This commit is contained in:
Sven Van de Velde 2016-05-22 10:30:22 +02:00
parent 7e375c4895
commit b78187aaff
11 changed files with 940 additions and 464 deletions

View File

@ -4282,10 +4282,10 @@ end
--- Gets the current Point of the GROUP in VEC3 format.
-- @return #Vec3 Current Vec3 position of the group.
function GROUP:GetPositionVec3()
function GROUP:GetPointVec3()
self:F( self.GroupName )
local GroupPoint = self:GetUnit(1):GetPositionVec3()
local GroupPoint = self:GetUnit(1):GetPointVec3()
self:T( GroupPoint )
return GroupPoint
end
@ -4934,7 +4934,7 @@ end
function GROUP:TaskRouteToVec3( Point, Speed )
self:F( { Point, Speed } )
local GroupPoint = self:GetUnit( 1 ):GetPositionVec3()
local GroupPoint = self:GetUnit( 1 ):GetPointVec3()
local PointFrom = {}
PointFrom.x = GroupPoint.x
@ -5636,7 +5636,7 @@ function UNIT:GetPointVec2()
end
function UNIT:GetPositionVec3()
function UNIT:GetPointVec3()
self:F( self.UnitName )
local UnitPos = self.DCSUnit:getPosition().p
@ -5648,8 +5648,8 @@ end
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F( { self.UnitName, AwaitUnit.UnitName, Radius } )
local UnitPos = self:GetPositionVec3()
local AwaitUnitPos = AwaitUnit:GetPositionVec3()
local UnitPos = self:GetPointVec3()
local AwaitUnitPos = AwaitUnit:GetPointVec3()
if (((UnitPos.x - AwaitUnitPos.x)^2 + (UnitPos.z - AwaitUnitPos.z)^2)^0.5 <= Radius) then
self:T( "true" )
@ -5671,77 +5671,77 @@ end
-- @param #UNIT self
function UNIT:Flare( FlareColor )
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), FlareColor , 0 )
trigger.action.signalFlare( self:GetPointVec3(), FlareColor , 0 )
end
--- Signal a white flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareWhite()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.White , 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.White , 0 )
end
--- Signal a yellow flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareYellow()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Yellow , 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Yellow , 0 )
end
--- Signal a green flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareGreen()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Green , 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Green , 0 )
end
--- Signal a red flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareRed()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Red, 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Red, 0 )
end
--- Smoke the UNIT.
-- @param #UNIT self
function UNIT:Smoke( SmokeColor )
self:F()
trigger.action.smoke( self:GetPositionVec3(), SmokeColor )
trigger.action.smoke( self:GetPointVec3(), SmokeColor )
end
--- Smoke the UNIT Green.
-- @param #UNIT self
function UNIT:SmokeGreen()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Green )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Green )
end
--- Smoke the UNIT Red.
-- @param #UNIT self
function UNIT:SmokeRed()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Red )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Red )
end
--- Smoke the UNIT White.
-- @param #UNIT self
function UNIT:SmokeWhite()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.White )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.White )
end
--- Smoke the UNIT Orange.
-- @param #UNIT self
function UNIT:SmokeOrange()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Orange )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Orange )
end
--- Smoke the UNIT Blue.
-- @param #UNIT self
function UNIT:SmokeBlue()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Blue )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Blue )
end
-- Is methods
@ -6176,7 +6176,7 @@ function CLIENT:GetPointVec2()
return nil
end
function CLIENT:GetPositionVec3()
function CLIENT:GetPointVec3()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
@ -6218,7 +6218,7 @@ end
--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
-- @param #CLIENT self
-- @return DCSTypes#Vec3
function CLIENT:ClientPosition()
function CLIENT:GetPositionVec3()
self:F()
local ClientGroupUnit = self:GetClientGroupDCSUnit()
@ -8260,7 +8260,7 @@ function CARGO_ZONE:Signal()
if SignalUnit then
self:T( 'Signalling Unit' )
local SignalVehiclePos = SignalUnit:GetPositionVec3()
local SignalVehiclePos = SignalUnit:GetPointVec3()
SignalVehiclePos.y = SignalVehiclePos.y + 2
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
@ -8700,7 +8700,7 @@ function CARGO_GROUP:IsNear( Client, LandingZone )
if self.CargoGroupName then
local CargoGroup = Group.getByName( self.CargoGroupName )
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 250 ) then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 250 ) then
Near = true
end
end
@ -8805,7 +8805,7 @@ function CARGO_GROUP:OnBoarded( Client, LandingZone )
local CargoGroup = Group.getByName( self.CargoGroupName )
if not self.CargoInAir then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 25 ) then
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
@ -8904,7 +8904,7 @@ function CARGO_PACKAGE:IsNear( Client, LandingZone )
self:T( self.CargoClient.ClientName )
self:T( 'Client Exists.' )
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:ClientPosition(), 150 ) then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:GetPositionVec3(), 150 ) then
Near = true
end
end
@ -9011,7 +9011,7 @@ function CARGO_PACKAGE:OnBoarded( Client, LandingZone )
local OnBoarded = false
if self.CargoClient and self.CargoClient:GetDCSGroup() then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:ClientPosition(), 10 ) then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:GetPositionVec3(), 10 ) then
-- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough.
self:StatusLoaded( Client )
@ -14670,7 +14670,7 @@ function ESCORT._HoldPosition( MenuParam )
routines.removeFunction( self.FollowScheduler )
local PointFrom = {}
local GroupPoint = EscortGroup:GetUnit(1):GetPositionVec3()
local GroupPoint = EscortGroup:GetUnit(1):GetPointVec3()
PointFrom = {}
PointFrom.x = GroupPoint.x
PointFrom.y = GroupPoint.z
@ -15012,15 +15012,15 @@ function ESCORT:_FollowScheduler( FollowDistance )
local GroupUnit = self.EscortGroup:GetUnit( 1 )
if self.CT1 == 0 and self.GT1 == 0 then
self.CV1 = ClientUnit:GetPositionVec3()
self.CV1 = ClientUnit:GetPointVec3()
self.CT1 = timer.getTime()
self.GV1 = GroupUnit:GetPositionVec3()
self.GV1 = GroupUnit:GetPointVec3()
self.GT1 = timer.getTime()
else
local CT1 = self.CT1
local CT2 = timer.getTime()
local CV1 = self.CV1
local CV2 = ClientUnit:GetPositionVec3()
local CV2 = ClientUnit:GetPointVec3()
self.CT1 = CT2
self.CV1 = CV2
@ -15034,7 +15034,7 @@ function ESCORT:_FollowScheduler( FollowDistance )
local GT1 = self.GT1
local GT2 = timer.getTime()
local GV1 = self.GV1
local GV2 = GroupUnit:GetPositionVec3()
local GV2 = GroupUnit:GetPointVec3()
self.GT1 = GT2
self.GV1 = GV2
@ -15140,8 +15140,8 @@ function ESCORT:_ReportTargetsScheduler()
-- EscortTargetLastVelocity } )
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPointVec3()
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
@ -15199,8 +15199,8 @@ function ESCORT:_ReportTargetsScheduler()
EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
end
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPointVec3()
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
@ -15267,7 +15267,7 @@ function ESCORT:_ReportTargetsScheduler()
local TaskPoints = self:RegisterRoute()
for WayPointID, WayPoint in pairs( TaskPoints ) do
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
local Distance = ( ( WayPoint.x - EscortPositionVec3.x )^2 +
( WayPoint.y - EscortPositionVec3.z )^2
) ^ 0.5 / 1000
@ -15771,7 +15771,7 @@ function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
if self.DetailsRangeOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = Client:GetPositionVec3()
local PositionTarget = Client:GetPointVec3()
local Range = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
@ -15791,7 +15791,7 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
if self.DetailsBearingOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = Client:GetPositionVec3()
local PositionTarget = Client:GetPointVec3()
self:T2( { PositionTarget, PositionMissile })
@ -15839,7 +15839,7 @@ function MISSILETRAINER:_TrackMissiles()
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local PositionTarget = Client:GetPointVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +

View File

@ -146,7 +146,7 @@ function CARGO_ZONE:Signal()
if SignalUnit then
self:T( 'Signalling Unit' )
local SignalVehiclePos = SignalUnit:GetPositionVec3()
local SignalVehiclePos = SignalUnit:GetPointVec3()
SignalVehiclePos.y = SignalVehiclePos.y + 2
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
@ -586,7 +586,7 @@ function CARGO_GROUP:IsNear( Client, LandingZone )
if self.CargoGroupName then
local CargoGroup = Group.getByName( self.CargoGroupName )
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 250 ) then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 250 ) then
Near = true
end
end
@ -691,7 +691,7 @@ function CARGO_GROUP:OnBoarded( Client, LandingZone )
local CargoGroup = Group.getByName( self.CargoGroupName )
if not self.CargoInAir then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 25 ) then
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
@ -790,7 +790,7 @@ function CARGO_PACKAGE:IsNear( Client, LandingZone )
self:T( self.CargoClient.ClientName )
self:T( 'Client Exists.' )
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:ClientPosition(), 150 ) then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:GetPositionVec3(), 150 ) then
Near = true
end
end
@ -897,7 +897,7 @@ function CARGO_PACKAGE:OnBoarded( Client, LandingZone )
local OnBoarded = false
if self.CargoClient and self.CargoClient:GetDCSGroup() then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:ClientPosition(), 10 ) then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:GetPositionVec3(), 10 ) then
-- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough.
self:StatusLoaded( Client )

View File

@ -24,7 +24,7 @@ Include.File( "Message" )
--- The CLIENT class
-- @type CLIENT
-- @extends Base#BASE
-- @extends Unit#UNIT
CLIENT = {
ONBOARDSIDE = {
NONE = 0,
@ -60,16 +60,25 @@ CLIENT = {
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
function CLIENT:New( ClientName, ClientBriefing )
local self = BASE:Inherit( self, BASE:New() )
self:F( ClientName, ClientBriefing )
self = _DATABASE:FindClient( ClientName )
self:F( ClientName, ClientBriefing )
self.ClientName = ClientName
self:AddBriefing( ClientBriefing )
self.MessageSwitch = true
self:AddBriefing( ClientBriefing )
self.MessageSwitch = true
return self
end
function CLIENT:Register( ClientName )
local self = BASE:Inherit( self, UNIT:Register( ClientName ) )
self.ClientName = ClientName
return self
end
--- Transport defines that the Client is a Transport. Transports show cargo.
-- @param #CLIENT self
-- @return #CLIENT
@ -138,29 +147,12 @@ function CLIENT:IsMultiSeated()
return false
end
--- Checks if client is alive and returns true or false.
-- @param #CLIENT self
-- @returns #boolean Returns true if client is alive.
function CLIENT:IsAlive()
self:F( self.ClientName )
local ClientUnit = Unit.getByName( self.ClientName )
if ClientUnit and ClientUnit:isExist() then
self:T("true")
return true
end
self:T( "false" )
return false
end
--- @param #CLIENT self
function CLIENT:_AliveCheckScheduler()
self:F( { self.ClientName, self.ClientAlive2 } )
if self:IsAlive() then
if self:IsAlive() then -- Polymorphic call of UNIT
if self.ClientAlive2 == false then
self:T("Calling Callback function")
self.ClientCallBack( self, unpack( self.ClientParameters ) )
@ -304,109 +296,6 @@ function CLIENT:GetClientGroupDCSUnit()
end
end
-- TODO what is this??? check. possible double function.
function CLIENT:GetUnit()
self:F()
return UNIT:New( self:GetClientGroupDCSUnit() )
end
--- Returns the position of the CLIENT in @{DCSTypes#Vec2} format..
-- @param #CLIENT self
-- @return DCSTypes#Vec2
function CLIENT:GetPointVec2()
self:F()
local ClientGroupUnit = self:GetClientGroupDCSUnit()
if ClientGroupUnit then
if ClientGroupUnit:isExist() then
local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
local PointVec2 = {} --DCSTypes#Vec2
PointVec2.x = PointVec3.x
PointVec2.y = PointVec3.z
self:T( { PointVec2 } )
return PointVec2
end
end
return nil
end
function CLIENT:GetPositionVec3()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
local UnitPos = DCSUnit:getPosition().p
self:T( UnitPos )
return UnitPos
end
function CLIENT:GetID()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
local UnitID = DCSUnit:getID()
self:T( UnitID )
return UnitID
end
function CLIENT:GetName()
self:F( self.ClientName )
self:T( self.ClientName )
return self.ClientName
end
function CLIENT:GetTypeName()
self:F( self.ClientName )
local DCSUnit = Unit.getByName( self.ClientName )
local TypeName = DCSUnit:getTypeName()
self:T( TypeName )
return TypeName
end
--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
-- @param #CLIENT self
-- @return DCSTypes#Vec3
function CLIENT:ClientPosition()
self:F()
local ClientGroupUnit = self:GetClientGroupDCSUnit()
if ClientGroupUnit then
if ClientGroupUnit:isExist() then
return ClientGroupUnit:getPosition()
end
end
return nil
end
--- Returns the altitude of the CLIENT.
-- @param #CLIENT self
-- @return DCSTypes#Distance
function CLIENT:GetAltitude()
self:F()
local ClientGroupUnit = self:GetClientGroupDCSUnit()
if ClientGroupUnit then
if ClientGroupUnit:isExist() then
local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
return PointVec3.y
end
end
return nil
end
--- Evaluates if the CLIENT is a transport.
-- @param #CLIENT self

View File

@ -82,13 +82,9 @@ DATABASE = {
ClientsByID = {},
},
DCSUnits = {},
DCSUnitsAlive = {},
DCSGroups = {},
DCSGroupsAlive = {},
Units = {},
UnitsAlive = {},
Groups = {},
GroupsAlive = {},
NavPoints = {},
Statics = {},
Players = {},
@ -171,180 +167,38 @@ function DATABASE:FindUnit( UnitName )
return UnitFound
end
--- Finds a Unit based on the Unit Name.
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
-- @param Unit#UNIT UnitToAdd
-- @return Unit#UNIT The added Unit.
function DATABASE:AddUnit( UnitToAdd )
function DATABASE:AddUnit( DCSUnit, DCSUnitName )
self.Units[UnitToAdd.UnitName] = UnitToAdd
return self.Units[UnitToAdd.UnitName]
self.DCSUnits[DCSUnitName] = DCSUnit
self.Units[DCSUnitName] = UNIT:Register( DCSUnitName )
end
--- Builds a set of units of coalitons.
-- Possible current coalitions are red, blue and neutral.
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #DATABASE self
function DATABASE:FilterCoalitions( Coalitions )
if not self.Filter.Coalitions then
self.Filter.Coalitions = {}
end
if type( Coalitions ) ~= "table" then
Coalitions = { Coalitions }
end
for CoalitionID, Coalition in pairs( Coalitions ) do
self.Filter.Coalitions[Coalition] = Coalition
end
return self
function DATABASE:DeleteUnit( DCSUnitName )
self.DCSUnits[DCSUnitName] = nil
end
--- Builds a set of units out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
-- @return #DATABASE self
function DATABASE:FilterCategories( Categories )
if not self.Filter.Categories then
self.Filter.Categories = {}
end
if type( Categories ) ~= "table" then
Categories = { Categories }
end
for CategoryID, Category in pairs( Categories ) do
self.Filter.Categories[Category] = Category
end
return self
-- @param #string ClientName
-- @return Client#CLIENT The found CLIENT.
function DATABASE:FindClient( ClientName )
local ClientFound = self.Clients[ClientName]
return ClientFound
end
--- Builds a set of units of defined unit types.
-- Possible current types are those types known within DCS world.
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #DATABASE self
function DATABASE:FilterTypes( Types )
if not self.Filter.Types then
self.Filter.Types = {}
end
if type( Types ) ~= "table" then
Types = { Types }
end
for TypeID, Type in pairs( Types ) do
self.Filter.Types[Type] = Type
end
return self
function DATABASE:AddClient( ClientName )
self.Clients[ClientName] = CLIENT:Register( ClientName )
end
--- Builds a set of units of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #DATABASE self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #DATABASE self
function DATABASE:FilterCountries( Countries )
if not self.Filter.Countries then
self.Filter.Countries = {}
end
if type( Countries ) ~= "table" then
Countries = { Countries }
end
for CountryID, Country in pairs( Countries ) do
self.Filter.Countries[Country] = Country
end
return self
end
--- Builds a set of units of defined unit prefixes.
-- All the units starting with the given prefixes will be included within the set.
-- @param #DATABASE self
-- @param #string Prefixes The prefix of which the unit name starts with.
-- @return #DATABASE self
function DATABASE:FilterUnitPrefixes( Prefixes )
if not self.Filter.UnitPrefixes then
self.Filter.UnitPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.UnitPrefixes[Prefix] = Prefix
end
return self
end
--- Builds a set of units of defined group prefixes.
-- All the units starting with the given group prefixes will be included within the set.
-- @param #DATABASE self
-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
-- @return #DATABASE self
function DATABASE:FilterGroupPrefixes( Prefixes )
if not self.Filter.GroupPrefixes then
self.Filter.GroupPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.GroupPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:FilterStart()
if _DATABASE then
-- OK, we have a _DATABASE
-- Now use the different filters to build the set.
-- We first take ALL of the Units of the _DATABASE.
self:E( { "Adding Database Datapoints with filters" } )
for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
if self:_IsIncludeDCSUnit( DCSUnit ) then
self:E( { "Adding Unit:", DCSUnitName } )
self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
self.Units[DCSUnitName] = _DATABASE.Units[DCSUnitName]
if _DATABASE.DCSUnitsAlive[DCSUnitName] then
self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
end
end
end
for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
--if self:_IsIncludeDCSGroup( DCSGroup ) then
self:E( { "Adding Group:", DCSGroupName } )
self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
self.Groups[DCSGroupName] = _DATABASE.Groups[DCSGroupName]
--end
if _DATABASE.DCSGroupsAlive[DCSGroupName] then
self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
end
end
for DCSUnitName, Client in pairs( _DATABASE.Clients ) do
self:E( { "Adding Client for Unit:", DCSUnitName } )
self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
end
else
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." )
end
return self
end
--- Instantiate new Groups within the DCSRTE.
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID
@ -471,7 +325,7 @@ end
-- @return #DATABASE self
function DATABASE:_RegisterDatabase()
local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
@ -481,42 +335,28 @@ function DATABASE:_RegisterDatabase()
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
self.DCSGroups[DCSGroupName] = DCSGroup
self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
if self:_IsAliveDCSGroup(DCSGroup) then
self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
self.DCSGroupsAlive[DCSGroupName] = DCSGroup
self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
end
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
self.DCSUnits[DCSUnitName] = DCSUnit
self:AddUnit( UNIT:Register( DCSUnit ) )
--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
if self:_IsAliveDCSUnit(DCSUnit) then
self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
self.DCSUnitsAlive[DCSUnitName] = DCSUnit
self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
end
self:AddUnit( DCSUnit, DCSUnitName )
end
else
self:E( "Group does not exist: " .. DCSGroup )
self:E( { "Group does not exist: ", DCSGroup } )
end
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self.Clients[ClientName] = CLIENT:New( ClientName )
end
end
end
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:E( { "Adding Client:", ClientName } )
self:AddClient( ClientName )
end
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
@ -527,11 +367,8 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
self:AddUnit( Event.IniDCSUnit, Event.IniDCSUnitName )
--if not self.DCSGroups[Event.IniDCSGroupName] then
-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
@ -549,9 +386,8 @@ function DATABASE:_EventOnDeadOrCrash( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self.DCSUnitsAlive[Event.IniDCSUnitName] then
self.DCSUnits[Event.IniDCSUnitName] = nil
self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
if self.DCSUnits[Event.IniDCSUnitName] then
self:DeleteUnit( Event.IniDCSUnitName )
end
end
end
@ -639,10 +475,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachDCSUnitAlive( IteratorFunction, ... )
function DATABASE:ForEachDCSUnit( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
self:ForEach( IteratorFunction, arg, self.DCSUnits )
return self
end
@ -850,7 +686,6 @@ function DATABASE:TraceDatabase()
self:F()
self:T( { "DCSUnits:", self.DCSUnits } )
self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } )
end

View File

@ -635,7 +635,7 @@ function ESCORT._HoldPosition( MenuParam )
routines.removeFunction( self.FollowScheduler )
local PointFrom = {}
local GroupPoint = EscortGroup:GetUnit(1):GetPositionVec3()
local GroupPoint = EscortGroup:GetUnit(1):GetPointVec3()
PointFrom = {}
PointFrom.x = GroupPoint.x
PointFrom.y = GroupPoint.z
@ -977,15 +977,15 @@ function ESCORT:_FollowScheduler( FollowDistance )
local GroupUnit = self.EscortGroup:GetUnit( 1 )
if self.CT1 == 0 and self.GT1 == 0 then
self.CV1 = ClientUnit:GetPositionVec3()
self.CV1 = ClientUnit:GetPointVec3()
self.CT1 = timer.getTime()
self.GV1 = GroupUnit:GetPositionVec3()
self.GV1 = GroupUnit:GetPointVec3()
self.GT1 = timer.getTime()
else
local CT1 = self.CT1
local CT2 = timer.getTime()
local CV1 = self.CV1
local CV2 = ClientUnit:GetPositionVec3()
local CV2 = ClientUnit:GetPointVec3()
self.CT1 = CT2
self.CV1 = CV2
@ -999,7 +999,7 @@ function ESCORT:_FollowScheduler( FollowDistance )
local GT1 = self.GT1
local GT2 = timer.getTime()
local GV1 = self.GV1
local GV2 = GroupUnit:GetPositionVec3()
local GV2 = GroupUnit:GetPointVec3()
self.GT1 = GT2
self.GV1 = GV2
@ -1082,7 +1082,7 @@ function ESCORT:_ReportTargetsScheduler()
self:T( EscortObject )
if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
local EscortTargetUnit = UNIT:New( EscortObject )
local EscortTargetUnit = UNIT:Find( EscortObject )
local EscortTargetUnitName = EscortTargetUnit:GetName()
@ -1105,8 +1105,8 @@ function ESCORT:_ReportTargetsScheduler()
-- EscortTargetLastVelocity } )
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPointVec3()
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
@ -1164,8 +1164,8 @@ function ESCORT:_ReportTargetsScheduler()
EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
end
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPointVec3()
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 +
( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 +
( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2
@ -1232,7 +1232,7 @@ function ESCORT:_ReportTargetsScheduler()
local TaskPoints = self:RegisterRoute()
for WayPointID, WayPoint in pairs( TaskPoints ) do
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
local EscortPositionVec3 = self.EscortGroup:GetPointVec3()
local Distance = ( ( WayPoint.x - EscortPositionVec3.x )^2 +
( WayPoint.y - EscortPositionVec3.z )^2
) ^ 0.5 / 1000

View File

@ -282,10 +282,10 @@ end
--- Gets the current Point of the GROUP in VEC3 format.
-- @return #Vec3 Current Vec3 position of the group.
function GROUP:GetPositionVec3()
function GROUP:GetPointVec3()
self:F( self.GroupName )
local GroupPoint = self:GetUnit(1):GetPositionVec3()
local GroupPoint = self:GetUnit(1):GetPointVec3()
self:T( GroupPoint )
return GroupPoint
end
@ -311,7 +311,7 @@ end
-- @return Unit#UNIT The DCS Unit.
function GROUP:GetUnit( UnitNumber )
self:F( { self.GroupName, UnitNumber } )
return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) )
return UNIT:Find( self.DCSGroup:getUnit( UnitNumber ) )
end
--- Returns the category name of the group.
@ -934,7 +934,7 @@ end
function GROUP:TaskRouteToVec3( Point, Speed )
self:F( { Point, Speed } )
local GroupPoint = self:GetUnit( 1 ):GetPositionVec3()
local GroupPoint = self:GetUnit( 1 ):GetPointVec3()
local PointFrom = {}
PointFrom.x = GroupPoint.x

View File

@ -452,8 +452,8 @@ function MISSILETRAINER:_EventShot( Event )
local Client = self.DBClients[TrainerTargetDCSUnitName]
if Client then
local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit )
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
@ -489,7 +489,7 @@ function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
if self.DetailsRangeOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = Client:GetPositionVec3()
local PositionTarget = Client:GetPointVec3()
local Range = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
@ -509,7 +509,7 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
if self.DetailsBearingOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = Client:GetPositionVec3()
local PositionTarget = Client:GetPointVec3()
self:T2( { PositionTarget, PositionMissile })
@ -557,7 +557,7 @@ function MISSILETRAINER:_TrackMissiles()
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local PositionTarget = Client:GetPointVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +

758
Moose/Set.lua Normal file
View File

@ -0,0 +1,758 @@
--- Manage sets of units and groups.
--
-- @{#Set} class
-- ==================
-- Mission designers can use the SET class to build sets of units belonging to certain:
--
-- * Coalitions
-- * Categories
-- * Countries
-- * Unit types
-- * Starting with certain prefix strings.
--
-- This list will grow over time. Planned developments are to include filters and iterators.
-- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ...
-- More iterators will be implemented in the near future ...
--
-- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
--
-- SET construction methods:
-- =================================
-- Create a new SET object with the @{#SET.New} method:
--
-- * @{#SET.New}: Creates a new SET object.
--
--
-- SET filter criteria:
-- =========================
-- You can set filter criteria to define the set of units within the SET.
-- Filter criteria are defined by:
--
-- * @{#SET.FilterCoalitions}: Builds the SET with the units belonging to the coalition(s).
-- * @{#SET.FilterCategories}: Builds the SET with the units belonging to the category(ies).
-- * @{#SET.FilterTypes}: Builds the SET with the units belonging to the unit type(s).
-- * @{#SET.FilterCountries}: Builds the SET with the units belonging to the country(ies).
-- * @{#SET.FilterUnitPrefixes}: Builds the SET with the units starting with the same prefix string(s).
--
-- Once the filter criteria have been set for the SET, you can start filtering using:
--
-- * @{#SET.FilterStart}: Starts the filtering of the units within the SET.
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET.FilterGroupPrefixes}: Builds the SET with the groups of the units starting with the same prefix string(s).
-- * @{#SET.FilterZones}: Builds the SET with the units within a @{Zone#ZONE}.
--
--
-- SET iterators:
-- ===================
-- Once the filters have been defined and the SET has been built, you can iterate the SET with the available iterator methods.
-- The iterator methods will walk the SET set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET:
--
-- * @{#SET.ForEachAliveUnit}: Calls a function for each alive unit it finds within the SET.
--
-- Planned iterators methods in development are (so these are not yet available):
--
-- * @{#SET.ForEachUnit}: Calls a function for each unit contained within the SET.
-- * @{#SET.ForEachGroup}: Calls a function for each group contained within the SET.
-- * @{#SET.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the SET.
--
-- ====
-- @module Set
-- @author FlightControl
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Menu" )
Include.File( "Group" )
Include.File( "Unit" )
Include.File( "Event" )
Include.File( "Client" )
--- SET class
-- @type SET
-- @extends Base#BASE
SET = {
ClassName = "SET",
Templates = {
Units = {},
Groups = {},
ClientsByName = {},
ClientsByID = {},
},
DCSUnits = {},
DCSUnitsAlive = {},
DCSGroups = {},
DCSGroupsAlive = {},
Units = {},
UnitsAlive = {},
Groups = {},
GroupsAlive = {},
NavPoints = {},
Statics = {},
Players = {},
PlayersAlive = {},
Clients = {},
ClientsAlive = {},
Filter = {
Coalitions = nil,
Categories = nil,
Types = nil,
Countries = nil,
UnitPrefixes = nil,
GroupPrefixes = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
Categories = {
plane = Unit.Category.AIRPLANE,
helicopter = Unit.Category.HELICOPTER,
ground = Unit.Category.GROUND_UNIT,
ship = Unit.Category.SHIP,
structure = Unit.Category.STRUCTURE,
},
},
}
local _DATABASECoalition =
{
[1] = "Red",
[2] = "Blue",
}
local _DATABASECategory =
{
[Unit.Category.AIRPLANE] = "Plane",
[Unit.Category.HELICOPTER] = "Helicopter",
[Unit.Category.GROUND_UNIT] = "Vehicle",
[Unit.Category.SHIP] = "Ship",
[Unit.Category.STRUCTURE] = "Structure",
}
--- Creates a new SET object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #SET self
-- @return #SET
-- @usage
-- -- Define a new SET Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
-- DBObject = SET:New()
function SET:New()
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
-- Add SET with registered clients and already alive players
-- Follow alive players and clients
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
return self
end
--- Finds a Unit based on the Unit Name.
-- @param #SET self
-- @param #string UnitName
-- @return Unit#UNIT The found Unit.
function SET:FindUnit( UnitName )
local UnitFound = self.Units[UnitName]
return UnitFound
end
--- Finds a Unit based on the Unit Name.
-- @param #SET self
-- @param Unit#UNIT UnitToAdd
-- @return Unit#UNIT The added Unit.
function SET:AddUnit( UnitToAdd )
self.Units[UnitToAdd.UnitName] = UnitToAdd
return self.Units[UnitToAdd.UnitName]
end
--- Builds a set of units of coalitons.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET self
function SET:FilterCoalitions( Coalitions )
if not self.Filter.Coalitions then
self.Filter.Coalitions = {}
end
if type( Coalitions ) ~= "table" then
Coalitions = { Coalitions }
end
for CoalitionID, Coalition in pairs( Coalitions ) do
self.Filter.Coalitions[Coalition] = Coalition
end
return self
end
--- Builds a set of units out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
-- @param #SET self
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
-- @return #SET self
function SET:FilterCategories( Categories )
if not self.Filter.Categories then
self.Filter.Categories = {}
end
if type( Categories ) ~= "table" then
Categories = { Categories }
end
for CategoryID, Category in pairs( Categories ) do
self.Filter.Categories[Category] = Category
end
return self
end
--- Builds a set of units of defined unit types.
-- Possible current types are those types known within DCS world.
-- @param #SET self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #SET self
function SET:FilterTypes( Types )
if not self.Filter.Types then
self.Filter.Types = {}
end
if type( Types ) ~= "table" then
Types = { Types }
end
for TypeID, Type in pairs( Types ) do
self.Filter.Types[Type] = Type
end
return self
end
--- Builds a set of units of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #SET self
function SET:FilterCountries( Countries )
if not self.Filter.Countries then
self.Filter.Countries = {}
end
if type( Countries ) ~= "table" then
Countries = { Countries }
end
for CountryID, Country in pairs( Countries ) do
self.Filter.Countries[Country] = Country
end
return self
end
--- Builds a set of units of defined unit prefixes.
-- All the units starting with the given prefixes will be included within the set.
-- @param #SET self
-- @param #string Prefixes The prefix of which the unit name starts with.
-- @return #SET self
function SET:FilterUnitPrefixes( Prefixes )
if not self.Filter.UnitPrefixes then
self.Filter.UnitPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.UnitPrefixes[Prefix] = Prefix
end
return self
end
--- Builds a set of units of defined group prefixes.
-- All the units starting with the given group prefixes will be included within the set.
-- @param #SET self
-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
-- @return #SET self
function SET:FilterGroupPrefixes( Prefixes )
if not self.Filter.GroupPrefixes then
self.Filter.GroupPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.GroupPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
-- @param #SET self
-- @return #SET self
function SET:FilterStart()
if _DATABASE then
-- OK, we have a _DATABASE
-- Now use the different filters to build the set.
-- We first take ALL of the Units of the _DATABASE.
self:E( { "Adding Set Datapoints with filters" } )
for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
if self:_IsIncludeDCSUnit( DCSUnit ) then
self:E( { "Adding Unit:", DCSUnitName } )
self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
self.Units[DCSUnitName] = _DATABASE.Units[DCSUnitName]
if _DATABASE.DCSUnitsAlive[DCSUnitName] then
self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
end
end
end
for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
--if self:_IsIncludeDCSGroup( DCSGroup ) then
self:E( { "Adding Group:", DCSGroupName } )
self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
self.Groups[DCSGroupName] = _DATABASE.Groups[DCSGroupName]
--end
if _DATABASE.DCSGroupsAlive[DCSGroupName] then
self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
end
end
for DCSUnitName, Client in pairs( _DATABASE.Clients ) do
self:E( { "Adding Client for Unit:", DCSUnitName } )
self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
end
else
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom SET." )
end
return self
end
--- Private method that registers all alive players in the mission.
-- @param #SET self
-- @return #SET self
function SET:_RegisterPlayers()
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for UnitId, UnitData in pairs( CoalitionData ) do
self:T3( { "UnitData:", UnitData } )
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
if not self.PlayersAlive[UnitName] then
self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
self.PlayersAlive[UnitName] = UnitData:getPlayerName()
end
end
end
end
return self
end
--- Private method that registers all datapoints within in the mission.
-- @param #SET self
-- @return #SET self
function SET:_RegisterDatabase()
local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
local DCSGroupName = DCSGroup:getName()
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
self.DCSGroups[DCSGroupName] = DCSGroup
self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
if self:_IsAliveDCSGroup(DCSGroup) then
self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
self.DCSGroupsAlive[DCSGroupName] = DCSGroup
self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
end
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
self.DCSUnits[DCSUnitName] = DCSUnit
self:AddUnit( UNIT:Find( DCSUnit ) )
--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
if self:_IsAliveDCSUnit(DCSUnit) then
self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
self.DCSUnitsAlive[DCSUnitName] = DCSUnit
self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
end
end
else
self:E( "Group does not exist: " .. DCSGroup )
end
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self.Clients[ClientName] = CLIENT:Find( ClientName )
end
end
end
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnBirth( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
--if not self.DCSGroups[Event.IniDCSGroupName] then
-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
--end
self:_EventOnPlayerEnterUnit( Event )
end
end
end
--- Handles the OnDead or OnCrash event for alive units set.
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnDeadOrCrash( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self.DCSUnitsAlive[Event.IniDCSUnitName] then
self.DCSUnits[Event.IniDCSUnitName] = nil
self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
end
end
end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnPlayerEnterUnit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if not self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
end
end
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnPlayerLeaveUnit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = nil
self.ClientsAlive[Event.IniDCSUnitName] = nil
end
end
end
end
--- Iterators
--- Interate the SET and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
-- @param #SET self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET.
-- @return #SET self
function SET:ForEach( IteratorFunction, arg, Set )
self:F( arg )
local function CoRoutine()
local Count = 0
for ObjectID, Object in pairs( Set ) do
self:T2( Object )
IteratorFunction( Object, unpack( arg ) )
Count = Count + 1
if Count % 10 == 0 then
coroutine.yield( false )
end
end
return true
end
local co = coroutine.create( CoRoutine )
local function Schedule()
local status, res = coroutine.resume( co )
self:T( { status, res } )
if status == false then
error( res )
end
if res == false then
return true -- resume next time the loop
end
return false
end
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
return self
end
--- Interate the SET and call an interator function for each **alive** unit, providing the Unit and optional parameters.
-- @param #SET self
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET. The function needs to accept a UNIT parameter.
-- @return #SET self
function SET:ForEachDCSUnitAlive( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
return self
end
--- Interate the SET and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
-- @param #SET self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET. The function needs to accept a UNIT parameter.
-- @return #SET self
function SET:ForEachPlayer( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
return self
end
--- Interate the SET and call an interator function for each client, providing the Client to the function and optional parameters.
-- @param #SET self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET. The function needs to accept a CLIENT parameter.
-- @return #SET self
function SET:ForEachClient( IteratorFunction, ... )
self:F( arg )
self:ForEach( IteratorFunction, arg, self.Clients )
return self
end
function SET:ScanEnvironment()
self:F()
self.Navpoints = {}
self.Units = {}
--Build routines.db.units and self.Navpoints
for coa_name, coa_data in pairs(env.mission.coalition) do
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
----------------------------------------------
-- build nav points DB
self.Navpoints[coa_name] = {}
if coa_data.nav_points then --navpoints
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
end
end
end
-------------------------------------------------
if coa_data.country then --there is a country table
for cntry_id, cntry_data in pairs(coa_data.country) do
local countryName = string.lower(cntry_data.name)
--self.Units[coa_name][countryName] = {}
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
if type(cntry_data) == 'table' then --just making sure
for obj_type_name, obj_type_data in pairs(cntry_data) do
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
local category = obj_type_name
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
--self.Units[coa_name][countryName][category] = {}
for group_num, GroupTemplate in pairs(obj_type_data.group) do
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroup( GroupTemplate )
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
end --if type(cntry_data) == 'table' then
end --for cntry_id, cntry_data in pairs(coa_data.country) do
end --if coa_data.country then --there is a country table
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
end --for coa_name, coa_data in pairs(mission.coalition) do
self:_RegisterDatabase()
self:_RegisterPlayers()
return self
end
---
-- @param #SET self
-- @param DCSUnit#Unit DCSUnit
-- @return #SET self
function SET:_IsIncludeDCSUnit( DCSUnit )
self:F( DCSUnit )
local DCSUnitInclude = true
if self.Filter.Coalitions then
local DCSUnitCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
DCSUnitCoalition = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
end
if self.Filter.Categories then
local DCSUnitCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
DCSUnitCategory = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
end
if self.Filter.Types then
local DCSUnitType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
if TypeName == DCSUnit:getTypeName() then
DCSUnitType = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitType
end
if self.Filter.Countries then
local DCSUnitCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
if country.id[CountryName] == DCSUnit:getCountry() then
DCSUnitCountry = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
end
if self.Filter.UnitPrefixes then
local DCSUnitPrefix = false
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
DCSUnitPrefix = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
end
self:T( DCSUnitInclude )
return DCSUnitInclude
end
---
-- @param #SET self
-- @param DCSUnit#Unit DCSUnit
-- @return #SET self
function SET:_IsAliveDCSUnit( DCSUnit )
self:F( DCSUnit )
local DCSUnitAlive = false
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
if self.DCSUnits[DCSUnit:getName()] then
DCSUnitAlive = true
end
end
self:T( DCSUnitAlive )
return DCSUnitAlive
end
---
-- @param #SET self
-- @param DCSGroup#Group DCSGroup
-- @return #SET self
function SET:_IsAliveDCSGroup( DCSGroup )
self:F( DCSGroup )
local DCSGroupAlive = false
if DCSGroup and DCSGroup:isExist() then
if self.DCSGroups[DCSGroup:getName()] then
DCSGroupAlive = true
end
end
self:T( DCSGroupAlive )
return DCSGroupAlive
end
--- Traces the current SET contents in the log ... (for debug reasons).
-- @param #SET self
-- @return #SET self
function SET:TraceDatabase()
self:F()
self:T( { "DCSUnits:", self.DCSUnits } )
self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } )
end

View File

@ -49,61 +49,40 @@ UNIT = {
-- @field Orange
-- @field Blue
--- Finds the Unit from the _DATABASE.
-- @param #UNIT self
-- @param DCSUnit#Unit DCSUnit
-- @return Unit#UNIT
function UNIT:New( DCSUnit )
if DCSUnit then
local UnitName = DCSUnit:getName()
if _DATABASE then
local UnitFound = _DATABASE:FindUnit( UnitName )
if UnitFound then
return UnitFound
end
end
end
self.UnitName = nil
return nil
end
--- Create a new UNIT from DCSUnit.
-- @param #UNIT self
-- @param DCSUnit#Unit DCSUnit
-- @param Database#DATABASE Database
-- @return Unit#UNIT
function UNIT:Register( DCSUnit )
function UNIT:Register( UnitName )
if DCSUnit then
local self = BASE:Inherit( self, BASE:New() )
self:F( DCSUnit )
self.UnitName = DCSUnit:getName()
return self
end
self.UnitName = nil
return nil
local self = BASE:Inherit( self, BASE:New() )
self:F( UnitName )
self.UnitName = UnitName
return self
end
--- Create a new UNIT from a Unit Name.
--- Finds a UNIT from the _DATABASE using a DCSUnit object.
-- @param #UNIT self
-- @param DCSUnit#Unit DCSUnit
-- @return Unit#UNIT
function UNIT:Find( DCSUnit )
local UnitName = DCSUnit:getName()
local UnitFound = _DATABASE:FindUnit( UnitName )
return UnitFound
end
--- Find a UNIT in the _DATABASE using the name of the UNIT.
-- @param #UNIT self
-- @param #string Unit Name
-- @return Unit#UNIT
function UNIT:NewFromName( UnitName )
local self = BASE:Inherit( self, BASE:New() )
self:F( UnitName )
local DCSUnit = Unit.getByName( UnitName )
if DCSUnit then
self.UnitName = DCSUnit:getName()
return self
end
self.UnitName = nil -- Sanitize
return nil
function UNIT:FindByName( UnitName )
-- self:F( UnitName )
local FoundUnit = _DATABASE:FindUnit( UnitName )
return FoundUnit
end
function UNIT:GetDCSUnit()
@ -182,7 +161,7 @@ function UNIT:IsAlive()
return UnitIsAlive
end
return nil
return false
end
--- Returns if the unit is activated.
@ -443,32 +422,46 @@ function UNIT:GetPointVec2()
local DCSUnit = self:GetDCSUnit()
if DCSUnit then
local UnitPos = DCSUnit:getPosition().p
local UnitPointVec3 = DCSUnit:getPosition().p
local UnitPoint = {}
UnitPoint.x = UnitPos.x
UnitPoint.y = UnitPos.z
local UnitPointVec2 = {}
UnitPointVec2.x = UnitPointVec3.x
UnitPointVec2.y = UnitPointVec3.z
self:T( UnitPoint )
return UnitPoint
self:T( UnitPointVec2 )
return UnitPointVec2
end
return nil
end
function UNIT:GetPointVec3()
self:F( self.UnitName )
local DCSUnit = self:GetDCSUnit()
if DCSUnit then
local UnitPointVec3 = DCSUnit:getPosition().p
self:T( UnitPointVec3 )
return UnitPointVec3
end
return nil
end
function UNIT:GetPositionVec3()
self:F( self.UnitName )
local DCSUnit = self:GetDCSUnit()
if DCSUnit then
local UnitPos = DCSUnit:getPosition().p
self:T( UnitPos )
return UnitPos
local UnitPosition = DCSUnit:getPosition()
self:T( UnitPosition )
return UnitPosition
end
return nil
return nil
end
--- Returns the unit's velocity vector.
@ -505,26 +498,27 @@ function UNIT:InAir()
return nil
end
function UNIT:GetPositionVec3()
self:F( self.UnitName )
--- Returns the altitude of the UNIT.
-- @param #UNIT self
-- @return DCSTypes#Distance
function UNIT:GetAltitude()
self:F()
local DCSUnit = self:GetDCSUnit()
if DCSUnit then
local UnitPos = DCSUnit:getPosition().p
self:T( UnitPos )
return UnitPos
local UnitPointVec3 = DCSUnit:getPoint() --DCSTypes#Vec3
return UnitPointVec3.y
end
return nil
end
end
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F( { self.UnitName, AwaitUnit.UnitName, Radius } )
local UnitPos = self:GetPositionVec3()
local AwaitUnitPos = AwaitUnit:GetPositionVec3()
local UnitPos = self:GetPointVec3()
local AwaitUnitPos = AwaitUnit:GetPointVec3()
if (((UnitPos.x - AwaitUnitPos.x)^2 + (UnitPos.z - AwaitUnitPos.z)^2)^0.5 <= Radius) then
self:T( "true" )
@ -556,77 +550,77 @@ end
-- @param #UNIT self
function UNIT:Flare( FlareColor )
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), FlareColor , 0 )
trigger.action.signalFlare( self:GetPointVec3(), FlareColor , 0 )
end
--- Signal a white flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareWhite()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.White , 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.White , 0 )
end
--- Signal a yellow flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareYellow()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Yellow , 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Yellow , 0 )
end
--- Signal a green flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareGreen()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Green , 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Green , 0 )
end
--- Signal a red flare at the position of the UNIT.
-- @param #UNIT self
function UNIT:FlareRed()
self:F()
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Red, 0 )
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Red, 0 )
end
--- Smoke the UNIT.
-- @param #UNIT self
function UNIT:Smoke( SmokeColor )
self:F()
trigger.action.smoke( self:GetPositionVec3(), SmokeColor )
trigger.action.smoke( self:GetPointVec3(), SmokeColor )
end
--- Smoke the UNIT Green.
-- @param #UNIT self
function UNIT:SmokeGreen()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Green )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Green )
end
--- Smoke the UNIT Red.
-- @param #UNIT self
function UNIT:SmokeRed()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Red )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Red )
end
--- Smoke the UNIT White.
-- @param #UNIT self
function UNIT:SmokeWhite()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.White )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.White )
end
--- Smoke the UNIT Orange.
-- @param #UNIT self
function UNIT:SmokeOrange()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Orange )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Orange )
end
--- Smoke the UNIT Blue.
-- @param #UNIT self
function UNIT:SmokeBlue()
self:F()
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Blue )
trigger.action.smoke( self:GetPointVec3(), trigger.smokeColor.Blue )
end
-- Is methods