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Documentation refinement of Core Classes
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@@ -1,34 +1,66 @@
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--- This module contains the BASE class.
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--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
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--
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-- 1) @{#BASE} class
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-- =================
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-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
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-- 
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--
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-- It handles:
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-- ===
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--
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-- * The construction and inheritance of child classes.
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-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
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-- # 1) @{#BASE} class
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--
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-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
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-- All classes within the MOOSE framework are derived from the @{#BASE} class.
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--
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-- BASE provides facilities for :
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--
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-- * The construction and inheritance of MOOSE classes.
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-- * The class naming and numbering system.
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-- * The class hierarchy search system.
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-- * The tracing of information or objects during mission execution for debuggin purposes.
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-- * The subscription to DCS events for event handling in MOOSE objects.
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--
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-- Note: The BASE class is an abstract class and is not meant to be used directly.
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--
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-- ## 1.1) BASE constructor
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--
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-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
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-- See an example at the @{Base#BASE.New} method how this is done.
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--
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-- ## 1.2) BASE Trace functionality
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-- ## 1.2) Trace information for debugging
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--
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-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
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-- Note that these trace methods are inherited by each MOOSE class interiting BASE.
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-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
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-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
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--
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-- ### 1.2.1) Tracing functions
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-- Any type of information can be passed to these tracing methods. See the following examples:
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--
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-- self:E( "Hello" )
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--
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-- Result in the word "Hello" in the dcs.log.
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--
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-- local Array = { 1, nil, "h", { "a","b" }, "x" }
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-- self:E( Array )
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--
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-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
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--
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-- local Object1 = "Object1"
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-- local Object2 = 3
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-- local Object3 = { Object 1, Object 2 }
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-- self:E( { Object1, Object2, Object3 } )
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--
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-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
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--
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-- local SpawnObject = SPAWN:New( "Plane" )
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-- local GroupObject = GROUP:FindByName( "Group" )
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-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
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--
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-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
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--
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-- Below a more detailed explanation of the different method types for tracing.
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--
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-- ### 1.2.1) Tracing methods categories
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--
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-- There are basically 3 types of tracing methods available within BASE:
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-- There are basically 3 types of tracing methods available:
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--
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-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.E}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.
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-- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
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-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
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--
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-- ### 1.2.2) Tracing levels
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--
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@@ -51,6 +83,7 @@
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-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
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-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
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-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
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--
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-- ### 1.2.4) Check if tracing is on.
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--
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-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
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@@ -64,7 +97,7 @@
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--
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-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
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-- So, when the DCS event occurs, the class will be notified of that event.
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-- There are two functions which you use to subscribe to or unsubscribe from an event.
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-- There are two methods which you use to subscribe to or unsubscribe from an event.
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--
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-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
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-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
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@@ -114,10 +147,12 @@
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--
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-- ## 1.5) All objects derived from BASE can have "States"
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--
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-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
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-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
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-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
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-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
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-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
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-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
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--
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-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
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-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
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--
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-- These two methods provide a very handy way to keep state at long lasting processes.
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-- Values can be stored within the objects, and later retrieved or changed when needed.
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-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
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@@ -125,9 +160,9 @@
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-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
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-- object name to the method.
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--
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-- ## 1.10) BASE Inheritance (tree) support
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-- ## 1.10) Inheritance
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--
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-- The following methods are available to support inheritance:
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-- The following methods are available to implement inheritance
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--
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-- * @{#BASE.Inherit}: Inherits from a class.
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-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
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@@ -1,5 +1,4 @@
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--- This core module models the dispatching of DCS Events to subscribed MOOSE classes,
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-- following a given priority.
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--- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--
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-- 
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--
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@@ -1,5 +1,5 @@
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--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
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-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
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--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
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-- are design patterns allowing efficient (long-lasting) processes and workflows.
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--
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-- 
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--
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@@ -1,4 +1,4 @@
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--- This module contains the MENU classes.
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--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
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--
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-- ===
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--
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@@ -1,26 +1,40 @@
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--- This module contains the MESSAGE class.
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--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
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--
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-- 
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--
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-- ===
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--
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-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
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--
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-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
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-- =================================================
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-- Message System to display Messages to Clients, Coalitions or All.
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-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
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-- Messages can contain a category which is indicating the category of the message.
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--
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-- 1.1) MESSAGE construction methods
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-- ---------------------------------
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-- ## 1.1) MESSAGE construction
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--
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-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
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-- To send messages, you need to use the To functions.
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--
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-- 1.2) Send messages with MESSAGE To methods
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-- ------------------------------------------
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-- Messages are sent to:
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-- ## 1.2) Send messages to an audience
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--
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-- Messages are sent:
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--
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-- * Clients with @{Message#MESSAGE.ToClient}.
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-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
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-- * All Players with @{Message#MESSAGE.ToAll}.
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-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
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-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
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-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
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-- * To the red coalition using @{Message#MESSAGE.ToRed}().
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-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
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-- * To all Players using @{Message#MESSAGE.ToAll}().
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--
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-- ## 1.3) Send conditionally to an audience
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--
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-- Messages can be sent conditionally to an audience (when a condition is true):
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--
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-- * To all players using @{Message#MESSAGE.ToAllIf}().
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-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
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--
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--
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-- @module Message
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-- @author FlightControl
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--- The MESSAGE class
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-- @type MESSAGE
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@@ -229,80 +243,3 @@ function MESSAGE:ToAllIf( Condition )
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return self
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end
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----- The MESSAGEQUEUE class
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---- @type MESSAGEQUEUE
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--MESSAGEQUEUE = {
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-- ClientGroups = {},
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-- CoalitionSides = {}
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--}
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--
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--function MESSAGEQUEUE:New( RefreshInterval )
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-- local self = BASE:Inherit( self, BASE:New() )
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-- self:F( { RefreshInterval } )
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--
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-- self.RefreshInterval = RefreshInterval
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--
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-- --self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
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-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 0, RefreshInterval )
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--
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-- return self
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--end
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--
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----- This function is called automatically by the MESSAGEQUEUE scheduler.
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--function MESSAGEQUEUE:_DisplayMessages()
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--
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-- -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
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-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
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-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
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-- if MessageData.MessageSent == false then
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-- --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
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-- MessageData.MessageSent = true
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-- end
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-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
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-- if MessageTimeLeft <= 0 then
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-- MessageData = nil
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-- end
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-- end
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-- end
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--
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-- -- 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.
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-- -- Because the Client messages will overwrite the Coalition messages (for that Client).
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-- for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
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-- for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
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-- if MessageData.MessageGroup == false then
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-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
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-- MessageData.MessageGroup = true
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-- end
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-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
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-- if MessageTimeLeft <= 0 then
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-- MessageData = nil
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-- end
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-- end
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--
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-- -- Now check if the Client also has messages that belong to the Coalition of the Client...
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-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
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-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
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-- local CoalitionGroup = Group.getByName( ClientGroupName )
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-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
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-- if MessageData.MessageCoalition == false then
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-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
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-- MessageData.MessageCoalition = true
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-- end
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-- end
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-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
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-- if MessageTimeLeft <= 0 then
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-- MessageData = nil
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-- end
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-- end
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-- end
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-- end
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--
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-- return true
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--end
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--
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----- The _MessageQueue object is created when the MESSAGE class module is loaded.
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----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
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--
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@@ -1,4 +1,4 @@
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--- This module contains the POINT classes.
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--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
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--
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-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
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-- ==================================================
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@@ -1,4 +1,4 @@
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--- This module contains the SET classes.
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--- **Core** - SET classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
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--
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-- ===
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--
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@@ -1,4 +1,6 @@
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--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
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--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
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--
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-- ===
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--
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-- There are essentially two core functions that zones accomodate:
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--
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