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Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts: # Moose Development/Moose/Core/Event.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/EVT - Event Handling/EVT-100 - OnEventShot Example/EVT-100 - OnEventShot Example.miz # Moose Test Missions/EVT - Event Handling/EVT-101 - OnEventHit Example/EVT-101 - OnEventHit Example.miz # Moose Test Missions/EVT - Event Handling/EVT-102 - OnEventTakeoff Example/EVT-102 - OnEventTakeoff Example.miz # Moose Test Missions/EVT - Event Handling/EVT-103 - OnEventLand Example/EVT-103 - OnEventLand Example.miz # Moose Test Missions/EVT - Event Handling/EVT-104 - OnEventCrash Example/EVT-104 - OnEventCrash Example.miz # Moose Test Missions/SCO - Scoring/SCO-100 - Scoring of Statics/SCO-100 - Scoring of Statics.miz # Moose Test Missions/SCO - Scoring/SCO-101 - Scoring Client to Client/SCO-101 - Scoring Client to Client.miz # docs/Documentation/Controllable.html # docs/Documentation/Event.html # docs/Documentation/Point.html # docs/Documentation/Zone.html
This commit is contained in:
@@ -1,34 +1,66 @@
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--- This module contains the BASE class.
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--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
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--
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-- 1) @{#BASE} class
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-- =================
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-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
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-- 
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--
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-- It handles:
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-- ===
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--
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-- * The construction and inheritance of child classes.
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-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
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-- # 1) @{#BASE} class
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--
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-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
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-- All classes within the MOOSE framework are derived from the @{#BASE} class.
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--
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-- BASE provides facilities for :
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--
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-- * The construction and inheritance of MOOSE classes.
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-- * The class naming and numbering system.
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-- * The class hierarchy search system.
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-- * The tracing of information or objects during mission execution for debuggin purposes.
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-- * The subscription to DCS events for event handling in MOOSE objects.
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--
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-- Note: The BASE class is an abstract class and is not meant to be used directly.
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--
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-- ## 1.1) BASE constructor
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--
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-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
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-- Any class derived from BASE, will use the @{Base#BASE.New} constructor embedded in the @{Base#BASE.Inherit} method.
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-- See an example at the @{Base#BASE.New} method how this is done.
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--
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-- ## 1.2) BASE Trace functionality
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-- ## 1.2) Trace information for debugging
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--
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-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
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-- Note that these trace methods are inherited by each MOOSE class interiting BASE.
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-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
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-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
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--
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-- ### 1.2.1) Tracing functions
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-- Any type of information can be passed to these tracing methods. See the following examples:
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--
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-- self:E( "Hello" )
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--
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-- Result in the word "Hello" in the dcs.log.
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--
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-- local Array = { 1, nil, "h", { "a","b" }, "x" }
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-- self:E( Array )
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--
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-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
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--
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-- local Object1 = "Object1"
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-- local Object2 = 3
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-- local Object3 = { Object 1, Object 2 }
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-- self:E( { Object1, Object2, Object3 } )
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--
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-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
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--
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-- local SpawnObject = SPAWN:New( "Plane" )
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-- local GroupObject = GROUP:FindByName( "Group" )
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-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
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--
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-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
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--
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-- Below a more detailed explanation of the different method types for tracing.
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--
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-- ### 1.2.1) Tracing methods categories
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--
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-- There are basically 3 types of tracing methods available within BASE:
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-- There are basically 3 types of tracing methods available:
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--
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-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.E}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.
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-- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
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--
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-- ### 1.2.2) Tracing levels
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--
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@@ -51,6 +83,7 @@
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-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
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-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
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-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
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--
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-- ### 1.2.4) Check if tracing is on.
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--
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-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
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@@ -64,7 +97,7 @@
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--
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-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
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-- So, when the DCS event occurs, the class will be notified of that event.
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-- There are two functions which you use to subscribe to or unsubscribe from an event.
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-- There are two methods which you use to subscribe to or unsubscribe from an event.
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--
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-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
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-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
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@@ -114,10 +147,12 @@
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--
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-- ## 1.5) All objects derived from BASE can have "States"
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--
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-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
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-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
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-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
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-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
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-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
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-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
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--
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-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
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-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
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--
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-- These two methods provide a very handy way to keep state at long lasting processes.
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-- Values can be stored within the objects, and later retrieved or changed when needed.
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-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
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@@ -125,9 +160,9 @@
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-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
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-- object name to the method.
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--
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-- ## 1.10) BASE Inheritance (tree) support
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-- ## 1.10) Inheritance
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--
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-- The following methods are available to support inheritance:
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-- The following methods are available to implement inheritance
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--
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-- * @{#BASE.Inherit}: Inherits from a class.
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-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
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@@ -192,7 +227,17 @@ FORMATION = {
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-- @todo need to investigate if the deepCopy is really needed... Don't think so.
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--- BASE constructor.
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--
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-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
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--
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-- function EVENT:New()
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-- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
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-- return self
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-- end
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--
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-- @param #BASE self
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-- @return #BASE
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function BASE:New()
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local self = routines.utils.deepCopy( self ) -- Create a new self instance
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local MetaTable = {}
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@@ -253,7 +298,12 @@ function BASE:Inherit( Child, Parent )
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return Child
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end
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--- This is the worker method to retrieve the Parent class.
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--- This is the worker method to retrieve the Parent class.
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-- Note that the Parent class must be passed to call the parent class method.
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--
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-- self:GetParent(self):ParentMethod()
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--
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--
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-- @param #BASE self
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-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
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-- @return #BASE
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@@ -1,5 +1,4 @@
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--- This core module models the dispatching of DCS Events to subscribed MOOSE classes,
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-- following a given priority.
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--- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--
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-- 
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--
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@@ -64,6 +63,13 @@
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--
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-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
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-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
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--
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-- Note that for a UNIT, the event will be handled **for that UNIT only**!
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-- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**!
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--
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-- For all objects of other classes, the subscribed events will be handled for **all UNITs within the Mission**!
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-- So if a UNIT within the mission has the subscribed event for that object,
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-- then the object event handler will receive the event for that UNIT!
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--
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-- ### 1.3.2 Event Handling of DCS Events
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--
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@@ -165,7 +171,9 @@
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--
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-- Hereby the change log:
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--
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-- * 2016-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
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-- * 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.
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--
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-- * 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
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--
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-- ===
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--
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@@ -179,10 +187,6 @@
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--
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-- @module Event
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-- TODO: Need to update the EVENTDATA documentation with IniPlayerName and TgtPlayerName
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-- TODO: Need to update the EVENTDATA documentation with IniObjectCategory and TgtObjectCategory
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--- The EVENT structure
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-- @type EVENT
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@@ -443,8 +447,9 @@ function EVENT:Remove( EventClass, EventID )
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self.Events[EventID][EventPriority][EventClass] = nil
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end
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--- Removes an Events entry for a Unit
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--- Removes an Events entry for a UNIT.
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-- @param #EVENT self
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-- @param #string UnitName The name of the UNIT.
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-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
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-- @param Dcs.DCSWorld#world.event EventID
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-- @return #EVENT.Events
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@@ -454,7 +459,22 @@ function EVENT:RemoveForUnit( UnitName, EventClass, EventID )
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local EventClass = EventClass
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local EventPriority = EventClass:GetEventPriority()
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local Event = self.Events[EventID][EventPriority][EventClass]
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Event.IniUnit[UnitName] = nil
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Event.EventUnit[UnitName] = nil
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end
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--- Removes an Events entry for a GROUP.
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-- @param #EVENT self
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-- @param #string GroupName The name of the GROUP.
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-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
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-- @param Dcs.DCSWorld#world.event EventID
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-- @return #EVENT.Events
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function EVENT:RemoveForGroup( GroupName, EventClass, EventID )
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self:F3( { EventClass, _EVENTMETA[EventID].Text } )
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local EventClass = EventClass
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local EventPriority = EventClass:GetEventPriority()
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local Event = self.Events[EventID][EventPriority][EventClass]
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Event.EventGroup[GroupName] = nil
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end
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--- Clears all event subscriptions for a @{Base#BASE} derived object.
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@@ -505,23 +525,43 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
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end
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--- Set a new listener for an S_EVENT_X event
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--- Set a new listener for an S_EVENT_X event for a UNIT.
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-- @param #EVENT self
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-- @param #string EventDCSUnitName
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @param #string UnitName The name of the UNIT.
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-- @param #function EventFunction The function to be called when the event occurs for the GROUP.
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-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
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-- @param EventID
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-- @return #EVENT
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function EVENT:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, EventID )
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self:F2( EventDCSUnitName )
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function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
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self:F2( UnitName )
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local Event = self:Init( EventID, EventClass )
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if not Event.IniUnit then
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Event.IniUnit = {}
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if not Event.EventUnit then
|
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Event.EventUnit = {}
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end
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Event.IniUnit[EventDCSUnitName] = {}
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Event.IniUnit[EventDCSUnitName].EventFunction = EventFunction
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Event.IniUnit[EventDCSUnitName].EventClass = EventClass
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Event.EventUnit[UnitName] = {}
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Event.EventUnit[UnitName].EventFunction = EventFunction
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Event.EventUnit[UnitName].EventClass = EventClass
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return self
|
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end
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--- Set a new listener for an S_EVENT_X event for a GROUP.
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-- @param #EVENT self
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-- @param #string GroupName The name of the GROUP.
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-- @param #function EventFunction The function to be called when the event occurs for the GROUP.
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-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
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-- @param EventID
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-- @return #EVENT
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function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
|
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self:F2( GroupName )
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|
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local Event = self:Init( EventID, EventClass )
|
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if not Event.EventGroup then
|
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Event.EventGroup = {}
|
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end
|
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Event.EventGroup[GroupName] = {}
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Event.EventGroup[GroupName].EventFunction = EventFunction
|
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Event.EventGroup[GroupName].EventClass = EventClass
|
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return self
|
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end
|
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|
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@@ -668,7 +708,9 @@ function EVENT:onEvent( Event )
|
||||
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
|
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Event.IniDCSGroupName = Event.IniDCSGroup:getName()
|
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Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
self:E( { IniGroup = Event.IniGroup } )
|
||||
if Event.IniGroup then
|
||||
Event.IniGroupName = Event.IniDCSGroupName
|
||||
end
|
||||
end
|
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Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
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@@ -709,6 +751,10 @@ function EVENT:onEvent( Event )
|
||||
Event.TgtDCSGroupName = ""
|
||||
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
|
||||
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
|
||||
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
|
||||
if Event.TgtGroup then
|
||||
Event.TgtGroupName = Event.TgtDCSGroupName
|
||||
end
|
||||
end
|
||||
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
|
||||
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
|
||||
@@ -756,73 +802,140 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
|
||||
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
|
||||
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
|
||||
|
||||
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
|
||||
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
|
||||
if ( Event.IniDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.IniDCSUnitName] ) or
|
||||
( Event.TgtDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.TgtDCSUnitName] ) then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.IniUnit[Event.IniDCSUnitName].EventFunction then
|
||||
|
||||
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
if EventData.EventUnit[Event.IniDCSUnitName] then
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventUnit[Event.IniDCSUnitName].EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if EventData.EventUnit[Event.TgtDCSUnitName] then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventUnit[Event.TgtDCSUnitName].EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
|
||||
end
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
return EventData.EventUnit[Event.TgtDCSUnitName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if Event.IniDCSUnit and not EventData.IniUnit then
|
||||
|
||||
if EventClass == EventData.EventClass then
|
||||
|
||||
|
||||
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
|
||||
if ( Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.EventGroup and EventData.EventGroup[Event.IniGroupName] ) or
|
||||
( Event.TgtDCSUnitName and Event.TgtDCSGroupName and Event.TgtGroupName and EventData.EventGroup and EventData.EventGroup[Event.TgtGroupName] ) then
|
||||
|
||||
if EventData.EventGroup[Event.IniGroupName] then
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventFunction then
|
||||
|
||||
-- There is an EventFunction defined, so call the EventFunction.
|
||||
if EventData.EventGroup[Event.IniGroupName].EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
|
||||
end
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
return EventData.EventGroup[Event.IniGroupName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if EventData.EventGroup[Event.TgtGroupName] then
|
||||
if EventData.EventGroup[Event.TgtGroupName].EventFunction then
|
||||
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventGroup[Event.TgtGroupName].EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
@@ -831,6 +944,45 @@ function EVENT:onEvent( Event )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if Event.IniDCSUnit and not EventData.EventUnit then
|
||||
|
||||
if EventClass == EventData.EventClass then
|
||||
|
||||
-- First test if a EventFunction is Set, otherwise search for the default function
|
||||
if EventData.EventFunction then
|
||||
|
||||
-- There is an EventFunction defined, so call the EventFunction.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventData.EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
else
|
||||
|
||||
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
|
||||
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
|
||||
if EventFunction and type( EventFunction ) == "function" then
|
||||
|
||||
-- Now call the default event function.
|
||||
if Event.IniObjectCategory ~= 3 then
|
||||
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
|
||||
end
|
||||
|
||||
local Result, Value = xpcall(
|
||||
function()
|
||||
return EventFunction( EventClass, Event )
|
||||
end, ErrorHandler )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
|
||||
-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
|
||||
-- are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the MENU classes.
|
||||
--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -1,26 +1,40 @@
|
||||
--- This module contains the MESSAGE class.
|
||||
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
|
||||
--
|
||||
-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
|
||||
-- =================================================
|
||||
-- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
-- 1.1) MESSAGE construction methods
|
||||
-- ---------------------------------
|
||||
-- ## 1.1) MESSAGE construction
|
||||
--
|
||||
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
-- 1.2) Send messages with MESSAGE To methods
|
||||
-- ------------------------------------------
|
||||
-- Messages are sent to:
|
||||
-- ## 1.2) Send messages to an audience
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
-- * Clients with @{Message#MESSAGE.ToClient}.
|
||||
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
|
||||
-- * All Players with @{Message#MESSAGE.ToAll}.
|
||||
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
|
||||
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{Message#MESSAGE.ToAll}().
|
||||
--
|
||||
-- ## 1.3) Send conditionally to an audience
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
--
|
||||
-- @module Message
|
||||
-- @author FlightControl
|
||||
|
||||
--- The MESSAGE class
|
||||
-- @type MESSAGE
|
||||
@@ -229,80 +243,3 @@ function MESSAGE:ToAllIf( Condition )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
----- The MESSAGEQUEUE class
|
||||
---- @type MESSAGEQUEUE
|
||||
--MESSAGEQUEUE = {
|
||||
-- ClientGroups = {},
|
||||
-- CoalitionSides = {}
|
||||
--}
|
||||
--
|
||||
--function MESSAGEQUEUE:New( RefreshInterval )
|
||||
-- local self = BASE:Inherit( self, BASE:New() )
|
||||
-- self:F( { RefreshInterval } )
|
||||
--
|
||||
-- self.RefreshInterval = RefreshInterval
|
||||
--
|
||||
-- --self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
|
||||
-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 0, RefreshInterval )
|
||||
--
|
||||
-- return self
|
||||
--end
|
||||
--
|
||||
----- This function is called automatically by the MESSAGEQUEUE scheduler.
|
||||
--function MESSAGEQUEUE:_DisplayMessages()
|
||||
--
|
||||
-- -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
|
||||
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
|
||||
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
|
||||
-- if MessageData.MessageSent == false then
|
||||
-- --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
||||
-- MessageData.MessageSent = true
|
||||
-- end
|
||||
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
||||
-- if MessageTimeLeft <= 0 then
|
||||
-- MessageData = nil
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- -- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
|
||||
-- -- Because the Client messages will overwrite the Coalition messages (for that Client).
|
||||
-- for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
|
||||
-- for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
|
||||
-- if MessageData.MessageGroup == false then
|
||||
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
||||
-- MessageData.MessageGroup = true
|
||||
-- end
|
||||
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
||||
-- if MessageTimeLeft <= 0 then
|
||||
-- MessageData = nil
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- -- Now check if the Client also has messages that belong to the Coalition of the Client...
|
||||
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
|
||||
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
|
||||
-- local CoalitionGroup = Group.getByName( ClientGroupName )
|
||||
-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
|
||||
-- if MessageData.MessageCoalition == false then
|
||||
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
||||
-- MessageData.MessageCoalition = true
|
||||
-- end
|
||||
-- end
|
||||
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
||||
-- if MessageTimeLeft <= 0 then
|
||||
-- MessageData = nil
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- return true
|
||||
--end
|
||||
--
|
||||
----- The _MessageQueue object is created when the MESSAGE class module is loaded.
|
||||
----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
|
||||
--
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the POINT classes.
|
||||
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
|
||||
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
|
||||
-- ==================================================
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the SET classes.
|
||||
--- **Core** - SET classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
|
||||
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
--
|
||||
|
||||
Reference in New Issue
Block a user