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https://github.com/FlightControl-Master/MOOSE.git
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Sets first version
This commit is contained in:
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@ -141,7 +141,7 @@ local _DATABASECategory =
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-- @usage
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-- -- Define a new SET Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
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-- DBObject = SET:New()
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function SET:New()
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function SET:New( Database )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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@ -156,189 +156,46 @@ function SET:New()
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-- Follow alive players and clients
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_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
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self.Collection = Database
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self:_RegisterSet()
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self:_RegisterPlayers()
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return self
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end
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--- Finds a Unit based on the Unit Name.
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--- Finds an Object based on the Object Name.
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-- @param #SET self
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-- @param #string UnitName
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-- @return Unit#UNIT The found Unit.
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function SET:FindUnit( UnitName )
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-- @param #string ObjectName
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-- @return #table The Object found.
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function SET:_Find( ObjectName )
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local UnitFound = self.Units[UnitName]
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return UnitFound
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local ObjectFound = self.Set[ObjectName]
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return ObjectFound
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end
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--- Finds a Unit based on the Unit Name.
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--- Adds a Object based on the Object Name.
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-- @param #SET self
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-- @param Unit#UNIT UnitToAdd
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-- @return Unit#UNIT The added Unit.
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function SET:AddUnit( UnitToAdd )
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-- @param #string ObjectName
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-- @param #table Object
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-- @return #table The added Object.
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function SET:_Add( ObjectName, Object )
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self.Units[UnitToAdd.UnitName] = UnitToAdd
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return self.Units[UnitToAdd.UnitName]
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self.Set[ObjectName] = Object
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end
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--- Builds a set of units of coalitons.
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-- Possible current coalitions are red, blue and neutral.
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-- @param #SET self
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-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
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-- @return #SET self
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function SET:FilterCoalitions( Coalitions )
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if not self.Filter.Coalitions then
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self.Filter.Coalitions = {}
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end
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if type( Coalitions ) ~= "table" then
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Coalitions = { Coalitions }
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end
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for CoalitionID, Coalition in pairs( Coalitions ) do
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self.Filter.Coalitions[Coalition] = Coalition
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end
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return self
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end
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--- Builds a set of units out of categories.
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-- Possible current categories are plane, helicopter, ground, ship.
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-- @param #SET self
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-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
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-- @return #SET self
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function SET:FilterCategories( Categories )
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if not self.Filter.Categories then
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self.Filter.Categories = {}
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end
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if type( Categories ) ~= "table" then
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Categories = { Categories }
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end
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for CategoryID, Category in pairs( Categories ) do
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self.Filter.Categories[Category] = Category
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end
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return self
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end
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--- Builds a set of units of defined unit types.
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-- Possible current types are those types known within DCS world.
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-- @param #SET self
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-- @param #string Types Can take those type strings known within DCS world.
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-- @return #SET self
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function SET:FilterTypes( Types )
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if not self.Filter.Types then
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self.Filter.Types = {}
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end
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if type( Types ) ~= "table" then
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Types = { Types }
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end
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for TypeID, Type in pairs( Types ) do
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self.Filter.Types[Type] = Type
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end
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return self
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end
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--- Builds a set of units of defined countries.
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-- Possible current countries are those known within DCS world.
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-- @param #SET self
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-- @param #string Countries Can take those country strings known within DCS world.
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-- @return #SET self
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function SET:FilterCountries( Countries )
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if not self.Filter.Countries then
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self.Filter.Countries = {}
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end
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if type( Countries ) ~= "table" then
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Countries = { Countries }
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end
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for CountryID, Country in pairs( Countries ) do
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self.Filter.Countries[Country] = Country
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end
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return self
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end
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--- Builds a set of units of defined unit prefixes.
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-- All the units starting with the given prefixes will be included within the set.
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-- @param #SET self
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-- @param #string Prefixes The prefix of which the unit name starts with.
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-- @return #SET self
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function SET:FilterUnitPrefixes( Prefixes )
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if not self.Filter.UnitPrefixes then
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self.Filter.UnitPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.UnitPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Builds a set of units of defined group prefixes.
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-- All the units starting with the given group prefixes will be included within the set.
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-- @param #SET self
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-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
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-- @return #SET self
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function SET:FilterGroupPrefixes( Prefixes )
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if not self.Filter.GroupPrefixes then
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self.Filter.GroupPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.GroupPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Starts the filtering.
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--- Starts the filtering for the defined collection.
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-- @param #SET self
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-- @return #SET self
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function SET:FilterStart()
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function SET:_FilterStart()
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if _DATABASE then
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-- OK, we have a _DATABASE
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-- Now use the different filters to build the set.
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-- We first take ALL of the Units of the _DATABASE.
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self:E( { "Adding Set Datapoints with filters" } )
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for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
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for ObjectName, Object in pairs( self.Collection ) do
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if self:_IsIncludeDCSUnit( DCSUnit ) then
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self:E( { "Adding Unit:", DCSUnitName } )
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self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
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self.Units[DCSUnitName] = _DATABASE:FindUnit( DCSUnitName )
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if _DATABASE.DCSUnitsAlive[DCSUnitName] then
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self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
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self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
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end
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end
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if self:IsIncludeObject( Object ) then
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self:E( { "Adding Object:", ObjectName } )
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self:_Add( ObjectName, Object )
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end
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for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
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--if self:_IsIncludeDCSGroup( DCSGroup ) then
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self:E( { "Adding Group:", DCSGroupName } )
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self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
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self.Groups[DCSGroupName] = _DATABASE:FindGroups( DCSGroupName )
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--end
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if _DATABASE.DCSGroupsAlive[DCSGroupName] then
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self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
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self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
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end
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end
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for DCSUnitName, Client in pairs( _DATABASE.CLIENTS ) do
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self:E( { "Adding Client for Unit:", DCSUnitName } )
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self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
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end
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else
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self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom SET." )
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end
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return self
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@ -368,78 +225,19 @@ function SET:_RegisterPlayers()
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return self
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end
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--- Private method that registers all datapoints within in the mission.
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-- @param #SET self
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-- @return #SET self
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function SET:_RegisterDatabase()
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local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
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if DCSGroup:isExist() then
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local DCSGroupName = DCSGroup:getName()
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self:E( { "Register Group:", DCSGroup, DCSGroupName } )
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self.DCSGroups[DCSGroupName] = DCSGroup
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self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
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if self:_IsAliveDCSGroup(DCSGroup) then
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self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
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self.DCSGroupsAlive[DCSGroupName] = DCSGroup
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self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
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end
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for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
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local DCSUnitName = DCSUnit:getName()
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self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnits[DCSUnitName] = DCSUnit
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self:AddUnit( UNIT:Find( DCSUnit ) )
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--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
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if self:_IsAliveDCSUnit(DCSUnit) then
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self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnitsAlive[DCSUnitName] = DCSUnit
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self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
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end
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end
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else
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self:E( "Group does not exist: " .. DCSGroup )
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end
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for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
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self.Clients[ClientName] = CLIENT:Find( ClientName )
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end
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end
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end
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return self
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end
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--- Events
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--- Handles the OnBirth event for the alive units set.
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--- Handles the OnBirth event for the Set.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnBirth( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
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self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
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self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
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--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
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--if not self.DCSGroups[Event.IniDCSGroupName] then
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-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
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-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
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-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
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--end
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self:_EventOnPlayerEnterUnit( Event )
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local ObjectName, Object = self:AddInDatabase( Event )
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if self:IsIncludeObject( Object ) then
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self:_Add( ObjectName, Object )
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--self:_EventOnPlayerEnterUnit( Event )
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end
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end
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end
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@ -451,46 +249,46 @@ function SET:_EventOnDeadOrCrash( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self.DCSUnitsAlive[Event.IniDCSUnitName] then
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self.DCSUnits[Event.IniDCSUnitName] = nil
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self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
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local ObjectName, Object = self:FindInDatabase( Event )
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if ObjectName and Object then
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self:_Delete( ObjectName )
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end
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end
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end
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--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnPlayerEnterUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if not self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
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end
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end
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end
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end
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--- Handles the OnPlayerLeaveUnit event to clean the active players table.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnPlayerLeaveUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = nil
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self.ClientsAlive[Event.IniDCSUnitName] = nil
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end
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end
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end
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end
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----- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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---- @param #SET self
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---- @param Event#EVENTDATA Event
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--function SET:_EventOnPlayerEnterUnit( Event )
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-- self:F( { Event } )
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--
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-- if Event.IniDCSUnit then
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-- if self:IsIncludeObject( Event.IniDCSUnit ) then
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-- if not self.PlayersAlive[Event.IniDCSUnitName] then
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-- self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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-- self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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-- self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
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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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----- Handles the OnPlayerLeaveUnit event to clean the active players table.
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---- @param #SET self
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---- @param Event#EVENTDATA Event
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--function SET:_EventOnPlayerLeaveUnit( Event )
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-- self:F( { Event } )
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--
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-- if Event.IniDCSUnit then
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-- if self:IsIncludeObject( Event.IniDCSUnit ) then
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-- if self.PlayersAlive[Event.IniDCSUnitName] then
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-- self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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-- self.PlayersAlive[Event.IniDCSUnitName] = nil
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-- self.ClientsAlive[Event.IniDCSUnitName] = nil
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-- end
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-- end
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-- end
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--end
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--- Iterators
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@ -575,143 +373,17 @@ function SET:ForEachClient( IteratorFunction, ... )
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end
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function SET:ScanEnvironment()
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self:F()
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self.Navpoints = {}
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self.Units = {}
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--Build routines.db.units and self.Navpoints
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for coa_name, coa_data in pairs(env.mission.coalition) do
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if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
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--self.Units[coa_name] = {}
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----------------------------------------------
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-- build nav points DB
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self.Navpoints[coa_name] = {}
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if coa_data.nav_points then --navpoints
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for nav_ind, nav_data in pairs(coa_data.nav_points) do
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if type(nav_data) == 'table' then
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self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
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self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
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self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
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self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
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self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
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self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
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end
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end
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end
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-------------------------------------------------
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if coa_data.country then --there is a country table
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for cntry_id, cntry_data in pairs(coa_data.country) do
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local countryName = string.lower(cntry_data.name)
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--self.Units[coa_name][countryName] = {}
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--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
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if type(cntry_data) == 'table' then --just making sure
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for obj_type_name, obj_type_data in pairs(cntry_data) do
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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
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local category = obj_type_name
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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!
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--self.Units[coa_name][countryName][category] = {}
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for group_num, GroupTemplate in pairs(obj_type_data.group) do
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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
|
||||
|
||||
|
||||
---
|
||||
--- Decides whether to include the Object
|
||||
-- @param #SET self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
-- @param #table Object
|
||||
-- @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
|
||||
function SET:IsIncludeObject( Object )
|
||||
self:F( Object )
|
||||
|
||||
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
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #SET self
|
||||
-- @param DCSUnit#Unit DCSUnit
|
||||
|
||||
516
Moose Development/Moose/UnitSet.lua
Normal file
516
Moose Development/Moose/UnitSet.lua
Normal file
@ -0,0 +1,516 @@
|
||||
--- Create and manage a set of units.
|
||||
--
|
||||
-- @{#UNITSET} class
|
||||
-- ==================
|
||||
-- Mission designers can use the UNITSET 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.
|
||||
--
|
||||
-- UNITSET construction methods:
|
||||
-- =================================
|
||||
-- Create a new UNITSET object with the @{#UNITSET.New} method:
|
||||
--
|
||||
-- * @{#UNITSET.New}: Creates a new UNITSET object.
|
||||
--
|
||||
--
|
||||
-- UNITSET filter criteria:
|
||||
-- =========================
|
||||
-- You can set filter criteria to define the set of units within the UNITSET.
|
||||
-- Filter criteria are defined by:
|
||||
--
|
||||
-- * @{#UNITSET.FilterCoalitions}: Builds the UNITSET with the units belonging to the coalition(s).
|
||||
-- * @{#UNITSET.FilterCategories}: Builds the UNITSET with the units belonging to the category(ies).
|
||||
-- * @{#UNITSET.FilterTypes}: Builds the UNITSET with the units belonging to the unit type(s).
|
||||
-- * @{#UNITSET.FilterCountries}: Builds the UNITSET with the units belonging to the country(ies).
|
||||
-- * @{#UNITSET.FilterPrefixes}: Builds the UNITSET with the units starting with the same prefix string(s).
|
||||
--
|
||||
-- Once the filter criteria have been set for the UNITSET, you can start filtering using:
|
||||
--
|
||||
-- * @{#UNITSET.FilterStart}: Starts the filtering of the units within the UNITSET.
|
||||
--
|
||||
-- Planned filter criteria within development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#UNITSET.FilterZones}: Builds the UNITSET with the units within a @{Zone#ZONE}.
|
||||
--
|
||||
--
|
||||
-- UNITSET iterators:
|
||||
-- ===================
|
||||
-- Once the filters have been defined and the UNITSET has been built, you can iterate the UNITSET with the available iterator methods.
|
||||
-- The iterator methods will walk the UNITSET set, and call for each element within the set a function that you provide.
|
||||
-- The following iterator methods are currently available within the UNITSET:
|
||||
--
|
||||
-- * @{#UNITSET.ForEachUnit}: Calls a function for each alive unit it finds within the UNITSET.
|
||||
--
|
||||
-- Planned iterators methods in development are (so these are not yet available):
|
||||
--
|
||||
-- * @{#UNITSET.ForEachUnitInGroup}: Calls a function for each group contained within the UNITSET.
|
||||
-- * @{#UNITSET.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the UNITSET.
|
||||
--
|
||||
-- @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" )
|
||||
|
||||
|
||||
--- UNITSET class
|
||||
-- @type UNITSET
|
||||
-- @extends Set#SET
|
||||
UNITSET = {
|
||||
ClassName = "UNITSET",
|
||||
Units = {},
|
||||
Filter = {
|
||||
Coalitions = nil,
|
||||
Categories = nil,
|
||||
Types = nil,
|
||||
Countries = nil,
|
||||
UnitPrefixes = 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 UNITSET object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
|
||||
-- @param #UNITSET self
|
||||
-- @return #UNITSET
|
||||
-- @usage
|
||||
-- -- Define a new UNITSET Object. This DBObject will contain a reference to all alive Units.
|
||||
-- DBObject = UNITSET:New()
|
||||
function UNITSET:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, SET:New( _DATABASE.Units ) )
|
||||
|
||||
|
||||
|
||||
-- -- Follow alive players and clients
|
||||
-- _EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
|
||||
-- _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
|
||||
|
||||
-- self:_RegisterPlayers()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Finds a Unit based on the Unit Name.
|
||||
-- @param #UNITSET self
|
||||
-- @param #string UnitName
|
||||
-- @return Unit#UNIT The found Unit.
|
||||
function UNITSET:FindUnit( UnitName )
|
||||
|
||||
local UnitFound = self.Units[UnitName]
|
||||
return UnitFound
|
||||
end
|
||||
|
||||
--- Finds a Unit based on the Unit Name.
|
||||
-- @param #UNITSET self
|
||||
-- @param Unit#UNIT UnitName
|
||||
-- @param Unit#UNIT UnitData
|
||||
-- @return Unit#UNIT The added Unit.
|
||||
function UNITSET:_AddUnit( UnitName, UnitData )
|
||||
|
||||
self.Units[UnitName] = _DATABASE:FindUnit( UnitName )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Builds a set of units of coalitons.
|
||||
-- Possible current coalitions are red, blue and neutral.
|
||||
-- @param #UNITSET self
|
||||
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
|
||||
-- @return #UNITSET self
|
||||
function UNITSET: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 #UNITSET self
|
||||
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
|
||||
-- @return #UNITSET self
|
||||
function UNITSET: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 #UNITSET self
|
||||
-- @param #string Types Can take those type strings known within DCS world.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET: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 #UNITSET self
|
||||
-- @param #string Countries Can take those country strings known within DCS world.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET: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 #UNITSET self
|
||||
-- @param #string Prefixes The prefix of which the unit name starts with.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET:FilterPrefixes( 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 #UNITSET self
|
||||
---- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
|
||||
---- @return #UNITSET self
|
||||
--function UNITSET: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 #UNITSET self
|
||||
-- @return #UNITSET self
|
||||
function UNITSET:FilterStart()
|
||||
|
||||
if _DATABASE then
|
||||
self:_FilterStart( self.DatabaseCollection )
|
||||
end
|
||||
|
||||
FollowEventBirth( )
|
||||
|
||||
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
|
||||
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
|
||||
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Events
|
||||
|
||||
--- Handles the OnBirth event for the alive units set.
|
||||
-- @param #UNITSET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function UNITSET:_EventOnBirth( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeUnit( 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 #UNITSET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function UNITSET:_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 #UNITSET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function UNITSET:_EventOnPlayerEnterUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeUnit( 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 #UNITSET self
|
||||
-- @param Event#EVENTDATA Event
|
||||
function UNITSET:_EventOnPlayerLeaveUnit( Event )
|
||||
self:F( { Event } )
|
||||
|
||||
if Event.IniDCSUnit then
|
||||
if self:_IsIncludeUnit( 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 UNITSET and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
|
||||
-- @param #UNITSET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the UNITSET.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET: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 UNITSET and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
||||
-- @param #UNITSET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the UNITSET. The function needs to accept a UNIT parameter.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET:ForEachDCSUnitAlive( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the UNITSET and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
|
||||
-- @param #UNITSET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the UNITSET. The function needs to accept a UNIT parameter.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET:ForEachPlayer( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Interate the UNITSET and call an interator function for each client, providing the Client to the function and optional parameters.
|
||||
-- @param #UNITSET self
|
||||
-- @param #function IteratorFunction The function that will be called when there is an alive player in the UNITSET. The function needs to accept a CLIENT parameter.
|
||||
-- @return #UNITSET self
|
||||
function UNITSET:ForEachClient( IteratorFunction, ... )
|
||||
self:F( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.Clients )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #UNITSET self
|
||||
-- @param Unit#UNIT MUnit
|
||||
-- @return #UNITSET self
|
||||
function UNITSET:IsIncludeObject( MUnit )
|
||||
self:F( MUnit )
|
||||
local MUnitInclude = true
|
||||
|
||||
if self.Filter.Coalitions then
|
||||
local MUnitCoalition = false
|
||||
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
||||
self:T( { "Coalition:", MUnit:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
|
||||
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MUnit:GetCoalition() then
|
||||
MUnitCoalition = true
|
||||
end
|
||||
end
|
||||
MUnitInclude = MUnitInclude and MUnitCoalition
|
||||
end
|
||||
|
||||
if self.Filter.Categories then
|
||||
local MUnitCategory = false
|
||||
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
|
||||
self:T( { "Category:", MUnit:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
|
||||
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MUnit:GetDesc().category then
|
||||
MUnitCategory = true
|
||||
end
|
||||
end
|
||||
MUnitInclude = MUnitInclude and MUnitCategory
|
||||
end
|
||||
|
||||
if self.Filter.Types then
|
||||
local MUnitType = false
|
||||
for TypeID, TypeName in pairs( self.Filter.Types ) do
|
||||
self:T( { "Type:", MUnit:GetTypeName(), TypeName } )
|
||||
if TypeName == MUnit:GetTypeName() then
|
||||
MUnitType = true
|
||||
end
|
||||
end
|
||||
MUnitInclude = MUnitInclude and MUnitType
|
||||
end
|
||||
|
||||
if self.Filter.Countries then
|
||||
local MUnitCountry = false
|
||||
for CountryID, CountryName in pairs( self.Filter.Countries ) do
|
||||
self:T( { "Country:", MUnit:GetCountry(), CountryName } )
|
||||
if country.id[CountryName] == MUnit:GetCountry() then
|
||||
MUnitCountry = true
|
||||
end
|
||||
end
|
||||
MUnitInclude = MUnitInclude and MUnitCountry
|
||||
end
|
||||
|
||||
if self.Filter.UnitPrefixes then
|
||||
local MUnitPrefix = false
|
||||
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
|
||||
self:T( { "Unit Prefix:", string.find( MUnit:GetName(), UnitPrefix, 1 ), UnitPrefix } )
|
||||
if string.find( MUnit:GetName(), UnitPrefix, 1 ) then
|
||||
MUnitPrefix = true
|
||||
end
|
||||
end
|
||||
MUnitInclude = MUnitInclude and MUnitPrefix
|
||||
end
|
||||
|
||||
self:T( MUnitInclude )
|
||||
return MUnitInclude
|
||||
end
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user