Fix to also handle events for UNIT and GROUP when the target is in the event data.

The target was never checked, and thus in a HIT event, a HIT event was
never called. This is fixed now.
This commit is contained in:
FlightControl
2017-03-08 20:02:03 +01:00
parent bcb68e2d64
commit 9354e23630
3 changed files with 526 additions and 389 deletions

View File

@@ -459,7 +459,7 @@ function EVENT:RemoveForUnit( UnitName, EventClass, EventID )
local EventClass = EventClass local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass] local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniUnit[UnitName] = nil Event.EventUnit[UnitName] = nil
end end
--- Removes an Events entry for a GROUP. --- Removes an Events entry for a GROUP.
@@ -474,7 +474,7 @@ function EVENT:RemoveForGroup( GroupName, EventClass, EventID )
local EventClass = EventClass local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass] local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniGroup[GroupName] = nil Event.EventGroup[GroupName] = nil
end end
--- Clears all event subscriptions for a @{Base#BASE} derived object. --- Clears all event subscriptions for a @{Base#BASE} derived object.
@@ -536,12 +536,12 @@ function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
self:F2( UnitName ) self:F2( UnitName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
if not Event.IniUnit then if not Event.EventUnit then
Event.IniUnit = {} Event.EventUnit = {}
end end
Event.IniUnit[UnitName] = {} Event.EventUnit[UnitName] = {}
Event.IniUnit[UnitName].EventFunction = EventFunction Event.EventUnit[UnitName].EventFunction = EventFunction
Event.IniUnit[UnitName].EventClass = EventClass Event.EventUnit[UnitName].EventClass = EventClass
return self return self
end end
@@ -556,12 +556,12 @@ function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
self:F2( GroupName ) self:F2( GroupName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
if not Event.IniGroup then if not Event.EventGroup then
Event.IniGroup = {} Event.EventGroup = {}
end end
Event.IniGroup[GroupName] = {} Event.EventGroup[GroupName] = {}
Event.IniGroup[GroupName].EventFunction = EventFunction Event.EventGroup[GroupName].EventFunction = EventFunction
Event.IniGroup[GroupName].EventClass = EventClass Event.EventGroup[GroupName].EventClass = EventClass
return self return self
end end
@@ -1218,50 +1218,22 @@ function EVENT:onEvent( Event )
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT. -- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then if ( Event.IniDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.IniDCSUnitName] ) or
( Event.TgtDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.TgtDCSUnitName] ) then
-- First test if a EventFunction is Set, otherwise search for the default function if EventData.EventUnit[Event.IniDCSUnitName] then
if EventData.IniUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.IniGroup and EventData.IniGroup[Event.IniGroupName] then
-- First test if a EventFunction is Set, otherwise search for the default function -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.IniGroup[Event.IniGroupName].EventFunction then if EventData.EventUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall( local Result, Value = xpcall(
function() function()
return EventData.IniGroup[Event.IniGroupName].EventFunction( EventClass, Event ) return EventData.EventUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler ) end, ErrorHandler )
else else
@@ -1271,7 +1243,7 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } ) self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall( local Result, Value = xpcall(
function() function()
@@ -1280,12 +1252,103 @@ function EVENT:onEvent( Event )
end end
end end
else
if EventData.EventUnit[Event.TgtDCSUnitName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventUnit[Event.TgtDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventUnit[Event.TgtDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if ( Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.EventGroup and EventData.EventGroup[Event.IniGroupName] ) or
( Event.TgtDCSUnitName and Event.TgtDCSGroupName and Event.TgtGroupName and EventData.EventGroup and EventData.EventGroup[Event.TgtGroupName] ) then
if EventData.EventGroup[Event.IniGroupName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventGroup[Event.IniGroupName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventGroup[Event.IniGroupName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
if EventData.EventGroup[Event.TgtGroupName] then
if EventData.EventGroup[Event.TgtGroupName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventGroup[Event.TgtGroupName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
else else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction. -- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon. -- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if Event.IniDCSUnit and not EventData.IniUnit then if Event.IniDCSUnit and not EventData.EventUnit then
if EventClass == EventData.EventClass then if EventClass == EventData.EventClass then

View File

@@ -1,5 +1,5 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' ) env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170307_1202' ) env.info( 'Moose Generation Timestamp: 20170308_2000' )
local base = _G local base = _G
Include = {} Include = {}
@@ -2790,37 +2790,69 @@ function UTILS.DoString( s )
return false, err return false, err
end end
end end
--- This module contains the BASE class. --- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
-- --
-- 1) @{#BASE} class -- ![Banner Image](..\Presentations\BASE\Dia1.JPG)
-- =================
-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
-- --
-- It handles: -- ===
-- --
-- * The construction and inheritance of child classes. -- # 1) @{#BASE} class
-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
-- --
-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes. -- All classes within the MOOSE framework are derived from the @{#BASE} class.
--
-- BASE provides facilities for :
--
-- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system.
-- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes.
-- * The subscription to DCS events for event handling in MOOSE objects.
--
-- Note: The BASE class is an abstract class and is not meant to be used directly.
-- --
-- ## 1.1) BASE constructor -- ## 1.1) BASE constructor
-- --
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method. -- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
-- See an example at the @{Base#BASE.New} method how this is done. -- See an example at the @{Base#BASE.New} method how this is done.
-- --
-- ## 1.2) BASE Trace functionality -- ## 1.2) Trace information for debugging
-- --
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object. -- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
-- Note that these trace methods are inherited by each MOOSE class interiting BASE. -- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
-- --
-- ### 1.2.1) Tracing functions -- Any type of information can be passed to these tracing methods. See the following examples:
--
-- self:E( "Hello" )
--
-- Result in the word "Hello" in the dcs.log.
--
-- local Array = { 1, nil, "h", { "a","b" }, "x" }
-- self:E( Array )
--
-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
--
-- local Object1 = "Object1"
-- local Object2 = 3
-- local Object3 = { Object 1, Object 2 }
-- self:E( { Object1, Object2, Object3 } )
--
-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
--
-- local SpawnObject = SPAWN:New( "Plane" )
-- local GroupObject = GROUP:FindByName( "Group" )
-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
--
-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
--
-- Below a more detailed explanation of the different method types for tracing.
--
-- ### 1.2.1) Tracing methods categories
-- --
-- There are basically 3 types of tracing methods available within BASE: -- There are basically 3 types of tracing methods available:
-- --
-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file. -- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file. -- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced. -- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
-- --
-- ### 1.2.2) Tracing levels -- ### 1.2.2) Tracing levels
-- --
@@ -2843,6 +2875,7 @@ end
-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method. -- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method. -- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method. -- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
--
-- ### 1.2.4) Check if tracing is on. -- ### 1.2.4) Check if tracing is on.
-- --
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not. -- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
@@ -2856,7 +2889,7 @@ end
-- --
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class. -- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event. -- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event. -- There are two methods which you use to subscribe to or unsubscribe from an event.
-- --
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event. -- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event. -- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
@@ -2906,10 +2939,12 @@ end
-- --
-- ## 1.5) All objects derived from BASE can have "States" -- ## 1.5) All objects derived from BASE can have "States"
-- --
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**. -- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**. -- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object. --
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method. -- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
--
-- These two methods provide a very handy way to keep state at long lasting processes. -- These two methods provide a very handy way to keep state at long lasting processes.
-- Values can be stored within the objects, and later retrieved or changed when needed. -- Values can be stored within the objects, and later retrieved or changed when needed.
-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods -- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
@@ -2917,9 +2952,9 @@ end
-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same -- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
-- object name to the method. -- object name to the method.
-- --
-- ## 1.10) BASE Inheritance (tree) support -- ## 1.10) Inheritance
-- --
-- The following methods are available to support inheritance: -- The following methods are available to implement inheritance
-- --
-- * @{#BASE.Inherit}: Inherits from a class. -- * @{#BASE.Inherit}: Inherits from a class.
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object. -- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
@@ -4019,8 +4054,7 @@ end
--- This core module models the dispatching of DCS Events to subscribed MOOSE classes, --- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
-- following a given priority.
-- --
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG) -- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
-- --
@@ -4481,7 +4515,7 @@ function EVENT:RemoveForUnit( UnitName, EventClass, EventID )
local EventClass = EventClass local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass] local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniUnit[UnitName] = nil Event.EventUnit[UnitName] = nil
end end
--- Removes an Events entry for a GROUP. --- Removes an Events entry for a GROUP.
@@ -4496,7 +4530,7 @@ function EVENT:RemoveForGroup( GroupName, EventClass, EventID )
local EventClass = EventClass local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass] local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniGroup[GroupName] = nil Event.EventGroup[GroupName] = nil
end end
--- Clears all event subscriptions for a @{Base#BASE} derived object. --- Clears all event subscriptions for a @{Base#BASE} derived object.
@@ -4558,12 +4592,12 @@ function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
self:F2( UnitName ) self:F2( UnitName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
if not Event.IniUnit then if not Event.EventUnit then
Event.IniUnit = {} Event.EventUnit = {}
end end
Event.IniUnit[UnitName] = {} Event.EventUnit[UnitName] = {}
Event.IniUnit[UnitName].EventFunction = EventFunction Event.EventUnit[UnitName].EventFunction = EventFunction
Event.IniUnit[UnitName].EventClass = EventClass Event.EventUnit[UnitName].EventClass = EventClass
return self return self
end end
@@ -4578,12 +4612,12 @@ function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
self:F2( GroupName ) self:F2( GroupName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
if not Event.IniGroup then if not Event.EventGroup then
Event.IniGroup = {} Event.EventGroup = {}
end end
Event.IniGroup[GroupName] = {} Event.EventGroup[GroupName] = {}
Event.IniGroup[GroupName].EventFunction = EventFunction Event.EventGroup[GroupName].EventFunction = EventFunction
Event.IniGroup[GroupName].EventClass = EventClass Event.EventGroup[GroupName].EventClass = EventClass
return self return self
end end
@@ -5240,50 +5274,22 @@ function EVENT:onEvent( Event )
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT. -- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then if ( Event.IniDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.IniDCSUnitName] ) or
( Event.TgtDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.TgtDCSUnitName] ) then
-- First test if a EventFunction is Set, otherwise search for the default function if EventData.EventUnit[Event.IniDCSUnitName] then
if EventData.IniUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.IniGroup and EventData.IniGroup[Event.IniGroupName] then
-- First test if a EventFunction is Set, otherwise search for the default function -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.IniGroup[Event.IniGroupName].EventFunction then if EventData.EventUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall( local Result, Value = xpcall(
function() function()
return EventData.IniGroup[Event.IniGroupName].EventFunction( EventClass, Event ) return EventData.EventUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler ) end, ErrorHandler )
else else
@@ -5293,7 +5299,7 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } ) self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall( local Result, Value = xpcall(
function() function()
@@ -5302,12 +5308,103 @@ function EVENT:onEvent( Event )
end end
end end
else
if EventData.EventUnit[Event.TgtDCSUnitName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventUnit[Event.TgtDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventUnit[Event.TgtDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if ( Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.EventGroup and EventData.EventGroup[Event.IniGroupName] ) or
( Event.TgtDCSUnitName and Event.TgtDCSGroupName and Event.TgtGroupName and EventData.EventGroup and EventData.EventGroup[Event.TgtGroupName] ) then
if EventData.EventGroup[Event.IniGroupName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventGroup[Event.IniGroupName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventGroup[Event.IniGroupName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
if EventData.EventGroup[Event.TgtGroupName] then
if EventData.EventGroup[Event.TgtGroupName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventGroup[Event.TgtGroupName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
else else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction. -- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon. -- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if Event.IniDCSUnit and not EventData.IniUnit then if Event.IniDCSUnit and not EventData.EventUnit then
if EventClass == EventData.EventClass then if EventClass == EventData.EventClass then
@@ -5363,7 +5460,7 @@ function EVENTHANDLER:New()
self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER
return self return self
end end
--- This module contains the MENU classes. --- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
-- --
-- === -- ===
-- --
@@ -6255,7 +6352,9 @@ do
end end
--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}. --- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--
-- ===
-- --
-- There are essentially two core functions that zones accomodate: -- There are essentially two core functions that zones accomodate:
-- --
@@ -8080,7 +8179,7 @@ end
--- This module contains the SET classes. --- **Core** - SET classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
-- --
-- === -- ===
-- --
@@ -10367,7 +10466,7 @@ function SET_AIRBASE:IsIncludeObject( MAirbase )
self:T2( MAirbaseInclude ) self:T2( MAirbaseInclude )
return MAirbaseInclude return MAirbaseInclude
end end
--- This module contains the POINT classes. --- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
-- --
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE} -- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
-- ================================================== -- ==================================================
@@ -11256,29 +11355,43 @@ end
end end
--- This module contains the MESSAGE class. --- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--
-- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG)
--
-- ===
--
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
-- --
-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
-- =================================================
-- Message System to display Messages to Clients, Coalitions or All. -- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear. -- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message. -- Messages can contain a category which is indicating the category of the message.
-- --
-- 1.1) MESSAGE construction methods -- ## 1.1) MESSAGE construction
-- --------------------------------- --
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. -- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions. -- To send messages, you need to use the To functions.
-- --
-- 1.2) Send messages with MESSAGE To methods -- ## 1.2) Send messages to an audience
-- ------------------------------------------ --
-- Messages are sent to: -- Messages are sent:
-- --
-- * Clients with @{Message#MESSAGE.ToClient}. -- * To a @{Client} using @{Message#MESSAGE.ToClient}().
-- * Coalitions with @{Message#MESSAGE.ToCoalition}. -- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
-- * All Players with @{Message#MESSAGE.ToAll}. -- * To a coalition using @{Message#MESSAGE.ToCoalition}().
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
-- * To all Players using @{Message#MESSAGE.ToAll}().
--
-- ## 1.3) Send conditionally to an audience
--
-- Messages can be sent conditionally to an audience (when a condition is true):
-- --
-- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
--
--
-- @module Message -- @module Message
-- @author FlightControl
--- The MESSAGE class --- The MESSAGE class
-- @type MESSAGE -- @type MESSAGE
@@ -11487,85 +11600,8 @@ function MESSAGE:ToAllIf( Condition )
return self return self
end end
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
-- are design patterns allowing efficient (long-lasting) processes and workflows.
----- The MESSAGEQUEUE class
---- @type MESSAGEQUEUE
--MESSAGEQUEUE = {
-- ClientGroups = {},
-- CoalitionSides = {}
--}
--
--function MESSAGEQUEUE:New( RefreshInterval )
-- local self = BASE:Inherit( self, BASE:New() )
-- self:F( { RefreshInterval } )
--
-- self.RefreshInterval = RefreshInterval
--
-- --self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 0, RefreshInterval )
--
-- return self
--end
--
----- This function is called automatically by the MESSAGEQUEUE scheduler.
--function MESSAGEQUEUE:_DisplayMessages()
--
-- -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- if MessageData.MessageSent == false then
-- --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageSent = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
--
-- -- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
-- -- Because the Client messages will overwrite the Coalition messages (for that Client).
-- for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
-- for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
-- if MessageData.MessageGroup == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageGroup = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
--
-- -- Now check if the Client also has messages that belong to the Coalition of the Client...
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- local CoalitionGroup = Group.getByName( ClientGroupName )
-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
-- if MessageData.MessageCoalition == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageCoalition = true
-- end
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
-- end
--
-- return true
--end
--
----- The _MessageQueue object is created when the MESSAGE class module is loaded.
----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
--
--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
-- --
-- ![Banner Image](..\Presentations\FSM\Dia1.JPG) -- ![Banner Image](..\Presentations\FSM\Dia1.JPG)
-- --
@@ -33567,6 +33603,7 @@ do -- TASK_A2G
--- The main include file for the MOOSE system. --- The main include file for the MOOSE system.
-- Test of permissions
--- Core Routines --- Core Routines
Include.File( "Utilities/Routines" ) Include.File( "Utilities/Routines" )

View File

@@ -1,5 +1,5 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' ) env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170307_1202' ) env.info( 'Moose Generation Timestamp: 20170308_2000' )
local base = _G local base = _G
Include = {} Include = {}
@@ -2790,37 +2790,69 @@ function UTILS.DoString( s )
return false, err return false, err
end end
end end
--- This module contains the BASE class. --- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
-- --
-- 1) @{#BASE} class -- ![Banner Image](..\Presentations\BASE\Dia1.JPG)
-- =================
-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
-- --
-- It handles: -- ===
-- --
-- * The construction and inheritance of child classes. -- # 1) @{#BASE} class
-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
-- --
-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes. -- All classes within the MOOSE framework are derived from the @{#BASE} class.
--
-- BASE provides facilities for :
--
-- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system.
-- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes.
-- * The subscription to DCS events for event handling in MOOSE objects.
--
-- Note: The BASE class is an abstract class and is not meant to be used directly.
-- --
-- ## 1.1) BASE constructor -- ## 1.1) BASE constructor
-- --
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method. -- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
-- See an example at the @{Base#BASE.New} method how this is done. -- See an example at the @{Base#BASE.New} method how this is done.
-- --
-- ## 1.2) BASE Trace functionality -- ## 1.2) Trace information for debugging
-- --
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object. -- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
-- Note that these trace methods are inherited by each MOOSE class interiting BASE. -- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
-- --
-- ### 1.2.1) Tracing functions -- Any type of information can be passed to these tracing methods. See the following examples:
--
-- self:E( "Hello" )
--
-- Result in the word "Hello" in the dcs.log.
--
-- local Array = { 1, nil, "h", { "a","b" }, "x" }
-- self:E( Array )
--
-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
--
-- local Object1 = "Object1"
-- local Object2 = 3
-- local Object3 = { Object 1, Object 2 }
-- self:E( { Object1, Object2, Object3 } )
--
-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
--
-- local SpawnObject = SPAWN:New( "Plane" )
-- local GroupObject = GROUP:FindByName( "Group" )
-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
--
-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
--
-- Below a more detailed explanation of the different method types for tracing.
--
-- ### 1.2.1) Tracing methods categories
-- --
-- There are basically 3 types of tracing methods available within BASE: -- There are basically 3 types of tracing methods available:
-- --
-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file. -- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file. -- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced. -- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
-- --
-- ### 1.2.2) Tracing levels -- ### 1.2.2) Tracing levels
-- --
@@ -2843,6 +2875,7 @@ end
-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method. -- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method. -- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method. -- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
--
-- ### 1.2.4) Check if tracing is on. -- ### 1.2.4) Check if tracing is on.
-- --
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not. -- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
@@ -2856,7 +2889,7 @@ end
-- --
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class. -- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event. -- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event. -- There are two methods which you use to subscribe to or unsubscribe from an event.
-- --
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event. -- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event. -- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
@@ -2906,10 +2939,12 @@ end
-- --
-- ## 1.5) All objects derived from BASE can have "States" -- ## 1.5) All objects derived from BASE can have "States"
-- --
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**. -- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**. -- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object. --
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method. -- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
--
-- These two methods provide a very handy way to keep state at long lasting processes. -- These two methods provide a very handy way to keep state at long lasting processes.
-- Values can be stored within the objects, and later retrieved or changed when needed. -- Values can be stored within the objects, and later retrieved or changed when needed.
-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods -- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
@@ -2917,9 +2952,9 @@ end
-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same -- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
-- object name to the method. -- object name to the method.
-- --
-- ## 1.10) BASE Inheritance (tree) support -- ## 1.10) Inheritance
-- --
-- The following methods are available to support inheritance: -- The following methods are available to implement inheritance
-- --
-- * @{#BASE.Inherit}: Inherits from a class. -- * @{#BASE.Inherit}: Inherits from a class.
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object. -- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
@@ -4019,8 +4054,7 @@ end
--- This core module models the dispatching of DCS Events to subscribed MOOSE classes, --- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
-- following a given priority.
-- --
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG) -- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
-- --
@@ -4481,7 +4515,7 @@ function EVENT:RemoveForUnit( UnitName, EventClass, EventID )
local EventClass = EventClass local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass] local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniUnit[UnitName] = nil Event.EventUnit[UnitName] = nil
end end
--- Removes an Events entry for a GROUP. --- Removes an Events entry for a GROUP.
@@ -4496,7 +4530,7 @@ function EVENT:RemoveForGroup( GroupName, EventClass, EventID )
local EventClass = EventClass local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority() local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass] local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniGroup[GroupName] = nil Event.EventGroup[GroupName] = nil
end end
--- Clears all event subscriptions for a @{Base#BASE} derived object. --- Clears all event subscriptions for a @{Base#BASE} derived object.
@@ -4558,12 +4592,12 @@ function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
self:F2( UnitName ) self:F2( UnitName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
if not Event.IniUnit then if not Event.EventUnit then
Event.IniUnit = {} Event.EventUnit = {}
end end
Event.IniUnit[UnitName] = {} Event.EventUnit[UnitName] = {}
Event.IniUnit[UnitName].EventFunction = EventFunction Event.EventUnit[UnitName].EventFunction = EventFunction
Event.IniUnit[UnitName].EventClass = EventClass Event.EventUnit[UnitName].EventClass = EventClass
return self return self
end end
@@ -4578,12 +4612,12 @@ function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
self:F2( GroupName ) self:F2( GroupName )
local Event = self:Init( EventID, EventClass ) local Event = self:Init( EventID, EventClass )
if not Event.IniGroup then if not Event.EventGroup then
Event.IniGroup = {} Event.EventGroup = {}
end end
Event.IniGroup[GroupName] = {} Event.EventGroup[GroupName] = {}
Event.IniGroup[GroupName].EventFunction = EventFunction Event.EventGroup[GroupName].EventFunction = EventFunction
Event.IniGroup[GroupName].EventClass = EventClass Event.EventGroup[GroupName].EventClass = EventClass
return self return self
end end
@@ -5240,50 +5274,22 @@ function EVENT:onEvent( Event )
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT. -- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then if ( Event.IniDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.IniDCSUnitName] ) or
( Event.TgtDCSUnitName and EventData.EventUnit and EventData.EventUnit[Event.TgtDCSUnitName] ) then
-- First test if a EventFunction is Set, otherwise search for the default function if EventData.EventUnit[Event.IniDCSUnitName] then
if EventData.IniUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.IniGroup and EventData.IniGroup[Event.IniGroupName] then
-- First test if a EventFunction is Set, otherwise search for the default function -- First test if a EventFunction is Set, otherwise search for the default function
if EventData.IniGroup[Event.IniGroupName].EventFunction then if EventData.EventUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall( local Result, Value = xpcall(
function() function()
return EventData.IniGroup[Event.IniGroupName].EventFunction( EventClass, Event ) return EventData.EventUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler ) end, ErrorHandler )
else else
@@ -5293,7 +5299,7 @@ function EVENT:onEvent( Event )
if EventFunction and type( EventFunction ) == "function" then if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function. -- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } ) self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall( local Result, Value = xpcall(
function() function()
@@ -5302,12 +5308,103 @@ function EVENT:onEvent( Event )
end end
end end
else
if EventData.EventUnit[Event.TgtDCSUnitName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventUnit[Event.TgtDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventUnit[Event.TgtDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if ( Event.IniDCSUnitName and Event.IniDCSGroupName and Event.IniGroupName and EventData.EventGroup and EventData.EventGroup[Event.IniGroupName] ) or
( Event.TgtDCSUnitName and Event.TgtDCSGroupName and Event.TgtGroupName and EventData.EventGroup and EventData.EventGroup[Event.TgtGroupName] ) then
if EventData.EventGroup[Event.IniGroupName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventGroup[Event.IniGroupName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventGroup[Event.IniGroupName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
if EventData.EventGroup[Event.TgtGroupName] then
if EventData.EventGroup[Event.TgtGroupName].EventFunction then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.TgtUnitName, EventPriority } )
local Result, Value = xpcall(
function()
return EventData.EventGroup[Event.TgtGroupName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
else else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction. -- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon. -- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if Event.IniDCSUnit and not EventData.IniUnit then if Event.IniDCSUnit and not EventData.EventUnit then
if EventClass == EventData.EventClass then if EventClass == EventData.EventClass then
@@ -5363,7 +5460,7 @@ function EVENTHANDLER:New()
self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER
return self return self
end end
--- This module contains the MENU classes. --- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
-- --
-- === -- ===
-- --
@@ -6255,7 +6352,9 @@ do
end end
--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}. --- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--
-- ===
-- --
-- There are essentially two core functions that zones accomodate: -- There are essentially two core functions that zones accomodate:
-- --
@@ -8080,7 +8179,7 @@ end
--- This module contains the SET classes. --- **Core** - SET classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
-- --
-- === -- ===
-- --
@@ -10367,7 +10466,7 @@ function SET_AIRBASE:IsIncludeObject( MAirbase )
self:T2( MAirbaseInclude ) self:T2( MAirbaseInclude )
return MAirbaseInclude return MAirbaseInclude
end end
--- This module contains the POINT classes. --- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
-- --
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE} -- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
-- ================================================== -- ==================================================
@@ -11256,29 +11355,43 @@ end
end end
--- This module contains the MESSAGE class. --- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--
-- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG)
--
-- ===
--
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
-- --
-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
-- =================================================
-- Message System to display Messages to Clients, Coalitions or All. -- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear. -- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message. -- Messages can contain a category which is indicating the category of the message.
-- --
-- 1.1) MESSAGE construction methods -- ## 1.1) MESSAGE construction
-- --------------------------------- --
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. -- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions. -- To send messages, you need to use the To functions.
-- --
-- 1.2) Send messages with MESSAGE To methods -- ## 1.2) Send messages to an audience
-- ------------------------------------------ --
-- Messages are sent to: -- Messages are sent:
-- --
-- * Clients with @{Message#MESSAGE.ToClient}. -- * To a @{Client} using @{Message#MESSAGE.ToClient}().
-- * Coalitions with @{Message#MESSAGE.ToCoalition}. -- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
-- * All Players with @{Message#MESSAGE.ToAll}. -- * To a coalition using @{Message#MESSAGE.ToCoalition}().
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
-- * To all Players using @{Message#MESSAGE.ToAll}().
--
-- ## 1.3) Send conditionally to an audience
--
-- Messages can be sent conditionally to an audience (when a condition is true):
-- --
-- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
--
--
-- @module Message -- @module Message
-- @author FlightControl
--- The MESSAGE class --- The MESSAGE class
-- @type MESSAGE -- @type MESSAGE
@@ -11487,85 +11600,8 @@ function MESSAGE:ToAllIf( Condition )
return self return self
end end
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
-- are design patterns allowing efficient (long-lasting) processes and workflows.
----- The MESSAGEQUEUE class
---- @type MESSAGEQUEUE
--MESSAGEQUEUE = {
-- ClientGroups = {},
-- CoalitionSides = {}
--}
--
--function MESSAGEQUEUE:New( RefreshInterval )
-- local self = BASE:Inherit( self, BASE:New() )
-- self:F( { RefreshInterval } )
--
-- self.RefreshInterval = RefreshInterval
--
-- --self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 0, RefreshInterval )
--
-- return self
--end
--
----- This function is called automatically by the MESSAGEQUEUE scheduler.
--function MESSAGEQUEUE:_DisplayMessages()
--
-- -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- if MessageData.MessageSent == false then
-- --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageSent = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
--
-- -- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
-- -- Because the Client messages will overwrite the Coalition messages (for that Client).
-- for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
-- for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
-- if MessageData.MessageGroup == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageGroup = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
--
-- -- Now check if the Client also has messages that belong to the Coalition of the Client...
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- local CoalitionGroup = Group.getByName( ClientGroupName )
-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
-- if MessageData.MessageCoalition == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageCoalition = true
-- end
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
-- end
--
-- return true
--end
--
----- The _MessageQueue object is created when the MESSAGE class module is loaded.
----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
--
--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
-- --
-- ![Banner Image](..\Presentations\FSM\Dia1.JPG) -- ![Banner Image](..\Presentations\FSM\Dia1.JPG)
-- --
@@ -33567,6 +33603,7 @@ do -- TASK_A2G
--- The main include file for the MOOSE system. --- The main include file for the MOOSE system.
-- Test of permissions
--- Core Routines --- Core Routines
Include.File( "Utilities/Routines" ) Include.File( "Utilities/Routines" )