Merge pull request #44 from FlightControl-Master/Database-Rework

Database rework
This commit is contained in:
Sven Van de Velde 2016-05-14 07:11:39 +02:00
commit 37c8bb5477
19 changed files with 2258 additions and 728 deletions

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@ -9,12 +9,12 @@ copy /b Moose_Embedded.lua + ..\Moose\Menu.lua Moose_Embedded.l
copy /b Moose_Embedded.lua + ..\Moose\Group.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Group.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Unit.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Unit.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Zone.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Zone.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Database.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Database.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Moose.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Moose.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Scheduler.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Scheduler.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Scoring.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Scoring.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Cargo.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Cargo.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Message.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Message.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Stage.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Stage.lua Moose_Embedded.lua
copy /b Moose_Embedded.lua + ..\Moose\Task.lua Moose_Embedded.lua copy /b Moose_Embedded.lua + ..\Moose\Task.lua Moose_Embedded.lua

File diff suppressed because it is too large Load Diff

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@ -1,4 +1,3 @@
local base = _G local base = _G
env.info("Loading MOOSE " .. base.timer.getAbsTime() ) env.info("Loading MOOSE " .. base.timer.getAbsTime() )

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@ -1,6 +1,18 @@
--- The CLIENT models client units in multi player missions. --- The CLIENT models client units in multi player missions.
-- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". --
-- Note that clients are NOT the same as groups, they are NOT necessarily alive. -- @{#CLIENT} class
-- ================
-- Clients are those units defined within the Mission Editor that have the skillset defined as "Client" or "Player".
-- Note that clients are NOT the same as units, they are NOT necessarily alive.
--
-- Clients are being used in a mission and tasks to follow players and their successes.
--
-- CLIENT construction methods:
-- ============================
-- Create a new CLIENT object with the @{#CLIENT.New} method:
--
-- * @{#CLIENT.New}: Creates a new CLIENT object taking the name of the **DCSUnit** that is a client as defined within the mission editor.
--
-- @module Client -- @module Client
-- @author FlightControl -- @author FlightControl
@ -33,9 +45,9 @@ CLIENT = {
} }
--- Use this method to register new Clients within the MOF. --- Use this method to register new Clients within a mission.
-- @param #CLIENT self -- @param #CLIENT self
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client. -- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
-- @return #CLIENT -- @return #CLIENT
-- @usage -- @usage
@ -51,7 +63,7 @@ function CLIENT:New( ClientName, ClientBriefing )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( ClientName, ClientBriefing ) self:F( ClientName, ClientBriefing )
self.ClientName = ClientName self.ClientName = ClientName
self:AddBriefing( ClientBriefing ) self:AddBriefing( ClientBriefing )
self.MessageSwitch = true self.MessageSwitch = true
@ -132,9 +144,9 @@ end
function CLIENT:IsAlive() function CLIENT:IsAlive()
self:F( self.ClientName ) self:F( self.ClientName )
local ClientDCSGroup = self:GetDCSGroup() local ClientUnit = Unit.getByName( self.ClientName )
if ClientDCSGroup then if ClientUnit and ClientUnit:isExist() then
self:T("true") self:T("true")
return true return true
end end
@ -176,6 +188,8 @@ function CLIENT:GetDCSGroup()
-- return nil -- return nil
-- end -- end
local ClientUnit = Unit.getByName( self.ClientName )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
self:T3( { "CoalitionData:", CoalitionData } ) self:T3( { "CoalitionData:", CoalitionData } )
@ -183,49 +197,49 @@ function CLIENT:GetDCSGroup()
self:T3( { "UnitData:", UnitData } ) self:T3( { "UnitData:", UnitData } )
if UnitData and UnitData:isExist() then if UnitData and UnitData:isExist() then
local ClientGroup = Group.getByName( self.ClientName ) --self:E(self.ClientName)
if ClientGroup then if ClientUnit then
self:T3( "ClientGroup = " .. self.ClientName ) local ClientGroup = ClientUnit:getGroup()
if ClientGroup:isExist() then if ClientGroup then
if ClientGroup:getID() == UnitData:getGroup():getID() then self:T3( "ClientGroup = " .. self.ClientName )
self:T3( "Normal logic" ) if ClientGroup:isExist() and UnitData:getGroup():isExist() then
self:T3( self.ClientName .. " : group found!" ) if ClientGroup:getID() == UnitData:getGroup():getID() then
return ClientGroup self:T3( "Normal logic" )
end self:T3( self.ClientName .. " : group found!" )
else self.ClientGroupID = ClientGroup:getID()
-- Now we need to resolve the bugs in DCS 1.5 ... self.ClientGroupName = ClientGroup:getName()
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil) return ClientGroup
self:T3( "Bug 1.5 logic" ) end
local ClientUnits = _DATABASE.Groups[self.ClientName].Units else
self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } ) -- Now we need to resolve the bugs in DCS 1.5 ...
for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do -- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } ) self:T3( "Bug 1.5 logic" )
if tonumber(UnitData:getID()) == ClientUnitData.unitId then local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
local ClientGroupTemplate = _DATABASE.Groups[self.ClientName].Template self.ClientGroupID = ClientGroupTemplate.groupId
self.ClientID = ClientGroupTemplate.groupId self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
self.ClientGroupUnit = UnitData self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" ) return ClientGroup
return ClientGroup end
end -- else
end -- error( "Client " .. self.ClientName .. " not found!" )
end end
-- else end
-- error( "Client " .. self.ClientName .. " not found!" )
end
end end
end end
end end
-- For non player clients -- For non player clients
local ClientGroup = Group.getByName( self.ClientName ) if ClientUnit then
if ClientGroup then local ClientGroup = ClientUnit:getGroup()
self:T3( "ClientGroup = " .. self.ClientName ) if ClientGroup then
if ClientGroup:isExist() then self:T3( "ClientGroup = " .. self.ClientName )
self:T3( "Normal logic" ) if ClientGroup:isExist() then
self:T3( self.ClientName .. " : group found!" ) self:T3( "Normal logic" )
return ClientGroup self:T3( self.ClientName .. " : group found!" )
end return ClientGroup
end end
end
end
self.ClientGroupID = nil self.ClientGroupID = nil
self.ClientGroupUnit = nil self.ClientGroupUnit = nil
@ -240,16 +254,9 @@ end
-- @return DCSTypes#Group.ID -- @return DCSTypes#Group.ID
function CLIENT:GetClientGroupID() function CLIENT:GetClientGroupID()
if not self.ClientGroupID then local ClientGroup = self:GetDCSGroup()
local ClientGroup = self:GetDCSGroup()
if ClientGroup and ClientGroup:isExist() then
self.ClientGroupID = ClientGroup:getID()
else
self.ClientGroupID = self.ClientID
end
end
self:T( self.ClientGroupID ) --self:E( self.ClientGroupID ) -- Determined in GetDCSGroup()
return self.ClientGroupID return self.ClientGroupID
end end
@ -259,16 +266,9 @@ end
-- @return #string -- @return #string
function CLIENT:GetClientGroupName() function CLIENT:GetClientGroupName()
if not self.ClientGroupName then local ClientGroup = self:GetDCSGroup()
local ClientGroup = self:GetDCSGroup()
if ClientGroup and ClientGroup:isExist() then
self.ClientGroupName = ClientGroup:getName()
else
self.ClientGroupName = self.ClientName
end
end
self:T( self.ClientGroupName ) self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
return self.ClientGroupName return self.ClientGroupName
end end
@ -276,14 +276,15 @@ end
-- @param #CLIENT self -- @param #CLIENT self
-- @return Unit#UNIT -- @return Unit#UNIT
function CLIENT:GetClientGroupUnit() function CLIENT:GetClientGroupUnit()
self:F() self:F2()
local ClientGroup = self:GetDCSGroup() local ClientDCSUnit = Unit.getByName( self.ClientName )
if ClientGroup and ClientGroup:isExist() then self:T( self.ClientDCSUnit )
return UNIT:New( ClientGroup:getUnit(1) ) if ClientDCSUnit and ClientDCSUnit:isExist() then
else local ClientUnit = _DATABASE.Units[ self.ClientName ]
return UNIT:New( self.ClientGroupUnit ) self:T2( ClientUnit )
return ClientUnit
end end
end end
@ -293,12 +294,11 @@ end
function CLIENT:GetClientGroupDCSUnit() function CLIENT:GetClientGroupDCSUnit()
self:F2() self:F2()
local ClientGroup = self:GetDCSGroup() local ClientDCSUnit = Unit.getByName( self.ClientName )
if ClientGroup and ClientGroup:isExist() then if ClientDCSUnit and ClientDCSUnit:isExist() then
return ClientGroup:getUnit(1) self:T2( ClientDCSUnit )
else return ClientDCSUnit
return self.ClientGroupUnit
end end
end end
@ -331,6 +331,44 @@ function CLIENT:GetPointVec2()
return nil return nil
end end
function CLIENT:GetPositionVec3()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
local UnitPos = DCSUnit:getPosition().p
self:T( UnitPos )
return UnitPos
end
function CLIENT:GetID()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
local UnitID = DCSUnit:getID()
self:T( UnitID )
return UnitID
end
function CLIENT:GetName()
self:F( self.ClientName )
self:T( self.ClientName )
return self.ClientName
end
function CLIENT:GetTypeName()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
local TypeName = DCSUnit:getTypeName()
self:T( TypeName )
return TypeName
end
--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format. --- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
-- @param #CLIENT self -- @param #CLIENT self

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@ -66,25 +66,35 @@ Include.File( "Routines" )
Include.File( "Base" ) Include.File( "Base" )
Include.File( "Menu" ) Include.File( "Menu" )
Include.File( "Group" ) Include.File( "Group" )
Include.File( "Unit" )
Include.File( "Event" ) Include.File( "Event" )
Include.File( "Client" )
--- DATABASE class --- DATABASE class
-- @type DATABASE -- @type DATABASE
-- @extends Base#BASE -- @extends Base#BASE
DATABASE = { DATABASE = {
ClassName = "DATABASE", ClassName = "DATABASE",
Templates = {
Units = {},
Groups = {},
ClientsByName = {},
ClientsByID = {},
},
DCSUnits = {}, DCSUnits = {},
DCSUnitsAlive = {}, DCSUnitsAlive = {},
Units = {},
Groups = {},
DCSGroups = {}, DCSGroups = {},
DCSGroupsAlive = {}, DCSGroupsAlive = {},
Units = {},
UnitsAlive = {},
Groups = {},
GroupsAlive = {},
NavPoints = {}, NavPoints = {},
Statics = {}, Statics = {},
Players = {}, Players = {},
AlivePlayers = {}, PlayersAlive = {},
ClientsByName = {}, Clients = {},
ClientsByID = {}, ClientsAlive = {},
Filter = { Filter = {
Coalitions = nil, Coalitions = nil,
Categories = nil, Categories = nil,
@ -140,6 +150,14 @@ function DATABASE:New()
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self ) _EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( 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 return self
end end
@ -260,16 +278,43 @@ function DATABASE:FilterStart()
-- OK, we have a _DATABASE -- OK, we have a _DATABASE
-- Now use the different filters to build the set. -- Now use the different filters to build the set.
-- We first take ALL of the Units of the _DATABASE. -- We first take ALL of the Units of the _DATABASE.
for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do
self:T( UnitRegistration ) self:E( { "Adding Database Datapoints with filters" } )
local DCSUnit = Unit.getByName( UnitRegistration.UnitName ) for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
if self:_IsIncludeDCSUnit( DCSUnit ) then if self:_IsIncludeDCSUnit( DCSUnit ) then
self.DCSUnits[DCSUnit:getName()] = DCSUnit
end self:E( { "Adding Unit:", DCSUnitName } )
if self:_IsAliveDCSUnit( DCSUnit ) then self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit 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
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 else
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." ) self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
end end
@ -318,7 +363,7 @@ end
function DATABASE:SetStatusGroup( GroupName, Status ) function DATABASE:SetStatusGroup( GroupName, Status )
self:F( Status ) self:F( Status )
self.Groups[GroupName].Status = Status self.Templates.Groups[GroupName].Status = Status
end end
@ -326,8 +371,8 @@ end
function DATABASE:GetStatusGroup( GroupName ) function DATABASE:GetStatusGroup( GroupName )
self:F( Status ) self:F( Status )
if self.Groups[GroupName] then if self.Templates.Groups[GroupName] then
return self.Groups[GroupName].Status return self.Templates.Groups[GroupName].Status
else else
return "" return ""
end end
@ -341,9 +386,9 @@ function DATABASE:_RegisterGroup( GroupTemplate )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name) local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
if not self.Groups[GroupTemplateName] then if not self.Templates.Groups[GroupTemplateName] then
self.Groups[GroupTemplateName] = {} self.Templates.Groups[GroupTemplateName] = {}
self.Groups[GroupTemplateName].Status = nil self.Templates.Groups[GroupTemplateName].Status = nil
end end
-- Delete the spans from the route, it is not needed and takes memory. -- 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 GroupTemplate.route.spans = nil
end end
self.Groups[GroupTemplateName].GroupName = GroupTemplateName self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
self.Groups[GroupTemplateName].Template = GroupTemplate self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
self.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Groups[GroupTemplateName].Units = 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) local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name)
self.Units[UnitTemplateName] = {} self.Templates.Units[UnitTemplateName] = {}
self.Units[UnitTemplateName].UnitName = UnitTemplateName self.Templates.Units[UnitTemplateName].UnitName = UnitTemplateName
self.Units[UnitTemplateName].Template = UnitTemplate self.Templates.Units[UnitTemplateName].Template = UnitTemplate
self.Units[UnitTemplateName].GroupName = GroupTemplateName self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
self.Units[UnitTemplateName].GroupTemplate = GroupTemplate self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
self.Units[UnitTemplateName].GroupId = GroupTemplate.groupId self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
self:E( {"skill",UnitTemplate.skill})
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.ClientsByName[UnitTemplateName] = UnitTemplate self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
self.ClientsByID[UnitTemplate.unitId] = UnitTemplate self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end end
self:E( { "Unit", self.Units[UnitTemplateName].UnitName } ) self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
end end
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. --- Handles the OnBirth event for the alive units set.
-- @param #DATABASE self -- @param #DATABASE self
-- @param Event#EVENTDATA Event -- @param Event#EVENTDATA Event
@ -385,7 +501,15 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit 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 end
end end
@ -404,18 +528,54 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end end
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 #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 -- @return #DATABASE self
function DATABASE:ForEachAliveUnit( IteratorFunction, ... ) function DATABASE:ForEach( IteratorFunction, arg, Set )
self:F( arg ) self:F( arg )
local function CoRoutine() local function CoRoutine()
local Count = 0 local Count = 0
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do for ObjectID, Object in pairs( Set ) do
self:T2( DCSUnit ) self:T2( Object )
IteratorFunction( DCSUnit, unpack( arg ) ) IteratorFunction( Object, unpack( arg ) )
Count = Count + 1 Count = Count + 1
if Count % 10 == 0 then if Count % 10 == 0 then
coroutine.yield( false ) coroutine.yield( false )
@ -435,15 +595,56 @@ function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
error( res ) error( res )
end end
if res == false then if res == false then
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 ) return true -- resume next time the loop
end end
return false
end end
timer.scheduleFunction( Schedule, {}, timer.getTime() + 1 ) local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
return self return self
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: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() function DATABASE:ScanEnvironment()
self:F() 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 --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 end --for coa_name, coa_data in pairs(mission.coalition) do
self:_RegisterDatabase()
self:_RegisterPlayers()
return self return self
end end
@ -594,6 +798,22 @@ function DATABASE:_IsAliveDCSUnit( DCSUnit )
return DCSUnitAlive return DCSUnitAlive
end 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). --- Traces the current database contents in the log ... (for debug reasons).
-- @param #DATABASE self -- @param #DATABASE self

View File

@ -437,6 +437,32 @@ function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
return self return self
end 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 ) function EVENT:onEvent( Event )
@ -468,6 +494,7 @@ function EVENT:onEvent( Event )
Event.WeaponName = Event.Weapon:getTypeName() Event.WeaponName = Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end end
self:E( { _EVENTCODES[Event.id], Event } )
for ClassName, EventData in pairs( self.Events[Event.id] ) do for ClassName, EventData in pairs( self.Events[Event.id] ) do
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } ) self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } )

View File

@ -1084,7 +1084,7 @@ end
function GROUP:GetTaskMission() function GROUP:GetTaskMission()
self:F( self.GroupName ) self:F( self.GroupName )
return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template ) return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template )
end end
--- Return the mission route of the group. --- Return the mission route of the group.
@ -1093,7 +1093,7 @@ end
function GROUP:GetTaskRoute() function GROUP:GetTaskRoute()
self:F( self.GroupName ) 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 end
--- Return the route of a group by using the @{Database#DATABASE} class. --- 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 } ) self:T( { GroupName } )
local Template = _DATABASE.Groups[GroupName].Template local Template = _DATABASE.Templates.Groups[GroupName].Template
if Template then if Template then
if not Begin then if not Begin then

View File

@ -1,4 +1,38 @@
--- Provides missile training functions. --- Provides missile training functions.
--
-- @{#MISSILETRAINER} class
-- ========================
-- The @{#MISSILETRAINER} class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
-- It suports the following functionality:
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range …
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
-- MISSILETRAINER construction methods:
-- ====================================
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
--
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- MISSILETRAINER initialization methods:
-- ======================================
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
--
-- @module MissileTrainer -- @module MissileTrainer
-- @author FlightControl -- @author FlightControl
@ -9,7 +43,7 @@ Include.File( "Scheduler" )
-- @type MISSILETRAINER -- @type MISSILETRAINER
-- @extends Base#BASE -- @extends Base#BASE
MISSILETRAINER = { MISSILETRAINER = {
ClassName = "MISSILETRAINER", ClassName = "MISSILETRAINER",
} }
--- Creates the main object which is handling missile tracking. --- Creates the main object which is handling missile tracking.
@ -18,64 +52,504 @@ MISSILETRAINER = {
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player. -- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @return #MISSILETRAINER -- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance ) function MISSILETRAINER:New( Distance )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( Distance ) self:F( Distance )
self.Schedulers = {} self.Schedulers = {}
self.SchedulerID = 0 self.SchedulerID = 0
self.Distance = Distance self.MessageInterval = 2
self.MessageLastTime = timer.getTime()
self.Distance = Distance / 1000
_EVENTDISPATCHER:OnShot( self._EventShot, self )
self.DB = DATABASE:New():FilterStart()
self.DBClients = self.DB.Clients
self.DBUnits = self.DB.Units
for ClientID, Client in pairs( self.DBClients ) do
local function _Alive( Client )
Client:Message( "Hello trainee, welcome to the Missile Trainer.\nUse the F10->F2 menu options in the radio menu to change the Missile Trainer settings.\nGood luck!", 10, "ID", "Trainer" )
Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil )
Client.MenuMessages = MENU_CLIENT:New( Client, "Messages", Client.MainMenu )
Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
Client.MenuTracking = MENU_CLIENT:New( Client, "Tracking", Client.MainMenu )
Client.MenuTrackingToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
Client.MenuTrackingToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
Client.MenuTrackOn = MENU_CLIENT_COMMAND:New( Client, "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
Client.MenuTrackOff = MENU_CLIENT_COMMAND:New( Client, "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
Client.MenuAlerts = MENU_CLIENT:New( Client, "Alerts", Client.MainMenu )
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
Client.MenuAlertsToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
Client.MenuHitsOn = MENU_CLIENT_COMMAND:New( Client, "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
Client.MenuHitsOff = MENU_CLIENT_COMMAND:New( Client, "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
Client.MenuLaunchesOn = MENU_CLIENT_COMMAND:New( Client, "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
Client.MenuLaunchesOff = MENU_CLIENT_COMMAND:New( Client, "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
Client.MenuDetails = MENU_CLIENT:New( Client, "Details", Client.MainMenu )
Client.MenuDetailsDistanceOn = MENU_CLIENT_COMMAND:New( Client, "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
Client.MenuDetailsDistanceOff = MENU_CLIENT_COMMAND:New( Client, "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
Client.MenuDetailsBearingOn = MENU_CLIENT_COMMAND:New( Client, "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
Client.MenuDetailsBearingOff = MENU_CLIENT_COMMAND:New( Client, "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
Client.MenuDistance = MENU_CLIENT:New( Client, "Set distance to plane", Client.MainMenu )
Client.MenuDistance50 = MENU_CLIENT_COMMAND:New( Client, "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
Client.MenuDistance100 = MENU_CLIENT_COMMAND:New( Client, "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
Client.MenuDistance150 = MENU_CLIENT_COMMAND:New( Client, "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
Client.MenuDistance200 = MENU_CLIENT_COMMAND:New( Client, "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
local ClientID = Client:GetID()
self:T( ClientID )
if not self.TrackingMissiles[ClientID] then
self.TrackingMissiles[ClientID] = {}
end
self.TrackingMissiles[ClientID].Client = Client
if not self.TrackingMissiles[ClientID].MissileData then
self.TrackingMissiles[ClientID].MissileData = {}
end
end
Client:Alive( _Alive )
end
-- self.DB:ForEachClient(
-- --- @param Client#CLIENT Client
-- function( Client )
--
-- ... actions ...
--
-- end
-- )
self.MessagesOnOff = true
self.TrackingToAll = false
self.TrackingOnOff = true
self.AlertsToAll = true
self.AlertsHitsOnOff = true
self.AlertsLaunchesOnOff = true
self.DetailsRangeOnOff = true
self.DetailsBearingOnOff = true
self.TrackingMissiles = {}
self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 )
return self
end
-- Initialization methods.
--- Sets by default the display of any message to be ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean MessagesOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
self:F( MessagesOnOff )
self.MessagesOnOff = MessagesOnOff
if self.MessagesOnOff == true then
MESSAGE:New( "Messages ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Messages OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
-- @param #MISSILETRAINER self
-- @param #boolean TrackingToAll true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingToAll( TrackingToAll )
self:F( TrackingToAll )
self.TrackingToAll = TrackingToAll
if self.TrackingToAll == true then
MESSAGE:New( "Missile tracking to all players ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Missile tracking to all players OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of missile tracking report to be ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean TrackingOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
self:F( TrackingOnOff )
self.TrackingOnOff = TrackingOnOff
if self.TrackingOnOff == true then
MESSAGE:New( "Missile tracking ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Missile tracking OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of alerts to be shown to all players or only to you.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsToAll true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitAlertsToAll( AlertsToAll )
self:F( AlertsToAll )
self.AlertsToAll = AlertsToAll
if self.AlertsToAll == true then
MESSAGE:New( "Alerts to all players ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Alerts to all players OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of hit alerts ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsHitsOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff )
self:F( AlertsHitsOnOff )
self.AlertsHitsOnOff = AlertsHitsOnOff
if self.AlertsHitsOnOff == true then
MESSAGE:New( "Alerts Hits ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Alerts Hits OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of launch alerts ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsLaunchesOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff )
self:F( AlertsLaunchesOnOff )
self.AlertsLaunchesOnOff = AlertsLaunchesOnOff
if self.AlertsLaunchesOnOff == true then
MESSAGE:New( "Alerts Launches ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Alerts Launches OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of range information of missiles ON of OFF.
-- @param #MISSILETRAINER self
-- @param #boolean DetailsRangeOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff )
self:F( DetailsRangeOnOff )
self.DetailsRangeOnOff = DetailsRangeOnOff
if self.DetailsRangeOnOff == true then
MESSAGE:New( "Range display ON", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Range display OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of bearing information of missiles ON of OFF.
-- @param #MISSILETRAINER self
-- @param #boolean DetailsBearingOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff )
self:F( DetailsBearingOnOff )
self.DetailsBearingOnOff = DetailsBearingOnOff
if self.DetailsBearingOnOff == true then
MESSAGE:New( "Bearing display OFF", "Menu", 15, "ID" ):ToAll()
else
MESSAGE:New( "Bearing display OFF", "Menu", 15, "ID" ):ToAll()
end
return self
end
-- Menu functions
function MISSILETRAINER._MenuMessages( MenuParameters )
local self = MenuParameters.MenuSelf
if MenuParameters.MessagesOnOff ~= nil then
self:InitMessagesOnOff( MenuParameters.MessagesOnOff )
end
if MenuParameters.TrackingToAll ~= nil then
self:InitTrackingToAll( MenuParameters.TrackingToAll )
end
if MenuParameters.TrackingOnOff ~= nil then
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
end
if MenuParameters.AlertsToAll ~= nil then
self:InitAlertsToAll( MenuParameters.AlertsToAll )
end
if MenuParameters.AlertsHitsOnOff ~= nil then
self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff )
end
if MenuParameters.AlertsLaunchesOnOff ~= nil then
self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff )
end
if MenuParameters.DetailsRangeOnOff ~= nil then
self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff )
end
if MenuParameters.DetailsBearingOnOff ~= nil then
self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff )
end
if MenuParameters.Distance ~= nil then
self.Distance = MenuParameters.Distance
MESSAGE:New( "Hit detection distance set to " .. self.Distance .. " meters", "Menu", 15, "ID" ):ToAll()
end
_EVENTDISPATCHER:OnShot( self._EventShot, self )
return self
end end
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. --- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see MISSILETRAINER -- @param #MISSILETRAINER self
-- @param Event#EVENTDATA Event
function MISSILETRAINER:_EventShot( Event ) function MISSILETRAINER:_EventShot( Event )
self:F( { Event } ) self:F( { Event } )
local TrainerSourceDCSUnit = Event.IniDCSUnit local TrainerSourceDCSUnit = Event.IniDCSUnit
local TrainerSourceDCSUnitName = Event.IniDCSUnitName local TrainerSourceDCSUnitName = Event.IniDCSUnitName
local TrainerWeapon = Event.Weapon -- Identify the weapon fired local TrainerWeapon = Event.Weapon -- Identify the weapon fired
local TrainerWeaponName = Event.WeaponName -- return weapon type local TrainerWeaponName = Event.WeaponName -- return weapon type
self:T( "Missile Launched = " .. TrainerWeaponName ) self:T( "Missile Launched = " .. TrainerWeaponName )
local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit ) local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
local TrainerTargetDCSGroup = TrainerTargetDCSUnit:getGroup() local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
local TrainerTargetDCSGroupName = TrainerTargetDCSGroup:getName()
local TrainerTargetSkill = _DATABASE.Units[TrainerTargetDCSUnitName].Template.skill
self:T( TrainerTargetSkill ) self:T(TrainerTargetDCSUnitName )
if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then local Client = self.DBClients[TrainerTargetDCSUnitName]
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 ) if Client then
end
local TrainerSourceUnit = UNIT:New(TrainerSourceDCSUnit)
local TrainerTargetUnit = UNIT:New(TrainerTargetDCSUnit)
if self.MessagesOnOff and self.AlertsLaunchesOnOff then
local Message = MESSAGE:New(
string.format( "%s launched a %s",
TrainerSourceUnit:GetTypeName(),
TrainerWeaponName
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ),"Launch Alert", 5, "ID" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
local ClientID = Client:GetID()
local MissileData = {}
MissileData.TrainerSourceUnit = TrainerSourceUnit
MissileData.TrainerWeapon = TrainerWeapon
MissileData.TrainerTargetUnit = TrainerTargetUnit
MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName()
MissileData.TrainerWeaponLaunched = true
table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData )
--self:T( self.TrackingMissiles )
end
end end
function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit ) function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
self:F( { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit } )
local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit )
local PositionMissile = TrainerWeapon:getPoint() local RangeText = ""
local PositionTarget = TrainerTargetUnit:GetPositionVec3()
if self.DetailsRangeOnOff then
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 + local PositionMissile = TrainerWeapon:getPoint()
( PositionMissile.z - PositionTarget.z )^2 local PositionTarget = Client:GetPositionVec3()
) ^ 0.5
local Range = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5 / 1000
RangeText = string.format( ", at %4.2fkm", Range )
end
return RangeText
end
function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
local BearingText = ""
if self.DetailsBearingOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = Client:GetPositionVec3()
self:T2( { PositionTarget, PositionMissile })
local DirectionVector = { x = PositionMissile.x - PositionTarget.x, y = PositionMissile.y - PositionTarget.y, z = PositionMissile.z - PositionTarget.z }
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi
end
local DirectionDegrees = DirectionRadians * 180 / math.pi
BearingText = string.format( ", %d degrees", DirectionDegrees )
end
return BearingText
end
---
-- @param #MISSILETRAINER self
function MISSILETRAINER:_TrackMissiles()
self:F2()
local ShowMessages = false
if self.MessagesOnOff and self.MessageLastTime + 3 <= timer.getTime() then
self.MessageLastTime = timer.getTime()
ShowMessages = true
end
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff and self.AlertsHitsOnOff then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
),"Hit Alert", 15, "ID" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( TrackingData.MissileData, MissileDataID )
self:T(TrackingData.MissileData)
end
else
if ShowMessages then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
end
ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n"
else
if self.TrackingToAll then
if ClientData.MessageToAll == "" then
ClientData.MessageToAll = "Missiles to other Players:\n"
end
ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n"
end
end
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff and self.AlertsLaunchesOnOff then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
),"Tracking", 5, "ID" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( TrackingData.MissileData, MissileDataID )
self:T(TrackingData.MissileData)
end
end
end
end
if self.MessagesOnOff and self.TrackingOnOff and ShowMessages then
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, "Tracking", 1, "ID" ):ToClient( Client )
end
end
MESSAGE:New( "Distance Missle = " .. Distance, nil, 0.2, "/Missile" ):ToAll()
if Distance <= self.Distance then
TrainerWeapon:destroy()
MESSAGE:New( "Missle Destroyed", nil, 5, "/Missile" ):ToAll()
return false
end end
return true return true

View File

@ -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 -- refactor to search by groupId and allow groupId and groupName as inputs
local gpId = groupIdent local gpId = groupIdent
if type(groupIdent) == 'string' and not tonumber(groupIdent) then if type(groupIdent) == 'string' and not tonumber(groupIdent) then
gpId = _DATABASE.Groups[groupIdent].groupId gpId = _DATABASE.Templates.Groups[groupIdent].groupId
end end
for coa_name, coa_data in pairs(env.mission.coalition) do for coa_name, coa_data in pairs(env.mission.coalition) do

View File

@ -67,7 +67,7 @@ function SEAD:EventShot( Event )
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimgroupName = _targetMimgroup:getName() local _targetMimgroupName = _targetMimgroup:getName()
local _targetMimcont= _targetMimgroup:getController() 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( self.SEADGroupPrefixes )
self:T( _targetMimgroupName ) self:T( _targetMimgroupName )
local SEADGroupFound = false local SEADGroupFound = false

View File

@ -954,7 +954,7 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
local SpawnTemplate = nil local SpawnTemplate = nil
SpawnTemplate = routines.utils.deepCopy( _DATABASE.Groups[SpawnTemplatePrefix].Template ) SpawnTemplate = routines.utils.deepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template )
if SpawnTemplate == nil then if SpawnTemplate == nil then
error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix ) error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )

View File

@ -56,11 +56,13 @@ UNIT = {
-- @return Unit#UNIT -- @return Unit#UNIT
function UNIT:New( DCSUnit ) function UNIT:New( DCSUnit )
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( DCSUnit:getName() ) self:F( DCSUnit )
self.DCSUnit = DCSUnit self.DCSUnit = DCSUnit
self.UnitName = DCSUnit:getName() if DCSUnit then
self.UnitID = DCSUnit:getID() self.UnitName = DCSUnit:getName()
self.UnitID = DCSUnit:getID()
end
return self return self
end end
@ -91,6 +93,18 @@ function UNIT:GetName()
return self.UnitName return self.UnitName
end 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() function UNIT:GetTypeName()
self:F( self.UnitName ) self:F( self.UnitName )

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