Further optimization of the Event Dispatcher.

Also fixed a problem with DESTROYGROUPTASK
This commit is contained in:
FlightControl
2016-04-20 21:59:37 +02:00
parent ba44e39344
commit 66c7ebf786
15 changed files with 396 additions and 217 deletions

View File

@@ -40,15 +40,8 @@ function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self,
self.TimeInterval = TimeInterval
end
self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._EventAddForCleanUp )
self:AddEvent( world.event.S_EVENT_ENGINE_STARTUP, self._EventAddForCleanUp )
self:AddEvent( world.event.S_EVENT_HIT, self._EventAddForCleanUp ) -- , self._EventHitCleanUp )
self:AddEvent( world.event.S_EVENT_CRASH, self._EventCrash ) -- , self._EventHitCleanUp )
--self:AddEvent( world.event.S_EVENT_DEAD, self._EventCrash )
self:AddEvent( world.event.S_EVENT_SHOT, self._EventShot )
_EventDispatcher:OnBirth( self._OnEventBirth, self )
self:EnableEvents()
self.CleanUpScheduler = routines.scheduleFunction( self._CleanUpScheduler, { self }, timer.getTime() + 1, TimeInterval )
return self
@@ -111,6 +104,33 @@ function CLEANUP:_DestroyMissile( MissileObject )
end
end
function CLEANUP:_OnEventBirth( Event )
self:F( { Event } )
self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
_EventDispatcher:OnEngineShutDownForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
_EventDispatcher:OnEngineStartUpForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
_EventDispatcher:OnHitForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self )
_EventDispatcher:OnCrashForUnit( Event.IniDCSUnitName, self._EventCrash, self )
_EventDispatcher:OnShotForUnit( Event.IniDCSUnitName, self._EventShot, self )
--self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._EventAddForCleanUp )
--self:AddEvent( world.event.S_EVENT_ENGINE_STARTUP, self._EventAddForCleanUp )
-- self:AddEvent( world.event.S_EVENT_HIT, self._EventAddForCleanUp ) -- , self._EventHitCleanUp )
-- self:AddEvent( world.event.S_EVENT_CRASH, self._EventCrash ) -- , self._EventHitCleanUp )
-- --self:AddEvent( world.event.S_EVENT_DEAD, self._EventCrash )
-- self:AddEvent( world.event.S_EVENT_SHOT, self._EventShot )
--
-- self:EnableEvents()
end
--- Detects if a crash event occurs.
-- Crashed units go into a CleanUpList for removal.
-- @param #CLEANUP self
@@ -126,44 +146,27 @@ function CLEANUP:_EventCrash( event )
-- self:T("after deactivateGroup")
-- event.initiator:destroy()
local CleanUpUnit = event.initiator -- the Unit
local CleanUpUnitName = CleanUpUnit:getName() -- return the name of the Unit
local CleanUpGroup = Unit.getGroup(CleanUpUnit)-- Identify the Group
local CleanUpGroupName = ""
if CleanUpGroup and CleanUpGroup:isExist() then
CleanUpGroupName = CleanUpGroup:getName() -- return the name of the Group
end
self.CleanUpList[CleanUpUnitName] = {}
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroupName
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
self.CleanUpList[Event.IniDCSUnitName] = {}
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup
self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName
self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName
end
--- Detects if a unit shoots a missile.
-- If this occurs within one of the zones, then the weapon used must be destroyed.
-- @param #CLEANUP self
-- @param DCSTypes#Event event
function CLEANUP:_EventShot( event )
self:F( { event } )
function CLEANUP:_EventShot( Event )
self:F( { Event } )
local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
local _groupname = _grp:getName() -- return the name of the group
local _unittable = {event.initiator:getName()} -- return the name of the units in the group
local _SEADmissile = event.weapon -- Identify the weapon fired
--local _SEADmissileName = _SEADmissile:getTypeName() -- return weapon type
--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(_SEADmissileName)), 20) --debug message
-- Start of the 2nd loop
--self:T( "Missile Launched = " .. _SEADmissileName )
-- Test if the missile was fired within one of the CLEANUP.ZoneNames.
local CurrentLandingZoneID = 0
CurrentLandingZoneID = routines.IsUnitInZones( event.initiator, self.ZoneNames )
CurrentLandingZoneID = routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames )
if ( CurrentLandingZoneID ) then
-- Okay, the missile was fired within the CLEANUP.ZoneNames, destroy the fired weapon.
--_SEADmissile:destroy()
routines.scheduleFunction( CLEANUP._DestroyMissile, {self, _SEADmissile}, timer.getTime() + 0.1)
routines.scheduleFunction( CLEANUP._DestroyMissile, { self, Event.Weapon }, timer.getTime() + 0.1)
end
end
@@ -171,38 +174,28 @@ end
--- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit.
-- @param #CLEANUP self
-- @param DCSTypes#Event event
function CLEANUP:_EventHitCleanUp( event )
self:F( { event } )
function CLEANUP:_EventHitCleanUp( Event )
self:F( { Event } )
local CleanUpUnit = event.initiator -- the Unit
if CleanUpUnit and CleanUpUnit:isExist() and Object.getCategory(CleanUpUnit) == Object.Category.UNIT then
local CleanUpUnitName = event.initiator:getName() -- return the name of the Unit
if routines.IsUnitInZones( CleanUpUnit, self.ZoneNames ) ~= nil then
self:T( "Life: " .. CleanUpUnitName .. ' = ' .. CleanUpUnit:getLife() .. "/" .. CleanUpUnit:getLife0() )
if CleanUpUnit:getLife() < CleanUpUnit:getLife0() then
self:T( "CleanUp: Destroy: " .. CleanUpUnitName )
routines.scheduleFunction( CLEANUP._DestroyUnit, {self, CleanUpUnit}, timer.getTime() + 0.1)
if Event.IniDCSUnit then
if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then
self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } )
if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then
self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName )
routines.scheduleFunction( CLEANUP._DestroyUnit, { self, Event.IniDCSUnit }, timer.getTime() + 0.1)
end
end
end
local CleanUpTgtUnit = event.target -- the target Unit
if CleanUpTgtUnit and CleanUpTgtUnit:isExist() and Object.getCategory(CleanUpTgtUnit) == Object.Category.UNIT then
local CleanUpTgtUnitName = event.target:getName() -- return the name of the target Unit
local CleanUpTgtGroup = Unit.getGroup(event.target)-- Identify the target Group
local CleanUpTgtGroupName = CleanUpTgtGroup:getName() -- return the name of the target Group
if routines.IsUnitInZones( CleanUpTgtUnit, self.ZoneNames ) ~= nil then
self:T( "Life: " .. CleanUpTgtUnitName .. ' = ' .. CleanUpTgtUnit:getLife() .. "/" .. CleanUpTgtUnit:getLife0() )
if CleanUpTgtUnit:getLife() < CleanUpTgtUnit:getLife0() then
self:T( "CleanUp: Destroy: " .. CleanUpTgtUnitName )
routines.scheduleFunction( CLEANUP._DestroyUnit, {self, CleanUpTgtUnit}, timer.getTime() + 0.1)
if Event.TgtDCSUnit then
if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then
self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } )
if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then
self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName )
routines.scheduleFunction( CLEANUP._DestroyUnit, { self, Event.TgtDCSUnit }, timer.getTime() + 0.1 )
end
end
end
end
--- Add the @{DCSUnit#Unit} to the CleanUpList for CleanUp.
@@ -224,24 +217,20 @@ end
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List.
-- @param #CLEANUP self
-- @param DCSTypes#Event event
function CLEANUP:_EventAddForCleanUp( event )
function CLEANUP:_EventAddForCleanUp( Event )
local CleanUpUnit = event.initiator -- the Unit
if CleanUpUnit and Object.getCategory(CleanUpUnit) == Object.Category.UNIT then
local CleanUpUnitName = CleanUpUnit:getName() -- return the name of the Unit
if self.CleanUpList[CleanUpUnitName] == nil then
if routines.IsUnitInZones( CleanUpUnit, self.ZoneNames ) ~= nil then
self:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
if Event.IniDCSUnit then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then
self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName )
end
end
end
local CleanUpTgtUnit = event.target -- the target Unit
if CleanUpTgtUnit and Object.getCategory(CleanUpTgtUnit) == Object.Category.UNIT then
local CleanUpTgtUnitName = CleanUpTgtUnit:getName() -- return the name of the target Unit
if self.CleanUpList[CleanUpTgtUnitName] == nil then
if routines.IsUnitInZones( CleanUpTgtUnit, self.ZoneNames ) ~= nil then
self:_AddForCleanUp( CleanUpTgtUnit, CleanUpTgtUnitName )
if Event.TgtDCSUnit then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then
self:_AddForCleanUp( Event.TgtDCSUnit, Event.TgtDCSUnitName )
end
end
end