mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer
# Conflicts: # Moose/MissileTrainer.lua
This commit is contained in:
194
Moose/Client.lua
194
Moose/Client.lua
@@ -1,6 +1,18 @@
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--- The CLIENT models client units in multi player missions.
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-- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
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-- Note that clients are NOT the same as groups, they are NOT necessarily alive.
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--
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-- @{#CLIENT} class
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-- ================
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-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
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-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
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--
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-- Clients are being used by the @{MISSION} class to follow players and register their successes.
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--
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-- CLIENT construction methods:
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-- ============================
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-- Create a new CLIENT object with the @{#CLIENT.New} method:
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--
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-- * @{#CLIENT.New}: Creates a new CLIENT object taking the name of the **DCSUnit** that is a client as defined within the mission editor.
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--
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-- @module Client
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-- @author FlightControl
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@@ -33,9 +45,9 @@ CLIENT = {
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}
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--- Use this method to register new Clients within the MOF.
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--- Use this method to register new Clients within a mission.
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-- @param #CLIENT self
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-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
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-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
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-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
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-- @return #CLIENT
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-- @usage
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@@ -51,7 +63,7 @@ function CLIENT:New( ClientName, ClientBriefing )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( ClientName, ClientBriefing )
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self.ClientName = ClientName
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self.ClientName = ClientName
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self:AddBriefing( ClientBriefing )
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self.MessageSwitch = true
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@@ -132,9 +144,9 @@ end
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function CLIENT:IsAlive()
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self:F( self.ClientName )
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local ClientDCSGroup = self:GetDCSGroup()
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local ClientUnit = Unit.getByName( self.ClientName )
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if ClientDCSGroup then
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if ClientUnit and ClientUnit:isExist() then
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self:T("true")
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return true
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end
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@@ -176,6 +188,8 @@ function CLIENT:GetDCSGroup()
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-- return nil
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-- end
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local ClientUnit = Unit.getByName( self.ClientName )
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local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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self:T3( { "CoalitionData:", CoalitionData } )
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@@ -183,49 +197,49 @@ function CLIENT:GetDCSGroup()
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self:T3( { "UnitData:", UnitData } )
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if UnitData and UnitData:isExist() then
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local ClientGroup = Group.getByName( self.ClientName )
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() then
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if ClientGroup:getID() == UnitData:getGroup():getID() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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return ClientGroup
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end
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else
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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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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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self.ClientID = ClientGroupTemplate.groupId
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self.ClientGroupUnit = UnitData
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self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
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return ClientGroup
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end
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end
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end
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-- else
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-- error( "Client " .. self.ClientName .. " not found!" )
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end
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--self:E(self.ClientName)
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if ClientUnit then
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local ClientGroup = ClientUnit:getGroup()
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() and UnitData:getGroup():isExist() then
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if ClientGroup:getID() == UnitData:getGroup():getID() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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self.ClientGroupID = ClientGroup:getID()
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self.ClientGroupName = ClientGroup:getName()
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return ClientGroup
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end
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else
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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 ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
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self.ClientGroupID = ClientGroupTemplate.groupId
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self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
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self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
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return ClientGroup
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end
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-- else
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-- error( "Client " .. self.ClientName .. " not found!" )
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end
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end
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end
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end
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end
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-- For non player clients
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local ClientGroup = Group.getByName( self.ClientName )
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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return ClientGroup
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end
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end
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if ClientUnit then
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local ClientGroup = ClientUnit:getGroup()
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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return ClientGroup
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end
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end
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end
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self.ClientGroupID = nil
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self.ClientGroupUnit = nil
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@@ -240,16 +254,9 @@ end
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-- @return DCSTypes#Group.ID
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function CLIENT:GetClientGroupID()
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if not self.ClientGroupID then
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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self.ClientGroupID = ClientGroup:getID()
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else
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self.ClientGroupID = self.ClientID
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end
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end
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local ClientGroup = self:GetDCSGroup()
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self:T( self.ClientGroupID )
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--self:E( self.ClientGroupID ) -- Determined in GetDCSGroup()
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return self.ClientGroupID
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end
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@@ -259,16 +266,9 @@ end
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-- @return #string
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function CLIENT:GetClientGroupName()
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if not self.ClientGroupName then
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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self.ClientGroupName = ClientGroup:getName()
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else
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self.ClientGroupName = self.ClientName
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end
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end
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local ClientGroup = self:GetDCSGroup()
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self:T( self.ClientGroupName )
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self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
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return self.ClientGroupName
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end
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@@ -276,14 +276,15 @@ end
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-- @param #CLIENT self
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-- @return Unit#UNIT
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function CLIENT:GetClientGroupUnit()
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self:F()
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self:F2()
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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return UNIT:New( ClientGroup:getUnit(1) )
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else
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return UNIT:New( self.ClientGroupUnit )
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local ClientDCSUnit = Unit.getByName( self.ClientName )
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self:T( self.ClientDCSUnit )
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if ClientDCSUnit and ClientDCSUnit:isExist() then
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local ClientUnit = _DATABASE.Units[ self.ClientName ]
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self:T2( ClientUnit )
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return ClientUnit
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end
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end
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@@ -293,12 +294,11 @@ end
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function CLIENT:GetClientGroupDCSUnit()
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self:F2()
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local ClientGroup = self:GetDCSGroup()
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local ClientDCSUnit = Unit.getByName( self.ClientName )
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if ClientGroup and ClientGroup:isExist() then
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return ClientGroup:getUnit(1)
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else
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return self.ClientGroupUnit
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if ClientDCSUnit and ClientDCSUnit:isExist() then
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self:T2( ClientDCSUnit )
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return ClientDCSUnit
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end
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end
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@@ -315,7 +315,7 @@ end
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function CLIENT:GetPointVec2()
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self:F()
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ClientGroupUnit = self:GetClientGroupDCSUnit()
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local ClientGroupUnit = self:GetClientGroupDCSUnit()
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if ClientGroupUnit then
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if ClientGroupUnit:isExist() then
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@@ -331,6 +331,44 @@ function CLIENT:GetPointVec2()
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return nil
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end
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function CLIENT:GetPositionVec3()
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self:F( self.ClientName )
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local DCSUnit = Unit.getByName( self.ClientName )
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local UnitPos = DCSUnit:getPosition().p
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self:T( UnitPos )
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return UnitPos
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end
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function CLIENT:GetID()
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self:F( self.ClientName )
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local DCSUnit = Unit.getByName( self.ClientName )
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local UnitID = DCSUnit:getID()
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self:T( UnitID )
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return UnitID
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end
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function CLIENT:GetName()
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self:F( self.ClientName )
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self:T( self.ClientName )
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return self.ClientName
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end
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function CLIENT:GetTypeName()
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self:F( self.ClientName )
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local DCSUnit = Unit.getByName( self.ClientName )
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local TypeName = DCSUnit:getTypeName()
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self:T( TypeName )
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return TypeName
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end
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|
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--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
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-- @param #CLIENT self
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@@ -338,7 +376,7 @@ end
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function CLIENT:ClientPosition()
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self:F()
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ClientGroupUnit = self:GetClientGroupDCSUnit()
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local ClientGroupUnit = self:GetClientGroupDCSUnit()
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|
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if ClientGroupUnit then
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if ClientGroupUnit:isExist() then
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@@ -355,7 +393,7 @@ end
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function CLIENT:GetAltitude()
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self:F()
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ClientGroupUnit = self:GetClientGroupDCSUnit()
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local ClientGroupUnit = self:GetClientGroupDCSUnit()
|
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|
||||
if ClientGroupUnit then
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if ClientGroupUnit:isExist() then
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@@ -66,25 +66,35 @@ Include.File( "Routines" )
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Include.File( "Base" )
|
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Include.File( "Menu" )
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||||
Include.File( "Group" )
|
||||
Include.File( "Unit" )
|
||||
Include.File( "Event" )
|
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Include.File( "Client" )
|
||||
|
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--- DATABASE class
|
||||
-- @type DATABASE
|
||||
-- @extends Base#BASE
|
||||
DATABASE = {
|
||||
ClassName = "DATABASE",
|
||||
Templates = {
|
||||
Units = {},
|
||||
Groups = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
},
|
||||
DCSUnits = {},
|
||||
DCSUnitsAlive = {},
|
||||
Units = {},
|
||||
Groups = {},
|
||||
DCSGroups = {},
|
||||
DCSGroupsAlive = {},
|
||||
Units = {},
|
||||
UnitsAlive = {},
|
||||
Groups = {},
|
||||
GroupsAlive = {},
|
||||
NavPoints = {},
|
||||
Statics = {},
|
||||
Players = {},
|
||||
AlivePlayers = {},
|
||||
ClientsByName = {},
|
||||
ClientsByID = {},
|
||||
PlayersAlive = {},
|
||||
Clients = {},
|
||||
ClientsAlive = {},
|
||||
Filter = {
|
||||
Coalitions = nil,
|
||||
Categories = nil,
|
||||
@@ -140,6 +150,14 @@ function DATABASE:New()
|
||||
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
|
||||
|
||||
|
||||
-- Add database with registered clients and already alive players
|
||||
|
||||
-- Follow alive players and clients
|
||||
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
|
||||
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -260,16 +278,43 @@ function DATABASE:FilterStart()
|
||||
-- OK, we have a _DATABASE
|
||||
-- Now use the different filters to build the set.
|
||||
-- We first take ALL of the Units of the _DATABASE.
|
||||
for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do
|
||||
self:T( UnitRegistration )
|
||||
local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
|
||||
|
||||
self:E( { "Adding Database Datapoints with filters" } )
|
||||
for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
|
||||
|
||||
if self:_IsIncludeDCSUnit( DCSUnit ) then
|
||||
self.DCSUnits[DCSUnit:getName()] = DCSUnit
|
||||
end
|
||||
if self:_IsAliveDCSUnit( DCSUnit ) then
|
||||
self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
|
||||
|
||||
self:E( { "Adding Unit:", DCSUnitName } )
|
||||
self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
|
||||
self.Units[DCSUnitName] = _DATABASE.Units[DCSUnitName]
|
||||
|
||||
if _DATABASE.DCSUnitsAlive[DCSUnitName] then
|
||||
self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
|
||||
self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
|
||||
|
||||
--if self:_IsIncludeDCSGroup( DCSGroup ) then
|
||||
self:E( { "Adding Group:", DCSGroupName } )
|
||||
self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
|
||||
self.Groups[DCSGroupName] = _DATABASE.Groups[DCSGroupName]
|
||||
--end
|
||||
|
||||
if _DATABASE.DCSGroupsAlive[DCSGroupName] then
|
||||
self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
|
||||
self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
|
||||
end
|
||||
end
|
||||
|
||||
for DCSUnitName, Client in pairs( _DATABASE.Clients ) do
|
||||
self:E( { "Adding Client for Unit:", DCSUnitName } )
|
||||
self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
|
||||
end
|
||||
|
||||
else
|
||||
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
|
||||
end
|
||||
@@ -318,7 +363,7 @@ end
|
||||
function DATABASE:SetStatusGroup( GroupName, Status )
|
||||
self:F( Status )
|
||||
|
||||
self.Groups[GroupName].Status = Status
|
||||
self.Templates.Groups[GroupName].Status = Status
|
||||
end
|
||||
|
||||
|
||||
@@ -326,8 +371,8 @@ end
|
||||
function DATABASE:GetStatusGroup( GroupName )
|
||||
self:F( Status )
|
||||
|
||||
if self.Groups[GroupName] then
|
||||
return self.Groups[GroupName].Status
|
||||
if self.Templates.Groups[GroupName] then
|
||||
return self.Templates.Groups[GroupName].Status
|
||||
else
|
||||
return ""
|
||||
end
|
||||
@@ -341,9 +386,9 @@ function DATABASE:_RegisterGroup( GroupTemplate )
|
||||
|
||||
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
|
||||
|
||||
if not self.Groups[GroupTemplateName] then
|
||||
self.Groups[GroupTemplateName] = {}
|
||||
self.Groups[GroupTemplateName].Status = nil
|
||||
if not self.Templates.Groups[GroupTemplateName] then
|
||||
self.Templates.Groups[GroupTemplateName] = {}
|
||||
self.Templates.Groups[GroupTemplateName].Status = nil
|
||||
end
|
||||
|
||||
-- Delete the spans from the route, it is not needed and takes memory.
|
||||
@@ -351,31 +396,102 @@ function DATABASE:_RegisterGroup( GroupTemplate )
|
||||
GroupTemplate.route.spans = nil
|
||||
end
|
||||
|
||||
self.Groups[GroupTemplateName].GroupName = GroupTemplateName
|
||||
self.Groups[GroupTemplateName].Template = GroupTemplate
|
||||
self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
|
||||
self.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
|
||||
self.Groups[GroupTemplateName].Units = GroupTemplate.units
|
||||
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
|
||||
self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
|
||||
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
|
||||
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
|
||||
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
|
||||
|
||||
self:T( { "Group", self.Groups[GroupTemplateName].GroupName, self.Groups[GroupTemplateName].UnitCount } )
|
||||
self:T( { "Group", self.Templates.Groups[GroupTemplateName].GroupName, self.Templates.Groups[GroupTemplateName].UnitCount } )
|
||||
|
||||
for unit_num, UnitTemplate in pairs(GroupTemplate.units) do
|
||||
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
|
||||
|
||||
local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name)
|
||||
self.Units[UnitTemplateName] = {}
|
||||
self.Units[UnitTemplateName].UnitName = UnitTemplateName
|
||||
self.Units[UnitTemplateName].Template = UnitTemplate
|
||||
self.Units[UnitTemplateName].GroupName = GroupTemplateName
|
||||
self.Units[UnitTemplateName].GroupTemplate = GroupTemplate
|
||||
self.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
|
||||
self.Templates.Units[UnitTemplateName] = {}
|
||||
self.Templates.Units[UnitTemplateName].UnitName = UnitTemplateName
|
||||
self.Templates.Units[UnitTemplateName].Template = UnitTemplate
|
||||
self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
|
||||
self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
|
||||
self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
|
||||
self:E( {"skill",UnitTemplate.skill})
|
||||
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
|
||||
self.ClientsByName[UnitTemplateName] = UnitTemplate
|
||||
self.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
||||
self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
|
||||
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
||||
end
|
||||
self:E( { "Unit", self.Units[UnitTemplateName].UnitName } )
|
||||
self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
|
||||
end
|
||||
end
|
||||
|
||||
--- Private method that registers all alive players in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterPlayers()
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
local UnitName = UnitData:getName()
|
||||
if not self.PlayersAlive[UnitName] then
|
||||
self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
|
||||
self.PlayersAlive[UnitName] = UnitData:getPlayerName()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Private method that registers all datapoints within in the mission.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_RegisterDatabase()
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
||||
|
||||
local DCSGroupName = DCSGroup:getName()
|
||||
|
||||
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
|
||||
self.DCSGroups[DCSGroupName] = DCSGroup
|
||||
self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
|
||||
|
||||
if self:_IsAliveDCSGroup(DCSGroup) then
|
||||
self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
|
||||
self.DCSGroupsAlive[DCSGroupName] = DCSGroup
|
||||
self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
|
||||
end
|
||||
|
||||
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
||||
|
||||
local DCSUnitName = DCSUnit:getName()
|
||||
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
|
||||
|
||||
self.DCSUnits[DCSUnitName] = DCSUnit
|
||||
self.Units[DCSUnitName] = UNIT:New( DCSUnit )
|
||||
|
||||
if self:_IsAliveDCSUnit(DCSUnit) then
|
||||
self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
|
||||
self.DCSUnitsAlive[DCSUnitName] = DCSUnit
|
||||
self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
|
||||
end
|
||||
end
|
||||
|
||||
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
||||
self.Clients[ClientName] = CLIENT:New( ClientName )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Events
|
||||
|
||||
--- Handles the OnBirth event for the alive units set.
|
||||
-- @param #DATABASE self
|
||||
-- @param Event#EVENTDATA Event
|
||||
@@ -385,7 +501,15 @@ function DATABASE:_EventOnBirth( Event )
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.Units[Event.IniDCSUnitName] = UNIT:New( Event.IniDCSUnit )
|
||||
|
||||
--if not self.DCSGroups[Event.IniDCSGroupName] then
|
||||
-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
|
||||
-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
|
||||
-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
|
||||
--end
|
||||
self:_EventOnPlayerEnterUnit( Event )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -404,18 +528,54 @@ function DATABASE:_EventOnDeadOrCrash( Event )
|
||||
end
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
|
||||
-- @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.
|
||||
-- @param Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnPlayerEnterUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if not self.PlayersAlive[Event.IniDCSUnitName] then
|
||||
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
|
||||
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
|
||||
self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
|
||||
-- @param #DATABASE self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if self.PlayersAlive[Event.IniDCSUnitName] then
|
||||
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
|
||||
self.PlayersAlive[Event.IniDCSUnitName] = nil
|
||||
self.ClientsAlive[Event.IniDCSUnitName] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Iterators
|
||||
|
||||
--- Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
function DATABASE:ForEach( IteratorFunction, arg, Set )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
for ObjectID, Object in pairs( Set ) do
|
||||
self:T2( Object )
|
||||
IteratorFunction( Object, unpack( arg ) )
|
||||
Count = Count + 1
|
||||
if Count % 10 == 0 then
|
||||
coroutine.yield( false )
|
||||
@@ -435,15 +595,56 @@ function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
error( res )
|
||||
end
|
||||
if res == false then
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
|
||||
return true -- resume next time the loop
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 1 )
|
||||
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
||||
|
||||
return self
|
||||
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:ForEachDCSUnitAlive( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.Clients )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:ScanEnvironment()
|
||||
self:F()
|
||||
|
||||
@@ -507,6 +708,9 @@ function DATABASE:ScanEnvironment()
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
self:_RegisterDatabase()
|
||||
self:_RegisterPlayers()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -594,6 +798,22 @@ function DATABASE:_IsAliveDCSUnit( DCSUnit )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSGroup#Group DCSGroup
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsAliveDCSGroup( DCSGroup )
|
||||
self:F( DCSGroup )
|
||||
local DCSGroupAlive = false
|
||||
if DCSGroup and DCSGroup:isExist() then
|
||||
if self.DCSGroups[DCSGroup:getName()] then
|
||||
DCSGroupAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSGroupAlive )
|
||||
return DCSGroupAlive
|
||||
end
|
||||
|
||||
|
||||
--- Traces the current database contents in the log ... (for debug reasons).
|
||||
-- @param #DATABASE self
|
||||
|
||||
@@ -437,6 +437,32 @@ function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
|
||||
-- @param #EVENT self
|
||||
-- @param #function EventFunction The function to be called when the event occurs for the unit.
|
||||
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
|
||||
-- @return #EVENT
|
||||
function EVENT:OnPlayerEnterUnit( EventFunction, EventSelf )
|
||||
self:F()
|
||||
|
||||
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
|
||||
-- @param #EVENT self
|
||||
-- @param #function EventFunction The function to be called when the event occurs for the unit.
|
||||
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
|
||||
-- @return #EVENT
|
||||
function EVENT:OnPlayerLeaveUnit( EventFunction, EventSelf )
|
||||
self:F()
|
||||
|
||||
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
function EVENT:onEvent( Event )
|
||||
@@ -468,6 +494,7 @@ function EVENT:onEvent( Event )
|
||||
Event.WeaponName = Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
self:E( { _EVENTCODES[Event.id], Event } )
|
||||
for ClassName, EventData in pairs( self.Events[Event.id] ) do
|
||||
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
|
||||
self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } )
|
||||
|
||||
@@ -1084,7 +1084,7 @@ end
|
||||
function GROUP:GetTaskMission()
|
||||
self:F( self.GroupName )
|
||||
|
||||
return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template )
|
||||
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template )
|
||||
end
|
||||
|
||||
--- Return the mission route of the group.
|
||||
@@ -1093,7 +1093,7 @@ end
|
||||
function GROUP:GetTaskRoute()
|
||||
self:F( self.GroupName )
|
||||
|
||||
return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template.route.points )
|
||||
return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points )
|
||||
end
|
||||
|
||||
--- Return the route of a group by using the @{Database#DATABASE} class.
|
||||
@@ -1117,7 +1117,7 @@ function GROUP:CopyRoute( Begin, End, Randomize, Radius )
|
||||
|
||||
self:T( { GroupName } )
|
||||
|
||||
local Template = _DATABASE.Groups[GroupName].Template
|
||||
local Template = _DATABASE.Templates.Groups[GroupName].Template
|
||||
|
||||
if Template then
|
||||
if not Begin then
|
||||
|
||||
@@ -1737,7 +1737,7 @@ function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints bu
|
||||
-- refactor to search by groupId and allow groupId and groupName as inputs
|
||||
local gpId = groupIdent
|
||||
if type(groupIdent) == 'string' and not tonumber(groupIdent) then
|
||||
gpId = _DATABASE.Groups[groupIdent].groupId
|
||||
gpId = _DATABASE.Templates.Groups[groupIdent].groupId
|
||||
end
|
||||
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
@@ -67,7 +67,7 @@ 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.Templates.Units[_targetMimname].Template.skill
|
||||
self:T( self.SEADGroupPrefixes )
|
||||
self:T( _targetMimgroupName )
|
||||
local SEADGroupFound = false
|
||||
|
||||
@@ -954,7 +954,7 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
||||
|
||||
local SpawnTemplate = nil
|
||||
|
||||
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Groups[SpawnTemplatePrefix].Template )
|
||||
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template )
|
||||
|
||||
if SpawnTemplate == nil then
|
||||
error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
|
||||
|
||||
@@ -56,11 +56,13 @@ UNIT = {
|
||||
-- @return Unit#UNIT
|
||||
function UNIT:New( DCSUnit )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( DCSUnit:getName() )
|
||||
self:F( DCSUnit )
|
||||
|
||||
self.DCSUnit = DCSUnit
|
||||
self.UnitName = DCSUnit:getName()
|
||||
self.UnitID = DCSUnit:getID()
|
||||
if DCSUnit then
|
||||
self.UnitName = DCSUnit:getName()
|
||||
self.UnitID = DCSUnit:getID()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -91,6 +93,18 @@ function UNIT:GetName()
|
||||
return self.UnitName
|
||||
end
|
||||
|
||||
function UNIT:GetPlayerName()
|
||||
self:F( self.UnitName )
|
||||
|
||||
local DCSUnit = Unit.getByName( self.UnitName )
|
||||
|
||||
local PlayerName = DCSUnit:getPlayerName()
|
||||
if PlayerName == nil then
|
||||
PlayerName = ""
|
||||
end
|
||||
|
||||
return PlayerName
|
||||
end
|
||||
function UNIT:GetTypeName()
|
||||
self:F( self.UnitName )
|
||||
|
||||
|
||||
Reference in New Issue
Block a user