database:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate )
|
||||
self.SpawnGroups[SpawnGroupID].Group = _DATABASE:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate )
|
||||
|
||||
SpawnX = SpawnXIndex * SpawnDeltaX
|
||||
SpawnY = SpawnYIndex * SpawnDeltaY
|
||||
@ -11387,7 +11674,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
_EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnEngineShutDown, self )
|
||||
end
|
||||
|
||||
self.SpawnGroups[self.SpawnIndex].Group = _Database:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
|
||||
self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
|
||||
|
||||
-- If there is a SpawnFunction hook defined, call it.
|
||||
if self.SpawnFunctionHook then
|
||||
@ -11395,7 +11682,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
|
||||
end
|
||||
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
|
||||
--if self.SpawnRepeat then
|
||||
-- _Database:SetStatusGroup( SpawnTemplate.name, "ReSpawn" )
|
||||
-- _DATABASE:SetStatusGroup( SpawnTemplate.name, "ReSpawn" )
|
||||
--end
|
||||
end
|
||||
|
||||
@ -11896,7 +12183,7 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
||||
|
||||
local SpawnTemplate = nil
|
||||
|
||||
SpawnTemplate = routines.utils.deepCopy( _Database.Groups[SpawnTemplatePrefix].Template )
|
||||
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Groups[SpawnTemplatePrefix].Template )
|
||||
|
||||
if SpawnTemplate == nil then
|
||||
error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
|
||||
@ -12053,7 +12340,7 @@ function SPAWN:_GetSpawnIndex( SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
-- TODO Need to delete this... _Database does this now ...
|
||||
-- TODO Need to delete this... _DATABASE does this now ...
|
||||
function SPAWN:_OnBirth( event )
|
||||
|
||||
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
|
||||
@ -12071,7 +12358,7 @@ function SPAWN:_OnBirth( event )
|
||||
end
|
||||
|
||||
--- Obscolete
|
||||
-- @todo Need to delete this... _Database does this now ...
|
||||
-- @todo Need to delete this... _DATABASE does this now ...
|
||||
function SPAWN:_OnDeadOrCrash( event )
|
||||
self:F( self.SpawnTemplatePrefix, event )
|
||||
|
||||
@ -12398,7 +12685,7 @@ function SEAD:EventShot( Event )
|
||||
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
||||
local _targetMimgroupName = _targetMimgroup:getName()
|
||||
local _targetMimcont= _targetMimgroup:getController()
|
||||
local _targetskill = _Database.Units[_targetMimname].Template.skill
|
||||
local _targetskill = _DATABASE.Units[_targetMimname].Template.skill
|
||||
self:T( self.SEADGroupPrefixes )
|
||||
self:T( _targetMimgroupName )
|
||||
local SEADGroupFound = false
|
||||
|
||||
@ -482,6 +482,72 @@ function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
end
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
coroutine.yield()
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
local co = coroutine.create( CoRoutine )
|
||||
|
||||
while true do
|
||||
local status, res = coroutine.resume( co )
|
||||
self:T2( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == true then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each unit, providing the UNIT and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnits ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
coroutine.yield()
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
local co = coroutine.create( CoRoutine )
|
||||
|
||||
while true do
|
||||
local status, res = coroutine.resume( co )
|
||||
self:T2( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == true then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Traces the current database contents in the log ... (for debug reasons).
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
|
||||
@ -60,3 +60,7 @@ routines.scheduleFunction( DBBelgium.TraceDatabase, { DBBelgium }, 1 )
|
||||
routines.scheduleFunction( DBNorthKorea.TraceDatabase, { DBNorthKorea }, 1 )
|
||||
routines.scheduleFunction( DBKA50Vinson.TraceDatabase, { DBKA50Vinson }, 1 )
|
||||
|
||||
DBRedVehicles
|
||||
:ForEachAliveUnit( function( DCSUnit )
|
||||
DBRedVehicles:T( DCSUnit:getName() )
|
||||
end )
|
||||
|
||||
BIN
Test Missions/Moose_Test_DATABASE/Moose_Test_DATABASE.miz
Normal file
BIN
Test Missions/Moose_Test_DATABASE/Moose_Test_DATABASE.miz
Normal file
Binary file not shown.
Loading…
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Reference in New Issue
Block a user