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Applied proper documentation
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@ -73,6 +73,12 @@
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<td class="name" nowrap="nowrap"><a href="#CoalitionObject">CoalitionObject</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#coalition">coalition</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -88,6 +94,38 @@
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<td class="name" nowrap="nowrap"><a href="##(CoalitionObject).getCountry">CoalitionObject:getCountry()</a></td>
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<td class="summary">
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<p>Returns object country.</p>
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</td>
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</tr>
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</table>
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<h2><a id="#(coalition)">Type <code>coalition</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(coalition).side">coalition.side</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(coalition.side)">Type <code>coalition.side</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(coalition.side).BLUE">coalition.side.BLUE</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(coalition.side).NEUTRAL">coalition.side.NEUTRAL</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(coalition.side).RED">coalition.side.RED</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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@ -105,6 +143,20 @@
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em><a href="##(coalition)">#coalition</a></em>
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<a id="coalition" >
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<strong>coalition</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<h2><a id="#(DCSCoalitionObject)" >Type <code>DCSCoalitionObject</code></a></h2>
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@ -124,7 +176,7 @@
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<h3>Return value</h3>
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<p><em><a href="##(coalition.side)">#coalition.side</a>:</em></p>
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<p><em><a href="DCSTypes.html##(coalition.side)">DCSTypes#coalition.side</a>:</em></p>
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</dd>
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@ -145,10 +197,67 @@
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<p><em><a href="##(country.id)">#country.id</a>:</em></p>
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</dd>
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</dl>
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<h2><a id="#(coalition)" >Type <code>coalition</code></a></h2>
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<h3>Field(s)</h3>
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<dl class="function">
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<dt>
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<em><a href="##(coalition.side)">#coalition.side</a></em>
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<a id="#(coalition).side" >
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<strong>coalition.side</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<h2><a id="#(coalition.side)" >Type <code>coalition.side</code></a></h2>
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<h3>Field(s)</h3>
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<dl class="function">
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<dt>
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<a id="#(coalition.side).BLUE" >
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<strong>coalition.side.BLUE</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(coalition.side).NEUTRAL" >
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<strong>coalition.side.NEUTRAL</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(coalition.side).RED" >
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<strong>coalition.side.RED</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<h2><a id="#(country.id)" >Type <code>country.id</code></a></h2>
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@ -68,7 +68,70 @@
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<p>Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.</p>
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<p>Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s).</p>
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<p>Mission designers can use the DATABASE class to build sets of units belonging to certain:</p>
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<ul>
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<li>coalitions</li>
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<li>categories</li>
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<li>countries</li>
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<li>unit types</li>
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<li>starting with certain prefix strings.</li>
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</ul>
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<p> Note that this is an initial filter set. More to follow, like zones etc.</p>
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<h1>DATABASE construction methods:</h1>
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<p>Create a new DATABASE object with the <a href="##(DATABASE).New">DATABASE.New</a> method:</p>
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<ul>
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<li><a href="##(DATABASE).New">DATABASE.New</a>: Creates a new DATABASE object.</li>
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</ul>
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<h1>DATABASE filter criteria: </h1>
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<p>You can set filter criteria to define the set of units within the database.
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Filter criteria are defined by:</p>
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<ul>
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<li><a href="##(DATABASE).FilterCoalitions">DATABASE.FilterCoalitions</a>: Builds the DATABASE with the units belonging to the coalition(s).</li>
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<li><a href="##(DATABASE).FilterCategories">DATABASE.FilterCategories</a>: Builds the DATABASE with the units belonging to the category(ies).</li>
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<li><a href="##(DATABASE).FilterTypes">DATABASE.FilterTypes</a>: Builds the DATABASE with the units belonging to the unit type(s).</li>
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<li><a href="##(DATABASE).FilterCountries">DATABASE.FilterCountries</a>: Builds the DATABASE with the units belonging to the country(ies).</li>
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<li><a href="##(DATABASE).FilterUnitPrefixes">DATABASE.FilterUnitPrefixes</a>: Builds the DATABASE with the units starting with the same prefix string(s).</li>
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</ul>
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<p>Once the filter criteria have been set for the DATABASE, you can start filtering using:</p>
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<ul>
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<li><a href="##(DATABASE).FilterStart">DATABASE.FilterStart</a>: Starts the filtering of the units within the database.</li>
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</ul>
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<p>Planned filter criteria within development are (so these are not yet available):</p>
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<ul>
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<li><a href="##(DATABASE).FilterGroupPrefixes">DATABASE.FilterGroupPrefixes</a>: Builds the DATABASE with the groups of the units starting with the same prefix string(s).</li>
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<li><a href="##(DATABASE).FilterZones">DATABASE.FilterZones</a>: Builds the DATABASE with the units within a <a href="Zone.html##(ZONE)">Zone#ZONE</a>.</li>
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</ul>
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<h1>DATABASE iterators:</h1>
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<p>Once the filters have been defined and the DATABASE has been built, you can iterate the database with the available iterator methods.
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The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
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The following iterator methods are currently available within the DATABASE:</p>
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<ul>
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<li><a href="##(DATABASE).ForEachAliveUnit">DATABASE.ForEachAliveUnit</a>: Calls a function for each alive unit it finds within the DATABASE.</li>
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</ul>
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<p>Planned iterators methods in development are (so these are not yet available):</p>
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<ul>
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<li><a href="##(DATABASE).ForEachUnit">DATABASE.ForEachUnit</a>: Calls a function for each unit contained within the DATABASE.</li>
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<li><a href="##(DATABASE).ForEachGroup">DATABASE.ForEachGroup</a>: Calls a function for each group contained within the DATABASE.</li>
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<li><a href="##(DATABASE).ForEachUnitInZone">DATABASE.ForEachUnitInZone</a>: Calls a function for each unit within a certain zone contained within the DATABASE.
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</li>
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</ul>
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<h2>Global(s)</h2>
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<table class="function_list">
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@ -76,19 +139,13 @@
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<td class="name" nowrap="nowrap"><a href="#DATABASE">DATABASE</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#_Database">_Database</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(DATABASE)">Type <code>DATABASE</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).ActivePlayers">DATABASE.ActivePlayers</a></td>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).AlivePlayers">DATABASE.AlivePlayers</a></td>
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<td class="summary">
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</td>
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@ -109,6 +166,90 @@
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).ClientsByName">DATABASE.ClientsByName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSGroups">DATABASE.DCSGroups</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSGroupsAlive">DATABASE.DCSGroupsAlive</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSUnits">DATABASE.DCSUnits</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).DCSUnitsAlive">DATABASE.DCSUnitsAlive</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).Filter">DATABASE.Filter</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCategory">DATABASE:FilterCategory(Categories)</a></td>
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<td class="summary">
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<p>Builds a set of units out of categories.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCoalition">DATABASE:FilterCoalition(Coalitions)</a></td>
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<td class="summary">
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<p>Builds a set of units of coalitons.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterCountries">DATABASE:FilterCountries(Countries)</a></td>
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<td class="summary">
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<p>Builds a set of units of defined countries.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterGroupPrefix">DATABASE:FilterGroupPrefix(Prefixes)</a></td>
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<td class="summary">
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<p>Builds a set of units of defined group prefixes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterMeta">DATABASE.FilterMeta</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterStart">DATABASE:FilterStart()</a></td>
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<td class="summary">
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<p>Starts the filtering.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterType">DATABASE:FilterType(Types)</a></td>
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<td class="summary">
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<p>Builds a set of units of defined unit types.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).FilterUnitPrefix">DATABASE:FilterUnitPrefix(Prefixes)</a></td>
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<td class="summary">
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<p>Builds a set of units of defined unit prefixes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).ForEachAliveUnit">DATABASE:ForEachAliveUnit(IteratorFunction, ...)</a></td>
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<td class="summary">
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<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> unit, providing the Unit and optional parameters.</p>
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</td>
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</tr>
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<tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).New">DATABASE:New()</a></td>
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<td class="summary">
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<p>Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.</p>
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<p>Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).Players">DATABASE.Players</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).ScanEnvironment">DATABASE:ScanEnvironment()</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@ -157,12 +304,42 @@
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).Statics">DATABASE.Statics</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).TraceDatabase">DATABASE:TraceDatabase()</a></td>
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<td class="summary">
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<p>Traces the current database contents in the log ...</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE).Units">DATABASE.Units</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnBirth">DATABASE:_EventOnBirth(Event)</a></td>
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<td class="summary">
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<p>Handles the OnBirth event for the alive units set.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE)._EventOnDeadOrCrash">DATABASE:_EventOnDeadOrCrash(Event)</a></td>
|
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<td class="summary">
|
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<p>Handles the OnDead or OnCrash event for alive units set.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(DATABASE)._IsAliveDCSUnit">DATABASE:_IsAliveDCSUnit(DCSUnit)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
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<td class="name" nowrap="nowrap"><a href="##(DATABASE)._IsIncludeDCSUnit">DATABASE:_IsIncludeDCSUnit(DCSUnit)</a></td>
|
||||
<td class="summary">
|
||||
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</td>
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||||
</tr>
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<tr>
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@ -186,20 +363,6 @@
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</dd>
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||||
</dl>
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||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Database.html##(DATABASE)">Database#DATABASE</a></em>
|
||||
<a id="_Database" >
|
||||
<strong>_Database</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
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</dd>
|
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</dl>
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<h2><a id="#(Database)" >Type <code>Database</code></a></h2>
|
||||
@ -213,8 +376,8 @@
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<dt>
|
||||
|
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<em></em>
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<a id="#(DATABASE).ActivePlayers" >
|
||||
<strong>DATABASE.ActivePlayers</strong>
|
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<a id="#(DATABASE).AlivePlayers" >
|
||||
<strong>DATABASE.AlivePlayers</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@ -263,6 +426,320 @@
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|
||||
|
||||
|
||||
</dd>
|
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</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).DCSGroups" >
|
||||
<strong>DATABASE.DCSGroups</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).DCSGroupsAlive" >
|
||||
<strong>DATABASE.DCSGroupsAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).DCSUnits" >
|
||||
<strong>DATABASE.DCSUnits</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).DCSUnitsAlive" >
|
||||
<strong>DATABASE.DCSUnitsAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).Filter" >
|
||||
<strong>DATABASE.Filter</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterCategory" >
|
||||
<strong>DATABASE:FilterCategory(Categories)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units out of categories.</p>
|
||||
|
||||
|
||||
<p>Possible current categories are plane, helicopter, ground, ship.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Categories </em></code>:
|
||||
Can take the following values: "plane", "helicopter", "ground", "ship".</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterCoalition" >
|
||||
<strong>DATABASE:FilterCoalition(Coalitions)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of coalitons.</p>
|
||||
|
||||
|
||||
<p>Possible current coalitions are red, blue and neutral.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Coalitions </em></code>:
|
||||
Can take the following values: "red", "blue", "neutral".</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterCountries" >
|
||||
<strong>DATABASE:FilterCountries(Countries)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined countries.</p>
|
||||
|
||||
|
||||
<p>Possible current countries are those known within DCS world.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Countries </em></code>:
|
||||
Can take those country strings known within DCS world.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterGroupPrefix" >
|
||||
<strong>DATABASE:FilterGroupPrefix(Prefixes)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined group prefixes.</p>
|
||||
|
||||
|
||||
<p>All the units starting with the given group prefixes will be included within the set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Prefixes </em></code>:
|
||||
The prefix of which the group name where the unit belongs to starts with.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(DATABASE).FilterMeta" >
|
||||
<strong>DATABASE.FilterMeta</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterStart" >
|
||||
<strong>DATABASE:FilterStart()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Starts the filtering.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterType" >
|
||||
<strong>DATABASE:FilterType(Types)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined unit types.</p>
|
||||
|
||||
|
||||
<p>Possible current types are those types known within DCS world.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Types </em></code>:
|
||||
Can take those type strings known within DCS world.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).FilterUnitPrefix" >
|
||||
<strong>DATABASE:FilterUnitPrefix(Prefixes)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Builds a set of units of defined unit prefixes.</p>
|
||||
|
||||
|
||||
<p>All the units starting with the given prefixes will be included within the set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string Prefixes </em></code>:
|
||||
The prefix of which the unit name starts with.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).ForEachAliveUnit" >
|
||||
<strong>DATABASE:ForEachAliveUnit(IteratorFunction, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Interate the DATABASE and call an interator function for each <strong>alive</strong> unit, providing the Unit and optional parameters.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#function IteratorFunction </em></code>:
|
||||
The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -323,12 +800,12 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.</p>
|
||||
<p>Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em></p>
|
||||
|
||||
<p>DATABASE</p>
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<pre class="example"><code>-- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
|
||||
@ -348,6 +825,19 @@ DBObject = DATABASE:New()</code></pre>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).ScanEnvironment" >
|
||||
<strong>DATABASE:ScanEnvironment()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -414,6 +904,27 @@ This method is used by the SPAWN class.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE).TraceDatabase" >
|
||||
<strong>DATABASE:TraceDatabase()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Traces the current database contents in the log ...</p>
|
||||
|
||||
|
||||
<p>(for debug reasons).</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -428,6 +939,100 @@ This method is used by the SPAWN class.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._EventOnBirth" >
|
||||
<strong>DATABASE:_EventOnBirth(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnBirth event for the alive units set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._EventOnDeadOrCrash" >
|
||||
<strong>DATABASE:_EventOnDeadOrCrash(Event)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Handles the OnDead or OnCrash event for alive units set.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> Event </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._IsAliveDCSUnit" >
|
||||
<strong>DATABASE:_IsAliveDCSUnit(DCSUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSUnit.html##(Unit)">DCSUnit#Unit</a> DCSUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(DATABASE)._IsIncludeDCSUnit" >
|
||||
<strong>DATABASE:_IsIncludeDCSUnit(DCSUnit)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="DCSUnit.html##(Unit)">DCSUnit#Unit</a> DCSUnit </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(DATABASE)">#DATABASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -1835,6 +1835,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(ESCORT).ReportTargetsScheduler" >
|
||||
<strong>ESCORT.ReportTargetsScheduler</strong>
|
||||
</a>
|
||||
|
||||
@ -73,12 +73,6 @@
|
||||
<td class="name" nowrap="nowrap"><a href="#EVENT">EVENT</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#_EVENTDISPATCHER">_EVENTDISPATCHER</a></td>
|
||||
<td class="summary">
|
||||
<p>Declare the event dispatcher based on the EVENT class</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -389,20 +383,6 @@
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(EVENT)">#EVENT</a></em>
|
||||
<a id="_EVENTDISPATCHER" >
|
||||
<strong>_EVENTDISPATCHER</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Declare the event dispatcher based on the EVENT class</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Event)" >Type <code>Event</code></a></h2>
|
||||
|
||||
@ -89,43 +89,50 @@ Groups will follow the following naming structure when spawned at run-time:</p>
|
||||
<p>Some additional notes that need to be remembered:</p>
|
||||
|
||||
<ul>
|
||||
<li><p>Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the <a href="##(SPAWN)">#SPAWN</a> module.</p></li>
|
||||
<li><p>It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.</p></li>
|
||||
<li><p>When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.</p></li>
|
||||
<li><h2>SPAWN object construction methods:</h2>
|
||||
<p>Create a new SPAWN object with the <a href="##(SPAWN).New">SPAWN.New</a> or the <a href="##(SPAWN).NewWithAlias">SPAWN.NewWithAlias</a> methods:</p></li>
|
||||
<li><p><a href="##(SPAWN).New">SPAWN.New</a>: Creates a new SPAWN object taking the name of the group that functions as the Template.</p></li>
|
||||
<li>Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the <a href="##(SPAWN)">#SPAWN</a> module.</li>
|
||||
<li>It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.</li>
|
||||
<li>When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.</li>
|
||||
</ul>
|
||||
|
||||
<h1>SPAWN construction methods:</h1>
|
||||
<p>Create a new SPAWN object with the <a href="##(SPAWN).New">SPAWN.New</a> or the <a href="##(SPAWN).NewWithAlias">SPAWN.NewWithAlias</a> methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SPAWN).New">SPAWN.New</a>: Creates a new SPAWN object taking the name of the group that functions as the Template.</li>
|
||||
</ul>
|
||||
|
||||
<p>It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
||||
The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.</p>
|
||||
|
||||
<ol>
|
||||
<li><h2>SPAWN object initialization methods: </h2>
|
||||
<p>A spawn object will behave differently based on the usage of initialization methods: </p></li>
|
||||
<li><p><a href="##(SPAWN).Limit">SPAWN.Limit</a>: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.</p></li>
|
||||
<li><p><a href="##(SPAWN).RandomizeRoute">SPAWN.RandomizeRoute</a>: Randomize the routes of spawned groups.</p></li>
|
||||
<li><p><a href="##(SPAWN).RandomizeTemplate">SPAWN.RandomizeTemplate</a>: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </p></li>
|
||||
<li><p><a href="##(SPAWN).Uncontrolled">SPAWN.Uncontrolled</a>: Spawn plane groups uncontrolled.</p></li>
|
||||
<li><p><a href="##(SPAWN).Array">SPAWN.Array</a>: Make groups visible before they are actually activated, and order these groups like a batallion in an array.</p></li>
|
||||
<li><p><a href="##(SPAWN).Repeat">SPAWN.Repeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).RepeatOnLanding">SPAWN.RepeatOnLanding</a> and <a href="##(SPAWN).RepeatOnEngineShutDown">SPAWN.RepeatOnEngineShutDown</a>.</p></li>
|
||||
<li><h2>SPAWN object spawning methods:</h2>
|
||||
<p>Groups can be spawned at different times and methods:</p></li>
|
||||
<li><p><a href="##(SPAWN).Spawn">SPAWN.Spawn</a>: Spawn one new group based on the last spawned index.</p></li>
|
||||
<li><p><a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a>: Re-spawn a group based on a given index.</p></li>
|
||||
<li><p><a href="##(SPAWN).SpawnScheduled">SPAWN.SpawnScheduled</a>: Spawn groups at scheduled but randomized intervals. You can use <a href="##(SPAWN).SpawnScheduleStart">SPAWN.SpawnScheduleStart</a> and <a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a> to start and stop the schedule respectively.</p></li>
|
||||
<li><p><a href="##(SPAWN).SpawnFromUnit">SPAWN.SpawnFromUnit</a>: Spawn a new group taking the position of a <a href="UNIT.html">UNIT</a>.</p></li>
|
||||
<li><p><a href="##(SPAWN).SpawnInZone">SPAWN.SpawnInZone</a>: Spawn a new group in a <a href="ZONE.html">ZONE</a>.</p></li>
|
||||
</ol>
|
||||
<h1>SPAWN initialization methods: </h1>
|
||||
<p>A spawn object will behave differently based on the usage of initialization methods: </p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SPAWN).Limit">SPAWN.Limit</a>: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.</li>
|
||||
<li><a href="##(SPAWN).RandomizeRoute">SPAWN.RandomizeRoute</a>: Randomize the routes of spawned groups.</li>
|
||||
<li><a href="##(SPAWN).RandomizeTemplate">SPAWN.RandomizeTemplate</a>: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. </li>
|
||||
<li><a href="##(SPAWN).Uncontrolled">SPAWN.Uncontrolled</a>: Spawn plane groups uncontrolled.</li>
|
||||
<li><a href="##(SPAWN).Array">SPAWN.Array</a>: Make groups visible before they are actually activated, and order these groups like a batallion in an array.</li>
|
||||
<li><a href="##(SPAWN).Repeat">SPAWN.Repeat</a>: Re-spawn groups when they land at the home base. Similar functions are <a href="##(SPAWN).RepeatOnLanding">SPAWN.RepeatOnLanding</a> and <a href="##(SPAWN).RepeatOnEngineShutDown">SPAWN.RepeatOnEngineShutDown</a>.</li>
|
||||
</ul>
|
||||
|
||||
<h1>SPAWN spawning methods:</h1>
|
||||
<p>Groups can be spawned at different times and methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(SPAWN).Spawn">SPAWN.Spawn</a>: Spawn one new group based on the last spawned index.</li>
|
||||
<li><a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a>: Re-spawn a group based on a given index.</li>
|
||||
<li><a href="##(SPAWN).SpawnScheduled">SPAWN.SpawnScheduled</a>: Spawn groups at scheduled but randomized intervals. You can use <a href="##(SPAWN).SpawnScheduleStart">SPAWN.SpawnScheduleStart</a> and <a href="##(SPAWN).SpawnScheduleStop">SPAWN.SpawnScheduleStop</a> to start and stop the schedule respectively.</li>
|
||||
<li><a href="##(SPAWN).SpawnFromUnit">SPAWN.SpawnFromUnit</a>: Spawn a new group taking the position of a <a href="UNIT.html">UNIT</a>.</li>
|
||||
<li><a href="##(SPAWN).SpawnInZone">SPAWN.SpawnInZone</a>: Spawn a new group in a <a href="ZONE.html">ZONE</a>.</li>
|
||||
</ul>
|
||||
|
||||
<p>Note that <a href="##(SPAWN).Spawn">SPAWN.Spawn</a> and <a href="##(SPAWN).ReSpawn">SPAWN.ReSpawn</a> return a <a href="GROUP.html##(GROUP).New">GROUP#GROUP.New</a> object, that contains a reference to the DCSGroup object.
|
||||
You can use the <a href="GROUP.html">GROUP</a> object to do further actions with the DCSGroup.</p>
|
||||
|
||||
<ol>
|
||||
<li>SPAWN object cleaning:
|
||||
<hr/>
|
||||
Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
<h1>SPAWN object cleaning:</h1>
|
||||
<p>Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
To prevent this, a <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> initialization method has been defined that will silently monitor the status of each spawned group.
|
||||
@ -133,8 +140,7 @@ You can use the <a href="GROUP.html">GROUP</a> object to do further actions with
|
||||
There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
|
||||
In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
|
||||
This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
||||
Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</li>
|
||||
</ol>
|
||||
Check the <a href="##(SPAWN).CleanUp">SPAWN.CleanUp</a> for further info.</p>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -2052,7 +2058,7 @@ Nothing found</p>
|
||||
|
||||
|
||||
|
||||
<p> TODO Need to delete this... _Database does this now ...</p>
|
||||
<p> TODO Need to delete this... _DATABASE does this now ...</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
|
||||
@ -1,8 +1,61 @@
|
||||
--- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
|
||||
-- Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s).
|
||||
-- Mission designers can use the DATABASE class to build sets of units belonging to certain:
|
||||
--
|
||||
-- * coalitions
|
||||
-- * categories
|
||||
-- * countries
|
||||
-- * unit types
|
||||
-- * starting with certain prefix strings.
|
||||
--
|
||||
-- Note that this is an initial filter set. More to follow, like zones etc.
|
||||
--
|
||||
--
|
||||
-- DATABASE construction methods:
|
||||
-- =================================
|
||||
-- Create a new DATABASE object with the @{#DATABASE.New} method:
|
||||
--
|
||||
-- * @{#DATABASE.New}: Creates a new DATABASE object.
|
||||
--
|
||||
--
|
||||
-- DATABASE filter criteria:
|
||||
-- =========================
|
||||
-- You can set filter criteria to define the set of units within the database.
|
||||
-- Filter criteria are defined by:
|
||||
--
|
||||
-- * @{#DATABASE.FilterCoalitions}: Builds the DATABASE with the units belonging to the coalition(s).
|
||||
-- * @{#DATABASE.FilterCategories}: Builds the DATABASE with the units belonging to the category(ies).
|
||||
-- * @{#DATABASE.FilterTypes}: Builds the DATABASE with the units belonging to the unit type(s).
|
||||
-- * @{#DATABASE.FilterCountries}: Builds the DATABASE with the units belonging to the country(ies).
|
||||
-- * @{#DATABASE.FilterUnitPrefixes}: Builds the DATABASE with the units starting with the same prefix string(s).
|
||||
--
|
||||
-- Once the filter criteria have been set for the DATABASE, you can start filtering using:
|
||||
--
|
||||
-- * @{#DATABASE.FilterStart}: Starts the filtering of the units within the database.
|
||||
--
|
||||
-- Planned filter criteria within development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#DATABASE.FilterGroupPrefixes}: Builds the DATABASE with the groups of the units starting with the same prefix string(s).
|
||||
-- * @{#DATABASE.FilterZones}: Builds the DATABASE with the units within a @{Zone#ZONE}.
|
||||
--
|
||||
--
|
||||
-- DATABASE iterators:
|
||||
-- ===================
|
||||
-- Once the filters have been defined and the DATABASE has been built, you can iterate the database with the available iterator methods.
|
||||
-- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
|
||||
-- The following iterator methods are currently available within the DATABASE:
|
||||
--
|
||||
-- * @{#DATABASE.ForEachAliveUnit}: Calls a function for each alive unit it finds within the DATABASE.
|
||||
--
|
||||
-- Planned iterators methods in development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#DATABASE.ForEachUnit}: Calls a function for each unit contained within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachGroup}: Calls a function for each group contained within the DATABASE.
|
||||
-- * @{#DATABASE.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the DATABASE.
|
||||
--
|
||||
-- @module Database
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
Include.File( "Routines" )
|
||||
Include.File( "Base" )
|
||||
Include.File( "Menu" )
|
||||
@ -89,7 +142,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterCoalition( Coalitions )
|
||||
function DATABASE:FilterCoalitions( Coalitions )
|
||||
if not self.Filter.Coalitions then
|
||||
self.Filter.Coalitions = {}
|
||||
end
|
||||
@ -107,7 +160,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterCategory( Categories )
|
||||
function DATABASE:FilterCategories( Categories )
|
||||
if not self.Filter.Categories then
|
||||
self.Filter.Categories = {}
|
||||
end
|
||||
@ -125,7 +178,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Types Can take those type strings known within DCS world.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterType( Types )
|
||||
function DATABASE:FilterTypes( Types )
|
||||
if not self.Filter.Types then
|
||||
self.Filter.Types = {}
|
||||
end
|
||||
@ -161,7 +214,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Prefixes The prefix of which the unit name starts with.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterUnitPrefix( Prefixes )
|
||||
function DATABASE:FilterUnitPrefixes( Prefixes )
|
||||
if not self.Filter.UnitPrefixes then
|
||||
self.Filter.UnitPrefixes = {}
|
||||
end
|
||||
@ -179,7 +232,7 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:FilterGroupPrefix( Prefixes )
|
||||
function DATABASE:FilterGroupPrefixes( Prefixes )
|
||||
if not self.Filter.GroupPrefixes then
|
||||
self.Filter.GroupPrefixes = {}
|
||||
end
|
||||
@ -204,10 +257,10 @@ function DATABASE:FilterStart()
|
||||
for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do
|
||||
self:T( UnitRegistration )
|
||||
local DCSUnit = Unit.getByName( UnitRegistration.UnitName )
|
||||
if self:IsIncludeDCSUnit( DCSUnit ) then
|
||||
if self:_IsIncludeDCSUnit( DCSUnit ) then
|
||||
self.DCSUnits[DCSUnit:getName()] = DCSUnit
|
||||
end
|
||||
if self:IsAliveDCSUnit( DCSUnit ) then
|
||||
if self:_IsAliveDCSUnit( DCSUnit ) then
|
||||
self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit
|
||||
end
|
||||
end
|
||||
@ -218,155 +271,6 @@ function DATABASE:FilterStart()
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:IsIncludeDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitInclude = true
|
||||
|
||||
if self.Filter.Coalitions then
|
||||
local DCSUnitCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
|
||||
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
|
||||
DCSUnitCoalition = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
|
||||
end
|
||||
|
||||
if self.Filter.Categories then
|
||||
local DCSUnitCategory = false
|
||||
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
|
||||
self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
|
||||
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
|
||||
DCSUnitCategory = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
|
||||
end
|
||||
|
||||
if self.Filter.Types then
|
||||
local DCSUnitType = false
|
||||
for TypeID, TypeName in pairs( self.Filter.Types ) do
|
||||
self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
|
||||
if TypeName == DCSUnit:getTypeName() then
|
||||
DCSUnitType = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitType
|
||||
end
|
||||
|
||||
if self.Filter.Countries then
|
||||
local DCSUnitCountry = false
|
||||
for CountryID, CountryName in pairs( self.Filter.Countries ) do
|
||||
self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
|
||||
if country.id[CountryName] == DCSUnit:getCountry() then
|
||||
DCSUnitCountry = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
|
||||
end
|
||||
|
||||
if self.Filter.UnitPrefixes then
|
||||
local DCSUnitPrefix = false
|
||||
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
|
||||
self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
|
||||
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
|
||||
DCSUnitPrefix = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
|
||||
end
|
||||
|
||||
self:T( DCSUnitInclude )
|
||||
return DCSUnitInclude
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:IsAliveDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitAlive = false
|
||||
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
|
||||
if self.DCSUnits[DCSUnit:getName()] then
|
||||
DCSUnitAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSUnitAlive )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:ScanEnvironment()
|
||||
self:F()
|
||||
|
||||
self.Navpoints = {}
|
||||
self.Units = {}
|
||||
--Build routines.db.units and self.Navpoints
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
|
||||
--self.Units[coa_name] = {}
|
||||
|
||||
----------------------------------------------
|
||||
-- build nav points DB
|
||||
self.Navpoints[coa_name] = {}
|
||||
if coa_data.nav_points then --navpoints
|
||||
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
||||
|
||||
if type(nav_data) == 'table' then
|
||||
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
|
||||
|
||||
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
||||
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
||||
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
|
||||
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
|
||||
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------
|
||||
if coa_data.country then --there is a country table
|
||||
for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
|
||||
local countryName = string.lower(cntry_data.name)
|
||||
--self.Units[coa_name][countryName] = {}
|
||||
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
||||
|
||||
if type(cntry_data) == 'table' then --just making sure
|
||||
|
||||
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
|
||||
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
||||
|
||||
local category = obj_type_name
|
||||
|
||||
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
|
||||
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroup( GroupTemplate )
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
||||
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
end --if type(cntry_data) == 'table' then
|
||||
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
end --if coa_data.country then --there is a country table
|
||||
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
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Instantiate new Groups within the DCSRTE.
|
||||
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
|
||||
@ -461,7 +365,7 @@ function DATABASE:_EventOnBirth( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
|
||||
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
|
||||
end
|
||||
@ -490,63 +394,188 @@ function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
local function CoRoutine()
|
||||
local Count = 0
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
coroutine.yield()
|
||||
Count = Count + 1
|
||||
if Count % 10 == 0 then
|
||||
coroutine.yield( false )
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
local co = coroutine.create( CoRoutine )
|
||||
|
||||
while true do
|
||||
local function Schedule()
|
||||
|
||||
local status, res = coroutine.resume( co )
|
||||
self:T2( { status, res } )
|
||||
self:T( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
end
|
||||
if res == true then
|
||||
break
|
||||
if res == false then
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 )
|
||||
end
|
||||
end
|
||||
|
||||
timer.scheduleFunction( Schedule, {}, timer.getTime() + 1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Interate the DATABASE and call an interator function for each unit, providing the UNIT and optional parameters.
|
||||
function DATABASE:ScanEnvironment()
|
||||
self:F()
|
||||
|
||||
self.Navpoints = {}
|
||||
self.Units = {}
|
||||
--Build routines.db.units and self.Navpoints
|
||||
for coa_name, coa_data in pairs(env.mission.coalition) do
|
||||
|
||||
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
|
||||
--self.Units[coa_name] = {}
|
||||
|
||||
----------------------------------------------
|
||||
-- build nav points DB
|
||||
self.Navpoints[coa_name] = {}
|
||||
if coa_data.nav_points then --navpoints
|
||||
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
||||
|
||||
if type(nav_data) == 'table' then
|
||||
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
|
||||
|
||||
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
||||
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
||||
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
|
||||
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
|
||||
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
|
||||
end
|
||||
end
|
||||
end
|
||||
-------------------------------------------------
|
||||
if coa_data.country then --there is a country table
|
||||
for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
|
||||
local countryName = string.lower(cntry_data.name)
|
||||
--self.Units[coa_name][countryName] = {}
|
||||
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
||||
|
||||
if type(cntry_data) == 'table' then --just making sure
|
||||
|
||||
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
|
||||
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
||||
|
||||
local category = obj_type_name
|
||||
|
||||
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
||||
|
||||
--self.Units[coa_name][countryName][category] = {}
|
||||
|
||||
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
|
||||
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
||||
self:_RegisterGroup( GroupTemplate )
|
||||
end --if GroupTemplate and GroupTemplate.units then
|
||||
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
||||
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
||||
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
||||
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
||||
end --if type(cntry_data) == 'table' then
|
||||
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
||||
end --if coa_data.country then --there is a country table
|
||||
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
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @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 DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachAliveUnit( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
function DATABASE:_IsIncludeDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitInclude = true
|
||||
|
||||
local function CoRoutine()
|
||||
for DCSUnitID, DCSUnit in pairs( self.DCSUnits ) do
|
||||
self:T2( DCSUnit )
|
||||
IteratorFunction( DCSUnit, unpack( arg ) )
|
||||
coroutine.yield()
|
||||
if self.Filter.Coalitions then
|
||||
local DCSUnitCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
|
||||
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
|
||||
DCSUnitCoalition = true
|
||||
end
|
||||
return true
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
|
||||
end
|
||||
|
||||
local co = coroutine.create( CoRoutine )
|
||||
|
||||
while true do
|
||||
local status, res = coroutine.resume( co )
|
||||
self:T2( { status, res } )
|
||||
|
||||
if status == false then
|
||||
error( res )
|
||||
if self.Filter.Categories then
|
||||
local DCSUnitCategory = false
|
||||
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
|
||||
self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
|
||||
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
|
||||
DCSUnitCategory = true
|
||||
end
|
||||
if res == true then
|
||||
break
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
|
||||
end
|
||||
|
||||
return self
|
||||
if self.Filter.Types then
|
||||
local DCSUnitType = false
|
||||
for TypeID, TypeName in pairs( self.Filter.Types ) do
|
||||
self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
|
||||
if TypeName == DCSUnit:getTypeName() then
|
||||
DCSUnitType = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitType
|
||||
end
|
||||
|
||||
if self.Filter.Countries then
|
||||
local DCSUnitCountry = false
|
||||
for CountryID, CountryName in pairs( self.Filter.Countries ) do
|
||||
self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
|
||||
if country.id[CountryName] == DCSUnit:getCountry() then
|
||||
DCSUnitCountry = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
|
||||
end
|
||||
|
||||
if self.Filter.UnitPrefixes then
|
||||
local DCSUnitPrefix = false
|
||||
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
|
||||
self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
|
||||
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
|
||||
DCSUnitPrefix = true
|
||||
end
|
||||
end
|
||||
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
|
||||
end
|
||||
|
||||
self:T( DCSUnitInclude )
|
||||
return DCSUnitInclude
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsAliveDCSUnit( DCSUnit )
|
||||
self:F( DCSUnit )
|
||||
local DCSUnitAlive = false
|
||||
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
|
||||
if self.DCSUnits[DCSUnit:getName()] then
|
||||
DCSUnitAlive = true
|
||||
end
|
||||
end
|
||||
self:T( DCSUnitAlive )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
|
||||
--- Traces the current database contents in the log ... (for debug reasons).
|
||||
-- @param #DATABASE self
|
||||
|
||||
@ -449,14 +449,14 @@ end
|
||||
do
|
||||
-- THE MAIN FUNCTION -- Accessed 100 times/sec.
|
||||
routines.main = function()
|
||||
timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1) --reschedule first in case of Lua error
|
||||
timer.scheduleFunction(routines.main, {}, timer.getTime() + 2) --reschedule first in case of Lua error
|
||||
----------------------------------------------------------------------------------------------------------
|
||||
--area to add new stuff in
|
||||
|
||||
routines.do_scheduled_functions()
|
||||
end -- end of routines.main
|
||||
|
||||
timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1)
|
||||
timer.scheduleFunction(routines.main, {}, timer.getTime() + 2)
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -21,8 +21,8 @@
|
||||
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
|
||||
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
|
||||
--
|
||||
-- 1. SPAWN object construction methods:
|
||||
-- -------------------------------------
|
||||
-- SPAWN construction methods:
|
||||
-- ===========================
|
||||
-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
|
||||
--
|
||||
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
|
||||
@ -31,8 +31,8 @@
|
||||
-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
||||
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
||||
--
|
||||
-- 2. SPAWN object initialization methods:
|
||||
-- ---------------------------------------
|
||||
-- SPAWN initialization methods:
|
||||
-- =============================
|
||||
-- A spawn object will behave differently based on the usage of initialization methods:
|
||||
--
|
||||
-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
||||
@ -42,8 +42,8 @@
|
||||
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
||||
-- * @{#SPAWN.Repeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.RepeatOnLanding} and @{#SPAWN.RepeatOnEngineShutDown}.
|
||||
--
|
||||
-- 2. SPAWN object spawning methods:
|
||||
-- ---------------------------------
|
||||
-- SPAWN spawning methods:
|
||||
-- =======================
|
||||
-- Groups can be spawned at different times and methods:
|
||||
--
|
||||
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
|
||||
@ -55,8 +55,8 @@
|
||||
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
||||
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
||||
--
|
||||
-- 3. SPAWN object cleaning:
|
||||
-- -------------------------
|
||||
-- SPAWN object cleaning:
|
||||
-- =========================
|
||||
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
||||
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
||||
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
||||
|
||||
@ -47,8 +47,9 @@ function ZONE:GetRandomPointVec2()
|
||||
|
||||
local Zone = trigger.misc.getZone( self.ZoneName )
|
||||
|
||||
Point.x = Zone.point.x + math.random( Zone.radius * -1, Zone.radius )
|
||||
Point.y = Zone.point.z + math.random( Zone.radius * -1, Zone.radius )
|
||||
local angle = math.random() * math.pi*2;
|
||||
Point.x = Zone.point.x + math.cos( angle ) * math.random() * Zone.radius;
|
||||
Point.y = Zone.point.z + math.sin( angle ) * math.random() * Zone.radius;
|
||||
|
||||
self:T( { Zone, Point } )
|
||||
|
||||
|
||||
@ -2,21 +2,21 @@ Include.File( 'Database' )
|
||||
Include.File( 'Spawn' )
|
||||
|
||||
DBBluePlanes = DATABASE:New()
|
||||
:FilterCoalition( "blue" )
|
||||
:FilterCategory( "plane" )
|
||||
:FilterCoalitions( "blue" )
|
||||
:FilterCategories( "plane" )
|
||||
:FilterStart()
|
||||
|
||||
DBRedVehicles = DATABASE:New()
|
||||
:FilterCoalition( "red" )
|
||||
:FilterCategory( "ground" )
|
||||
:FilterCoalitions( "red" )
|
||||
:FilterCategories( "ground" )
|
||||
:FilterStart()
|
||||
|
||||
DBShips = DATABASE:New()
|
||||
:FilterCategory( "ship" )
|
||||
:FilterCategories( "ship" )
|
||||
:FilterStart()
|
||||
|
||||
DBBelgium = DATABASE:New()
|
||||
:FilterCategory( "helicopter" )
|
||||
:FilterCategories( "helicopter" )
|
||||
:FilterCountries( "BELGIUM" )
|
||||
:FilterStart()
|
||||
|
||||
@ -25,7 +25,7 @@ DBNorthKorea = DATABASE:New()
|
||||
:FilterStart()
|
||||
|
||||
DBKA50Vinson = DATABASE:New()
|
||||
:FilterType( { "Ka-50", "VINSON" } )
|
||||
:FilterTypes( { "Ka-50", "VINSON" } )
|
||||
:FilterStart()
|
||||
|
||||
DBBluePlanes:TraceDatabase()
|
||||
@ -51,6 +51,14 @@ GroupRU_Vehicle = SpawnRU_Vehicle:Spawn()
|
||||
SpawnRU_Ship = SPAWN:New( 'Database Spawn Test RUSSIA Ship')
|
||||
GroupRU_Ship = SpawnRU_Ship:Spawn()
|
||||
|
||||
SpawnUS_AttackVehicle = SPAWN:New( 'Database Spawn Test USA Attack Vehicle' )
|
||||
SpawnRU_AttackVehicle = SPAWN:New( 'Database Spawn Test RUSSIA Attack Vehicle' )
|
||||
|
||||
for i = 1, 10 do
|
||||
GroupRU_AttackVehicle = SpawnRU_AttackVehicle:SpawnInZone( ZONE:New("Spawn Zone RU"), true)
|
||||
GroupUS_AttackVehicle = SpawnUS_AttackVehicle:SpawnInZone( ZONE:New("Spawn Zone US"), true)
|
||||
end
|
||||
|
||||
|
||||
--DBBlue:TraceDatabase()
|
||||
routines.scheduleFunction( DBBluePlanes.TraceDatabase, { DBBluePlanes }, 1 )
|
||||
|
||||
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user