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DATABASE now also follows correctly the players.
This commit is contained in:
parent
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commit
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@ -487,7 +487,10 @@ function BASE:E( Arguments )
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end
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local LineCurrent = DebugInfoCurrent.currentline
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local LineFrom = DebugInfoFrom.currentline
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local LineFrom = -1
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if DebugInfoFrom then
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LineFrom = DebugInfoFrom.currentline
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end
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env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
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end
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@ -1,64 +1,34 @@
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--- Manage sets of units and groups.
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--- Manage the mission database.
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--
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-- @{#Database} class
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-- @{#DATABASE} class
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-- ==================
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-- Mission designers can use the DATABASE class to build sets of units belonging to certain:
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-- Mission designers can use the DATABASE class to refer to:
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--
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-- * Coalitions
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-- * Categories
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-- * Countries
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-- * Unit types
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-- * Starting with certain prefix strings.
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-- * UNITS
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-- * GROUPS
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-- * players
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-- * alive players
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-- * CLIENTS
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-- * alive CLIENTS
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--
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-- This list will grow over time. Planned developments are to include filters and iterators.
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-- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ...
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-- More iterators will be implemented in the near future ...
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--
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-- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
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--
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-- DATABASE construction methods:
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-- =================================
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-- Create a new DATABASE object with the @{#DATABASE.New} method:
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--
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-- * @{#DATABASE.New}: Creates a new DATABASE object.
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--
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--
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-- DATABASE filter criteria:
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-- =========================
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-- You can set filter criteria to define the set of units within the database.
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-- Filter criteria are defined by:
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--
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-- * @{#DATABASE.FilterCoalitions}: Builds the DATABASE with the units belonging to the coalition(s).
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-- * @{#DATABASE.FilterCategories}: Builds the DATABASE with the units belonging to the category(ies).
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-- * @{#DATABASE.FilterTypes}: Builds the DATABASE with the units belonging to the unit type(s).
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-- * @{#DATABASE.FilterCountries}: Builds the DATABASE with the units belonging to the country(ies).
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-- * @{#DATABASE.FilterUnitPrefixes}: Builds the DATABASE with the units starting with the same prefix string(s).
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--
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-- Once the filter criteria have been set for the DATABASE, you can start filtering using:
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--
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-- * @{#DATABASE.FilterStart}: Starts the filtering of the units within the database.
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--
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-- Planned filter criteria within development are (so these are not yet available):
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--
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-- * @{#DATABASE.FilterGroupPrefixes}: Builds the DATABASE with the groups of the units starting with the same prefix string(s).
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-- * @{#DATABASE.FilterZones}: Builds the DATABASE with the units within a @{Zone#ZONE}.
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-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Gruop templates as defined within the Mission Editor.
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--
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-- Moose will automatically create one instance of the DATABASE class into the **global** object _DATABASE.
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-- Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
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--
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-- DATABASE iterators:
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-- ===================
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-- 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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-- 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:
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--
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-- * @{#DATABASE.ForEachAliveUnit}: Calls a function for each alive unit it finds within the DATABASE.
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-- * @{#DATABASE.ForEachUnit}: Calls a function for each @{UNIT} it finds within the DATABASE.
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-- * @{#DATABASE.ForEachGroup}: Calls a function for each @{GROUP} it finds within the DATABASE.
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-- * @{#DATABASE.ForEachPlayer}: Calls a function for each player it finds within the DATABASE.
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-- * @{#DATABASE.ForEachPlayerAlive}: Calls a function for each alive player it finds within the DATABASE.
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-- * @{#DATABASE.ForEachClient}: Calls a function for each @{CLIENT} it finds within the DATABASE.
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-- * @{#DATABASE.ForEachClientAlive}: Calls a function for each alive @{CLIENT} it finds within the DATABASE.
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--
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-- Planned iterators methods in development are (so these are not yet available):
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--
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-- * @{#DATABASE.ForEachUnit}: Calls a function for each unit contained within the DATABASE.
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-- * @{#DATABASE.ForEachGroup}: Calls a function for each group contained within the DATABASE.
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-- * @{#DATABASE.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the DATABASE.
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--
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-- ====
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-- @module Database
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-- @author FlightControl
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@ -70,6 +40,7 @@ Include.File( "Unit" )
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Include.File( "Event" )
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Include.File( "Client" )
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--- DATABASE class
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-- @type DATABASE
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-- @extends Base#BASE
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@ -85,34 +56,11 @@ DATABASE = {
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DCSGroups = {},
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UNITS = {},
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GROUPS = {},
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NavPoints = {},
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Statics = {},
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Players = {},
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PlayersAlive = {},
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PLAYERS = {},
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PLAYERSALIVE = {},
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CLIENTS = {},
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ClientsAlive = {},
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Filter = {
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Coalitions = nil,
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Categories = nil,
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Types = nil,
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Countries = nil,
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UnitPrefixes = nil,
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GroupPrefixes = nil,
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},
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FilterMeta = {
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Coalitions = {
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red = coalition.side.RED,
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blue = coalition.side.BLUE,
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neutral = coalition.side.NEUTRAL,
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},
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Categories = {
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plane = Unit.Category.AIRPLANE,
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helicopter = Unit.Category.HELICOPTER,
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ground = Unit.Category.GROUND_UNIT,
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ship = Unit.Category.SHIP,
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structure = Unit.Category.STRUCTURE,
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},
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},
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CLIENTSALIVE = {},
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NavPoints = {},
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}
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local _DATABASECoalition =
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@ -147,12 +95,13 @@ function DATABASE:New()
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_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
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-- Add database with registered clients and already alive players
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-- Follow alive players and clients
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_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
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self:_RegisterTemplates()
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self:_RegisterDatabase()
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self:_RegisterPlayers()
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return self
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end
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@ -167,6 +116,7 @@ function DATABASE:FindUnit( UnitName )
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return UnitFound
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end
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--- Adds a Unit based on the Unit Name in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddUnit( DCSUnit, DCSUnitName )
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@ -175,6 +125,7 @@ function DATABASE:AddUnit( DCSUnit, DCSUnitName )
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self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
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end
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--- Deletes a Unit from the DATABASE based on the Unit Name.
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-- @param #DATABASE self
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function DATABASE:DeleteUnit( DCSUnitName )
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@ -182,6 +133,7 @@ function DATABASE:DeleteUnit( DCSUnitName )
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self.DCSUnits[DCSUnitName] = nil
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end
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--- Finds a CLIENT based on the ClientName.
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-- @param #DATABASE self
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-- @param #string ClientName
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@ -192,6 +144,7 @@ function DATABASE:FindClient( ClientName )
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return ClientFound
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end
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--- Adds a CLIENT based on the ClientName in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddClient( ClientName )
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@ -200,6 +153,7 @@ function DATABASE:AddClient( ClientName )
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self:E( self.CLIENTS[ClientName]:GetClassNameAndID() )
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end
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--- Finds a GROUP based on the GroupName.
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-- @param #DATABASE self
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-- @param #string GroupName
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@ -210,6 +164,7 @@ function DATABASE:FindGroup( GroupName )
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return GroupFound
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end
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--- Adds a GROUP based on the GroupName in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddGroup( DCSGroup, GroupName )
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@ -218,6 +173,30 @@ function DATABASE:AddGroup( DCSGroup, GroupName )
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self.GROUPS[GroupName] = GROUP:Register( GroupName )
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end
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--- Adds a player based on the Player Name in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddPlayer( UnitName, PlayerName )
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if PlayerName then
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self:E( { "Add player for unit:", UnitName, PlayerName } )
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self.PLAYERS[PlayerName] = PlayerName
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self.PLAYERSALIVE[PlayerName] = PlayerName
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self.CLIENTSALIVE[PlayerName] = self:FindClient( UnitName )
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end
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end
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--- Deletes a player from the DATABASE based on the Player Name.
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-- @param #DATABASE self
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function DATABASE:DeletePlayer( PlayerName )
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if PlayerName then
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self:E( { "Clean player:", PlayerName } )
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self.PLAYERSALIVE[PlayerName] = nil
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self.CLIENTSALIVE[PlayerName] = nil
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end
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end
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--- Instantiate new Groups within the DCSRTE.
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-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
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-- SpawnCountryID, SpawnCategoryID
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@ -253,7 +232,6 @@ function DATABASE:Spawn( SpawnTemplate )
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return SpawnGroup
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end
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--- Set a status to a Group within the Database, this to check crossing events for example.
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function DATABASE:SetStatusGroup( GroupName, Status )
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self:F2( Status )
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@ -261,7 +239,6 @@ function DATABASE:SetStatusGroup( GroupName, Status )
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self.Templates.Groups[GroupName].Status = Status
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end
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--- Get a status to a Group within the Database, this to check crossing events for example.
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function DATABASE:GetStatusGroup( GroupName )
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self:F2( Status )
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@ -273,6 +250,7 @@ function DATABASE:GetStatusGroup( GroupName )
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end
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end
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--- Private method that registers new Group Templates within the DATABASE Object.
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-- @param #DATABASE self
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-- @param #table GroupTemplate
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@ -317,6 +295,7 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
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end
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end
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--- Private method that registers all alive players in the mission.
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-- @param #DATABASE self
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-- @return #DATABASE self
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@ -328,9 +307,10 @@ function DATABASE:_RegisterPlayers()
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self:T3( { "UnitData:", UnitData } )
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if UnitData and UnitData:isExist() then
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local UnitName = UnitData:getName()
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if not self.PlayersAlive[UnitName] then
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self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
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self.PlayersAlive[UnitName] = UnitData:getPlayerName()
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local PlayerName = UnitData:getPlayerName()
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if not self.PLAYERS[PlayerName] then
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self:E( { "Add player for unit:", UnitName, PlayerName } )
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self:AddPlayer( UnitName, PlayerName )
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end
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end
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end
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@ -339,6 +319,7 @@ function DATABASE:_RegisterPlayers()
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return self
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end
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--- Private method that registers all datapoints within in the mission.
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-- @param #DATABASE self
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-- @return #DATABASE self
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@ -384,14 +365,13 @@ function DATABASE:_EventOnBirth( Event )
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self:F2( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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self:AddUnit( Event.IniDCSUnit, Event.IniDCSUnitName )
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self:AddGroup( Event.IniDCSGroup, Event.IniDCSGroupName )
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self:_EventOnPlayerEnterUnit( Event )
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end
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self:AddUnit( Event.IniDCSUnit, Event.IniDCSUnitName )
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self:AddGroup( Event.IniDCSGroup, Event.IniDCSGroupName )
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self:_EventOnPlayerEnterUnit( Event )
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end
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end
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--- Handles the OnDead or OnCrash event for alive units set.
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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@ -406,6 +386,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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end
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end
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--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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@ -413,16 +394,14 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
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self:F2( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if not self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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self.ClientsAlive[Event.IniDCSUnitName] = self.CLIENTS[ Event.IniDCSUnitName ]
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end
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local PlayerName = Event.IniDCSUnit:getPlayerName()
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if not self.PLAYERSALIVE[PlayerName] then
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self:AddPlayer( Event.IniDCSUnitName, PlayerName )
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end
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end
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end
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--- Handles the OnPlayerLeaveUnit event to clean the active players table.
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-- @param #DATABASE self
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-- @param Event#EVENTDATA Event
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@ -430,19 +409,16 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
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self:F2( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = nil
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self.ClientsAlive[Event.IniDCSUnitName] = nil
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end
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local PlayerName = Event.IniDCSUnit:getPlayerName()
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if self.PLAYERSALIVE[PlayerName] then
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self:DeletePlayer( PlayerName )
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end
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end
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end
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--- Iterators
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--- Interate the DATABASE and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
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--- Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
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-- @return #DATABASE self
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@ -485,9 +461,9 @@ function DATABASE:ForEach( IteratorFunction, arg, Set )
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end
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--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
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--- Iterate the DATABASE and call an iterator function for each **alive** unit, providing the DCSUnit and optional parameters.
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-- @param #DATABASE self
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-- @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.
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-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a DCSUnit parameter.
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-- @return #DATABASE self
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function DATABASE:ForEachDCSUnit( IteratorFunction, ... )
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self:F2( arg )
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@ -497,20 +473,58 @@ function DATABASE:ForEachDCSUnit( IteratorFunction, ... )
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return self
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end
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--- Interate the DATABASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
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--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
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-- @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.
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-- @return #DATABASE self
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function DATABASE:ForEachUnit( IteratorFunction, ... )
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self:F2( arg )
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self:ForEach( IteratorFunction, arg, self.UNITS )
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return self
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end
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--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the database. The function needs to accept a GROUP parameter.
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-- @return #DATABASE self
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function DATABASE:ForEachGroup( IteratorFunction, ... )
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self:F2( arg )
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self:ForEach( IteratorFunction, arg, self.GROUPS )
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return self
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end
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--- Iterate the DATABASE and call an iterator function for each player, providing the player name and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an player in the database. The function needs to accept the player name.
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-- @return #DATABASE self
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function DATABASE:ForEachPlayer( IteratorFunction, ... )
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self:F2( arg )
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self:ForEach( IteratorFunction, arg, self.PlayersAlive )
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self:ForEach( IteratorFunction, arg, self.PLAYERS )
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return self
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end
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--- Interate the DATABASE and call an interator function for each client, providing the Client to the function and optional parameters.
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--- Iterate the DATABASE and call an iterator function for each **alive** player, providing the Unit of the player and optional parameters.
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-- @param #DATABASE self
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-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
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-- @return #DATABASE self
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function DATABASE:ForEachPlayerAlive( IteratorFunction, ... )
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self:F2( arg )
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self:ForEach( IteratorFunction, arg, self.PLAYERSALIVE )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
@ -522,8 +536,20 @@ function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the DATABASE and call an iterator function for each **ALIVE** CLIENT, providing the CLIENT to the function and optional parameters.
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClientAlive( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CLIENTSALIVE )
|
||||
|
||||
function DATABASE:ScanEnvironment()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function DATABASE:_RegisterTemplates()
|
||||
self:F2()
|
||||
|
||||
self.Navpoints = {}
|
||||
@ -586,110 +612,9 @@ function DATABASE:ScanEnvironment()
|
||||
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
||||
end --for coa_name, coa_data in pairs(mission.coalition) do
|
||||
|
||||
self:_RegisterDatabase()
|
||||
self:_RegisterPlayers()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsIncludeDCSUnit( DCSUnit )
|
||||
self:F2( DCSUnit )
|
||||
local DCSUnitInclude = true
|
||||
|
||||
if self.Filter.Coalitions then
|
||||
local DCSUnitCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
self:T2( { "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:T2( { "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:T2( { "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:T2( { "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:T2( { "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:T2( DCSUnitInclude )
|
||||
return DCSUnitInclude
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsAliveDCSUnit( DCSUnit )
|
||||
self:F2( DCSUnit )
|
||||
local DCSUnitAlive = false
|
||||
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
|
||||
if self.DCSUnits[DCSUnit:getName()] then
|
||||
DCSUnitAlive = true
|
||||
end
|
||||
end
|
||||
self:T2( DCSUnitAlive )
|
||||
return DCSUnitAlive
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #DATABASE self
|
||||
-- @param DCSGroup#Group DCSGroup
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:_IsAliveDCSGroup( DCSGroup )
|
||||
self:F2( DCSGroup )
|
||||
local DCSGroupAlive = false
|
||||
if DCSGroup and DCSGroup:isExist() then
|
||||
if self.DCSGroups[DCSGroup:getName()] then
|
||||
DCSGroupAlive = true
|
||||
end
|
||||
end
|
||||
self:T2( DCSGroupAlive )
|
||||
return DCSGroupAlive
|
||||
end
|
||||
|
||||
|
||||
|
||||
@ -11,5 +11,5 @@ Include.File( "Event" )
|
||||
_EVENTDISPATCHER = EVENT:New() -- #EVENT
|
||||
|
||||
--- Declare the main database object, which is used internally by the MOOSE classes.
|
||||
_DATABASE = DATABASE:New():ScanEnvironment() -- Database#DATABASE
|
||||
_DATABASE = DATABASE:New() -- Database#DATABASE
|
||||
|
||||
|
||||
@ -325,7 +325,7 @@ end
|
||||
|
||||
--- Flushes the current SET contents in the log ... (for debug reasons).
|
||||
-- @param #SET self
|
||||
-- @return #SET self
|
||||
-- @return #string A string with the names of the objects.
|
||||
function SET:Flush()
|
||||
self:F3()
|
||||
|
||||
@ -334,6 +334,8 @@ function SET:Flush()
|
||||
ObjectNames = ObjectNames .. ObjectName .. ", "
|
||||
end
|
||||
self:T( { "Objects in Set:", ObjectNames } )
|
||||
|
||||
return ObjectNames
|
||||
end
|
||||
|
||||
|
||||
|
||||
@ -88,6 +88,21 @@ DBRedVehicles
|
||||
:ForEachUnit( function( MooseUnit )
|
||||
DBRedVehicles:T( MooseUnit:GetName() )
|
||||
end )
|
||||
|
||||
local function FlushPlayers()
|
||||
|
||||
_DATABASE:E( "FlushPlayers" )
|
||||
_DATABASE
|
||||
:ForEachPlayerAlive( function( Player )
|
||||
_DATABASE:E( Player )
|
||||
MESSAGE:New( Player, "Test", 5, "Player Test" ):ToAll()
|
||||
return true
|
||||
end )
|
||||
return true
|
||||
end
|
||||
|
||||
_DATABASE:E( "Schedule" )
|
||||
local PlayerShow = SCHEDULER:New( nil, FlushPlayers, {}, 1, 10 )
|
||||
|
||||
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user