Merge pull request #233 from FlightControl-Master/FlightControl

Updated Event Handling
This commit is contained in:
Sven Van de Velde 2017-02-07 13:48:34 +01:00 committed by GitHub
commit f115ec87d4
112 changed files with 2851 additions and 2509 deletions

View File

@ -350,7 +350,7 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:EventOnDead( self.OnDead )
self:HandleEvent( EVENTS.Dead, self.OnDead )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end

View File

@ -591,9 +591,9 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self:__Status( 60 ) -- Check status status every 30 seconds.
self:SetDetectionActivated()
self:EventOnPilotDead( self.OnPilotDead )
self:EventOnCrash( self.OnCrash )
self:EventOnEjection( self.OnEjection )
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()

View File

@ -117,7 +117,7 @@ do -- ACT_ACCOUNT
-- @param #string To
function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To )
self:EventOnDead( self.onfuncEventDead )
self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
self:__Wait( 1 )
end

View File

@ -59,53 +59,50 @@
--
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
-- Therefore, the BASE class exposes the following event handling functions:
--
-- * @{#BASE.EventOnBirth}(): Handle the birth of a new unit.
-- * @{#BASE.EventOnBaseCaptured}(): Handle the capturing of an airbase or a helipad.
-- * @{#BASE.EventOnCrash}(): Handle the crash of a unit.
-- * @{#BASE.EventOnDead}(): Handle the death of a unit.
-- * @{#BASE.EventOnEjection}(): Handle the ejection of a player out of an airplane.
-- * @{#BASE.EventOnEngineShutdown}(): Handle the shutdown of an engine.
-- * @{#BASE.EventOnEngineStartup}(): Handle the startup of an engine.
-- * @{#BASE.EventOnHit}(): Handle the hit of a shell to a unit.
-- * @{#BASE.EventOnHumanFailure}(): No a clue ...
-- * @{#BASE.EventOnLand}(): Handle the event when a unit lands.
-- * @{#BASE.EventOnMissionStart}(): Handle the start of the mission.
-- * @{#BASE.EventOnPilotDead}(): Handle the event when a pilot is dead.
-- * @{#BASE.EventOnPlayerComment}(): Handle the event when a player posts a comment.
-- * @{#BASE.EventOnPlayerEnterUnit}(): Handle the event when a player enters a unit.
-- * @{#BASE.EventOnPlayerLeaveUnit}(): Handle the event when a player leaves a unit.
-- * @{#BASE.EventOnBirthPlayerMissionEnd}(): Handle the event when a player ends the mission. (Not a clue what that does).
-- * @{#BASE.EventOnRefueling}(): Handle the event when a unit is refueling.
-- * @{#BASE.EventOnShootingEnd}(): Handle the event when a unit starts shooting (guns).
-- * @{#BASE.EventOnShootingStart}(): Handle the event when a unit ends shooting (guns).
-- * @{#BASE.EventOnShot}(): Handle the event when a unit shot a missile.
-- * @{#BASE.EventOnTakeOff}(): Handle the event when a unit takes off from a runway.
-- * @{#BASE.EventOnTookControl}(): Handle the event when a player takes control of a unit.
-- ### 1.3.1 Subscribe / Unsubscribe to DCS Events
--
-- The EventOn() methods provide the @{Event#EVENTDATA} structure to the event handling function.
-- The @{Event#EVENTDATA} structure contains an enriched data set of information about the event being handled.
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event.
--
-- Find below an example of the prototype how to write an event handling function:
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
--
-- CommandCenter:EventOnPlayerEnterUnit(
-- --- @param #COMMANDCENTER self
-- ### 1.3.2 Event Handling of DCS Events
--
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
-- about the event that occurred.
--
-- Find below an example of the prototype how to write an event handling function for two units:
--
-- local Tank1 = UNIT:FindByName( "Tank A" )
-- local Tank2 = UNIT:FindByName( "Tank B" )
--
-- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
-- Tank1:HandleEvent( EVENTS.Dead )
-- Tank2:HandleEvent( EVENTS.Dead )
--
-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
-- -- @param Wrapper.Unit#UNIT self
-- -- @param Core.Event#EVENTDATA EventData
-- function( self, EventData )
-- local PlayerUnit = EventData.IniUnit
-- for MissionID, Mission in pairs( self:GetMissions() ) do
-- local Mission = Mission -- Tasking.Mission#MISSION
-- Mission:JoinUnit( PlayerUnit )
-- Mission:ReportDetails()
-- end
-- end
-- )
-- function Tank1:OnEventDead( EventData )
--
-- Note the function( self, EventData ). It takes two parameters:
-- self:SmokeGreen()
-- end
--
-- * self = the object that is handling the EventOnPlayerEnterUnit.
-- * EventData = the @{Event#EVENTDATA} structure, containing more information of the Event.
-- --- This function is an Event Handling function that will be called when Tank2 is Dead.
-- -- @param Wrapper.Unit#UNIT self
-- -- @param Core.Event#EVENTDATA EventData
-- function Tank2:OnEventDead( EventData )
--
-- self:SmokeBlue()
-- end
--
--
--
-- See the @{Event} module for more information about event handling.
--
-- ## 1.4) Class identification methods
--
@ -288,390 +285,203 @@ function BASE:GetClassID()
return self.ClassID
end
--- Get the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @return #number The @{Event} processing Priority.
function BASE:GetEventPriority()
return self._Private.EventPriority or 5
end
do -- Event Handling
--- Set the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @param #number EventPriority The @{Event} processing Priority.
-- @return self
function BASE:SetEventPriority( EventPriority )
self._Private.EventPriority = EventPriority
end
--- Set a new listener for the class.
-- @param self
-- @param Dcs.DCSTypes#Event Event
-- @param #function EventFunction
-- @return #BASE
function BASE:AddEvent( Event, EventFunction )
self:F( Event )
self.Events[#self.Events+1] = {}
self.Events[#self.Events].Event = Event
self.Events[#self.Events].EventFunction = EventFunction
self.Events[#self.Events].EventEnabled = false
return self
end
--- Returns the event dispatcher
-- @param #BASE self
-- @return Core.Event#EVENT
function BASE:Event()
--- Returns the event dispatcher
-- @param #BASE self
-- @return Core.Event#EVENT
function BASE:EventDispatcher()
return _EVENTDISPATCHER
end
--- Remove all subscribed events
-- @param #BASE self
-- @return #BASE
function BASE:EventRemoveAll()
_EVENTDISPATCHER:RemoveAll( self )
return self
end
--- Subscribe to a S_EVENT\_SHOT event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnShot( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_SHOT )
return self
end
--- Subscribe to a S_EVENT\_HIT event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnHit( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_HIT )
return self
end
--- Subscribe to a S_EVENT\_TAKEOFF event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnTakeOff( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_TAKEOFF )
return self
end
--- Subscribe to a S_EVENT\_LAND event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnLand( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_LAND )
return self
end
--- Subscribe to a S_EVENT\_CRASH event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnCrash( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_CRASH )
return self
end
--- Subscribe to a S_EVENT\_EJECTION event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnEjection( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_EJECTION )
return self
end
--- Subscribe to a S_EVENT\_REFUELING event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnRefueling( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_REFUELING )
return self
end
--- Subscribe to a S_EVENT\_DEAD event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnDead( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_DEAD )
return self
end
--- Subscribe to a S_EVENT_PILOT\_DEAD event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnPilotDead( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PILOT_DEAD )
return self
end
--- Subscribe to a S_EVENT_BASE\_CAPTURED event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnBaseCaptured( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_BASE_CAPTURED )
return self
end
--- Subscribe to a S_EVENT_MISSION\_START event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnMissionStart( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_MISSION_START )
return self
end
--- Subscribe to a S_EVENT_MISSION\_END event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnPlayerMissionEnd( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_MISSION_END )
return self
end
--- Subscribe to a S_EVENT_TOOK\_CONTROL event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnTookControl( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_TOOK_CONTROL )
return self
end
--- Subscribe to a S_EVENT_REFUELING\_STOP event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnRefuelingStop( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_REFUELING_STOP )
return self
end
--- Subscribe to a S_EVENT\_BIRTH event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnBirth( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_BIRTH )
return self
end
--- Subscribe to a S_EVENT_HUMAN\_FAILURE event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnHumanFailure( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_HUMAN_FAILURE )
return self
end
--- Subscribe to a S_EVENT_ENGINE\_STARTUP event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnEngineStartup( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_ENGINE_STARTUP )
return self
end
--- Subscribe to a S_EVENT_ENGINE\_SHUTDOWN event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnEngineShutdown( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_ENGINE_SHUTDOWN )
return self
end
--- Subscribe to a S_EVENT_PLAYER_ENTER\_UNIT event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnPlayerEnterUnit( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PLAYER_ENTER_UNIT )
return self
end
--- Subscribe to a S_EVENT_PLAYER_LEAVE\_UNIT event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnPlayerLeaveUnit( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
return self
end
--- Subscribe to a S_EVENT_PLAYER\_COMMENT event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnPlayerComment( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PLAYER_COMMENT )
return self
end
--- Subscribe to a S_EVENT_SHOOTING\_START event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnShootingStart( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_SHOOTING_START )
return self
end
--- Subscribe to a S_EVENT_SHOOTING\_END event.
-- @param #BASE self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:EventOnShootingEnd( EventFunction )
_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_SHOOTING_END )
return self
end
--- Enable the event listeners for the class.
-- @param #BASE self
-- @return #BASE
function BASE:EnableEvents()
self:F( #self.Events )
for EventID, Event in pairs( self.Events ) do
Event.Self = self
Event.EventEnabled = true
end
self.Events.Handler = world.addEventHandler( self )
return self
end
--- Disable the event listeners for the class.
-- @param #BASE self
-- @return #BASE
function BASE:DisableEvents()
self:F()
world.removeEventHandler( self )
for EventID, Event in pairs( self.Events ) do
Event.Self = nil
Event.EventEnabled = false
end
--- Get the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @return #number The @{Event} processing Priority.
function BASE:GetEventPriority()
return self._Private.EventPriority or 5
end
--- Set the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @param #number EventPriority The @{Event} processing Priority.
-- @return self
function BASE:SetEventPriority( EventPriority )
self._Private.EventPriority = EventPriority
end
--- Remove all subscribed events
-- @param #BASE self
-- @return #BASE
function BASE:EventRemoveAll()
self:EventDispatcher():RemoveAll( self )
return self
end
--- Subscribe to a DCS Event.
-- @param #BASE self
-- @param Core.Event#EVENTS Event
-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
-- @return #BASE
function BASE:HandleEvent( Event, EventFunction )
self:EventDispatcher():OnEventGeneric( EventFunction, self, Event )
return self
end
--- UnSubscribe to a DCS event.
-- @param #BASE self
-- @param Core.Event#EVENTS Event
-- @return #BASE
function BASE:UnHandleEvent( Event )
self:EventDispatcher():Remove( self, Event )
return self
end
-- Event handling function prototypes
--- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
-- @function [parent=#BASE] OnEventShot
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs whenever an object is hit by a weapon.
-- initiator : The unit object the fired the weapon
-- weapon: Weapon object that hit the target
-- target: The Object that was hit.
-- @function [parent=#BASE] OnEventHit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft takes off from an airbase, farp, or ship.
-- initiator : The unit that tookoff
-- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventTakeoff
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft lands at an airbase, farp or ship
-- initiator : The unit that has landed
-- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventLand
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft crashes into the ground and is completely destroyed.
-- initiator : The unit that has crashed
-- @function [parent=#BASE] OnEventCrash
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a pilot ejects from an aircraft
-- initiator : The unit that has ejected
-- @function [parent=#BASE] OnEventEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft connects with a tanker and begins taking on fuel.
-- initiator : The unit that is receiving fuel.
-- @function [parent=#BASE] OnEventRefueling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an object is completely destroyed.
-- initiator : The unit that is was destroyed.
-- @function [parent=#BASE] OnEvent
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
-- initiator : The unit that the pilot has died in.
-- @function [parent=#BASE] OnEventPilotDead
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a ground unit captures either an airbase or a farp.
-- initiator : The unit that captured the base
-- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
-- @function [parent=#BASE] OnEventBaseCaptured
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission starts
-- @function [parent=#BASE] OnEventMissionStart
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission ends
-- @function [parent=#BASE] OnEventMissionEnd
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft is finished taking fuel.
-- initiator : The unit that was receiving fuel.
-- @function [parent=#BASE] OnEventRefuelingStop
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any object is spawned into the mission.
-- initiator : The unit that was spawned
-- @function [parent=#BASE] OnEventBirth
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any system fails on a human controlled aircraft.
-- initiator : The unit that had the failure
-- @function [parent=#BASE] OnEventHumanFailure
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft starts its engines.
-- initiator : The unit that is starting its engines.
-- @function [parent=#BASE] OnEventEngineStartup
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft shuts down its engines.
-- initiator : The unit that is stopping its engines.
-- @function [parent=#BASE] OnEventEngineShutdown
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player assumes direct control of a unit.
-- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterUnit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player relieves control of a unit to the AI.
-- initiator : The unit that the player left.
-- @function [parent=#BASE] OnEventPlayerLeaveUnit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
-- initiator : The unit that is doing the shooing.
-- target: The unit that is being targeted.
-- @function [parent=#BASE] OnEventShootingStart
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
-- initiator : The unit that was doing the shooing.
-- @function [parent=#BASE] OnEventShootingEnd
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end
local BaseEventCodes = {
"S_EVENT_SHOT",
"S_EVENT_HIT",
"S_EVENT_TAKEOFF",
"S_EVENT_LAND",
"S_EVENT_CRASH",
"S_EVENT_EJECTION",
"S_EVENT_REFUELING",
"S_EVENT_DEAD",
"S_EVENT_PILOT_DEAD",
"S_EVENT_BASE_CAPTURED",
"S_EVENT_MISSION_START",
"S_EVENT_MISSION_END",
"S_EVENT_TOOK_CONTROL",
"S_EVENT_REFUELING_STOP",
"S_EVENT_BIRTH",
"S_EVENT_HUMAN_FAILURE",
"S_EVENT_ENGINE_STARTUP",
"S_EVENT_ENGINE_SHUTDOWN",
"S_EVENT_PLAYER_ENTER_UNIT",
"S_EVENT_PLAYER_LEAVE_UNIT",
"S_EVENT_PLAYER_COMMENT",
"S_EVENT_SHOOTING_START",
"S_EVENT_SHOOTING_END",
"S_EVENT_MAX",
}
--onEvent( {[1]="S_EVENT_BIRTH",[2]={["subPlace"]=5,["time"]=0,["initiator"]={["id_"]=16884480,},["place"]={["id_"]=5000040,},["id"]=15,["IniUnitName"]="US F-15C@RAMP-Air Support Mountains#001-01",},}
-- Event = {
-- id = enum world.event,
-- time = Time,
-- initiator = Unit,
-- target = Unit,
-- place = Unit,
-- subPlace = enum world.BirthPlace,
-- weapon = Weapon
-- }
--- Creation of a Birth Event.
-- @param #BASE self
-- @param Dcs.DCSTypes#Time EventTime The time stamp of the event.

View File

@ -86,13 +86,13 @@ function DATABASE:New()
self:SetEventPriority( 1 )
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
-- Follow alive players and clients
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()

View File

@ -33,58 +33,149 @@ EVENT = {
ClassID = 0,
}
local _EVENTCODES = {
"S_EVENT_SHOT",
"S_EVENT_HIT",
"S_EVENT_TAKEOFF",
"S_EVENT_LAND",
"S_EVENT_CRASH",
"S_EVENT_EJECTION",
"S_EVENT_REFUELING",
"S_EVENT_DEAD",
"S_EVENT_PILOT_DEAD",
"S_EVENT_BASE_CAPTURED",
"S_EVENT_MISSION_START",
"S_EVENT_MISSION_END",
"S_EVENT_TOOK_CONTROL",
"S_EVENT_REFUELING_STOP",
"S_EVENT_BIRTH",
"S_EVENT_HUMAN_FAILURE",
"S_EVENT_ENGINE_STARTUP",
"S_EVENT_ENGINE_SHUTDOWN",
"S_EVENT_PLAYER_ENTER_UNIT",
"S_EVENT_PLAYER_LEAVE_UNIT",
"S_EVENT_PLAYER_COMMENT",
"S_EVENT_SHOOTING_START",
"S_EVENT_SHOOTING_END",
"S_EVENT_MAX",
EVENTS = {
Shot = world.event.S_EVENT_SHOT,
Hit = world.event.S_EVENT_HIT,
Takeoff = world.event.S_EVENT_TAKEOFF,
Land = world.event.S_EVENT_LAND,
Crash = world.event.S_EVENT_CRASH,
Ejection = world.event.S_EVENT_EJECTION,
Refueling = world.event.S_EVENT_REFUELING,
Dead = world.event.S_EVENT_DEAD,
PilotDead = world.event.S_EVENT_PILOT_DEAD,
BaseCaptured = world.event.S_EVENT_BASE_CAPTURED,
MissionStart = world.event.S_EVENT_MISSION_START,
MissionEnd = world.event.S_EVENT_MISSION_END,
TookControl = world.event.S_EVENT_TOOK_CONTROL,
RefuelingStop = world.event.S_EVENT_REFUELING_STOP,
Birth = world.event.S_EVENT_BIRTH,
HumanFailure = world.event.S_EVENT_HUMAN_FAILURE,
EngineStartup = world.event.S_EVENT_ENGINE_STARTUP,
EngineShutdown = world.event.S_EVENT_ENGINE_SHUTDOWN,
PlayerEnterUnit = world.event.S_EVENT_PLAYER_ENTER_UNIT,
PlayerLeaveUnit = world.event.S_EVENT_PLAYER_LEAVE_UNIT,
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
ShootingStart = world.event.S_EVENT_SHOOTING_START,
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
}
local _EVENTORDER = {
[world.event.S_EVENT_SHOT] = 1,
[world.event.S_EVENT_HIT] = 1,
[world.event.S_EVENT_TAKEOFF] = 1,
[world.event.S_EVENT_LAND] = 1,
[world.event.S_EVENT_CRASH] = -1,
[world.event.S_EVENT_EJECTION] = -1,
[world.event.S_EVENT_REFUELING] = 1,
[world.event.S_EVENT_DEAD] = -1,
[world.event.S_EVENT_PILOT_DEAD] = -1,
[world.event.S_EVENT_BASE_CAPTURED] = 1,
[world.event.S_EVENT_MISSION_START] = 1,
[world.event.S_EVENT_MISSION_END] = -1,
[world.event.S_EVENT_TOOK_CONTROL] = 1,
[world.event.S_EVENT_REFUELING_STOP] = 1,
[world.event.S_EVENT_BIRTH] = 1,
[world.event.S_EVENT_HUMAN_FAILURE] = 1,
[world.event.S_EVENT_ENGINE_STARTUP] = 1,
[world.event.S_EVENT_ENGINE_SHUTDOWN] = 1,
[world.event.S_EVENT_PLAYER_ENTER_UNIT] = 1,
[world.event.S_EVENT_PLAYER_LEAVE_UNIT] = -1,
[world.event.S_EVENT_PLAYER_COMMENT] = 1,
[world.event.S_EVENT_SHOOTING_START] = 1,
[world.event.S_EVENT_SHOOTING_END] = 1,
[world.event.S_EVENT_MAX] = 1,
local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = {
Order = 1,
Event = "OnEventShot",
Text = "S_EVENT_SHOT"
},
[world.event.S_EVENT_HIT] = {
Order = 1,
Event = "OnEventHit",
Text = "S_EVENT_HIT"
},
[world.event.S_EVENT_TAKEOFF] = {
Order = 1,
Event = "OnEventTakeOff",
Text = "S_EVENT_TAKEOFF"
},
[world.event.S_EVENT_LAND] = {
Order = 1,
Event = "OnEventLand",
Text = "S_EVENT_LAND"
},
[world.event.S_EVENT_CRASH] = {
Order = -1,
Event = "OnEventCrash",
Text = "S_EVENT_CRASH"
},
[world.event.S_EVENT_EJECTION] = {
Order = 1,
Event = "OnEventEjection",
Text = "S_EVENT_EJECTION"
},
[world.event.S_EVENT_REFUELING] = {
Order = 1,
Event = "OnEventRefueling",
Text = "S_EVENT_REFUELING"
},
[world.event.S_EVENT_DEAD] = {
Order = -1,
Event = "OnEventDead",
Text = "S_EVENT_DEAD"
},
[world.event.S_EVENT_PILOT_DEAD] = {
Order = 1,
Event = "OnEventPilotDead",
Text = "S_EVENT_PILOT_DEAD"
},
[world.event.S_EVENT_BASE_CAPTURED] = {
Order = 1,
Event = "OnEventBaseCaptured",
Text = "S_EVENT_BASE_CAPTURED"
},
[world.event.S_EVENT_MISSION_START] = {
Order = 1,
Event = "OnEventMissionStart",
Text = "S_EVENT_MISSION_START"
},
[world.event.S_EVENT_MISSION_END] = {
Order = 1,
Event = "OnEventMissionEnd",
Text = "S_EVENT_MISSION_END"
},
[world.event.S_EVENT_TOOK_CONTROL] = {
Order = 1,
Event = "OnEventTookControl",
Text = "S_EVENT_TOOK_CONTROL"
},
[world.event.S_EVENT_REFUELING_STOP] = {
Order = 1,
Event = "OnEventRefuelingStop",
Text = "S_EVENT_REFUELING_STOP"
},
[world.event.S_EVENT_BIRTH] = {
Order = 1,
Event = "OnEventBirth",
Text = "S_EVENT_BIRTH"
},
[world.event.S_EVENT_HUMAN_FAILURE] = {
Order = 1,
Event = "OnEventHumanFailure",
Text = "S_EVENT_HUMAN_FAILURE"
},
[world.event.S_EVENT_ENGINE_STARTUP] = {
Order = 1,
Event = "OnEventEngineStartup",
Text = "S_EVENT_ENGINE_STARTUP"
},
[world.event.S_EVENT_ENGINE_SHUTDOWN] = {
Order = 1,
Event = "OnEventEngineShutdown",
Text = "S_EVENT_ENGINE_SHUTDOWN"
},
[world.event.S_EVENT_PLAYER_ENTER_UNIT] = {
Order = 1,
Event = "OnEventPlayerEnterUnit",
Text = "S_EVENT_PLAYER_ENTER_UNIT"
},
[world.event.S_EVENT_PLAYER_LEAVE_UNIT] = {
Order = -1,
Event = "OnEventPlayerLeaveUnit",
Text = "S_EVENT_PLAYER_LEAVE_UNIT"
},
[world.event.S_EVENT_PLAYER_COMMENT] = {
Order = 1,
Event = "OnEventPlayerComment",
Text = "S_EVENT_PLAYER_COMMENT"
},
[world.event.S_EVENT_SHOOTING_START] = {
Order = 1,
Event = "OnEventShootingStart",
Text = "S_EVENT_SHOOTING_START"
},
[world.event.S_EVENT_SHOOTING_END] = {
Order = 1,
Event = "OnEventShootingEnd",
Text = "S_EVENT_SHOOTING_END"
},
}
--- The Event structure
@ -122,7 +213,7 @@ end
function EVENT:EventText( EventID )
local EventText = _EVENTCODES[EventID]
local EventText = _EVENTMETA[EventID].Text
return EventText
end
@ -134,7 +225,7 @@ end
-- @param Core.Base#BASE EventClass
-- @return #EVENT.Events
function EVENT:Init( EventID, EventClass )
self:F3( { _EVENTCODES[EventID], EventClass } )
self:F3( { _EVENTMETA[EventID].Text, EventClass } )
if not self.Events[EventID] then
-- Create a WEAK table to ensure that the garbage collector is cleaning the event links when the object usage is cleaned.
@ -159,13 +250,27 @@ end
-- @param Dcs.DCSWorld#world.event EventID
-- @return #EVENT.Events
function EVENT:Remove( EventClass, EventID )
self:F3( { EventClass, _EVENTCODES[EventID] } )
self:F3( { EventClass, _EVENTMETA[EventID].Text } )
local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority()
self.Events[EventID][EventPriority][EventClass] = nil
end
--- Removes an Events entry for a Unit
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param Dcs.DCSWorld#world.event EventID
-- @return #EVENT.Events
function EVENT:RemoveForUnit( UnitName, EventClass, EventID )
self:F3( { EventClass, _EVENTMETA[EventID].Text } )
local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority()
local Event = self.Events[EventID][EventPriority][EventClass]
Event.IniUnit[UnitName] = nil
end
--- Clears all event subscriptions for a @{Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventObject
@ -809,11 +914,11 @@ function EVENT:onEvent( Event )
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
local PriorityOrder = _EVENTORDER[Event.id]
local PriorityOrder = _EVENTMETA[Event.id].Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
self:E( { _EVENTCODES[Event.id], Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
self:E( { _EVENTMETA[Event.id].Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
@ -824,19 +929,71 @@ function EVENT:onEvent( Event )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.IniUnit[Event.IniDCSUnitName].EventFunction then
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
local Result, Value = xpcall( function() return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event ) end, ErrorHandler )
--EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event )
local Result, Value = xpcall(
function()
return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if Event.IniDCSUnit and not EventData.IniUnit then
if EventClass == EventData.EventClass then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction.
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
local Result, Value = xpcall( function() return EventData.EventFunction( EventData.EventClass, Event ) end, ErrorHandler )
--EventData.EventFunction( EventData.EventClass, Event )
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ _EVENTMETA[Event.id].Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
self:E( { "Calling " .. _EVENTMETA[Event.id].Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
end
end
@ -844,7 +1001,7 @@ function EVENT:onEvent( Event )
end
end
else
self:E( { _EVENTCODES[Event.id], Event } )
self:E( { _EVENTMETA[Event.id].Text, Event } )
end
end

View File

@ -453,13 +453,13 @@ function SET_BASE:_FilterStart()
end
end
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
-- Follow alive players and clients
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
return self
@ -470,9 +470,9 @@ end
-- @return #SET_BASE self
function SET_BASE:FilterStop()
_EVENTDISPATCHER:OnBirthRemove( self )
_EVENTDISPATCHER:OnDeadRemove( self )
_EVENTDISPATCHER:OnCrashRemove( self )
self:UnHandleEvent( EVENTS.Birth )
self:UnHandleEvent( EVENTS.Dead )
self:UnHandleEvent( EVENTS.Crash )
return self
end

View File

@ -51,9 +51,9 @@ function SCORING:New( GameName )
end
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnHit( self._EventOnHit, self )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self._EventOnHit )
--self.SchedulerId = routines.scheduleFunction( SCORING._FollowPlayersScheduled, { self }, 0, 5 )
self.SchedulerId = SCHEDULER:New( self, self._FollowPlayersScheduled, {}, 0, 5 )

View File

@ -66,7 +66,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
self.Missions = {}
self:EventOnBirth(
self:HandleEvent( EVENTS.Birth,
--- @param #COMMANDCENTER self
--- @param Core.Event#EVENTDATA EventData
function( self, EventData )
@ -94,7 +94,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- - Set the correct menu.
-- - Assign the PlayerUnit to the Task if required.
-- - Send a message to the other players in the group that this player has joined.
self:EventOnPlayerEnterUnit(
self:HandleEvent( EVENTS.PlayerEnterUnit,
--- @param #COMMANDCENTER self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
@ -111,7 +111,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- Handle when a player leaves a slot and goes back to spectators ...
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:EventOnPlayerLeaveUnit(
self:HandleEvent( EVENTS.PlayerLeaveUnit,
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
@ -126,7 +126,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- Handle when a player leaves a slot and goes back to spectators ...
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:EventOnCrash(
self:HandleEvent( EVENTS.Crash,
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )

View File

@ -182,31 +182,6 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType )
self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New()
-- Handle the birth of new planes within the assigned set.
-- Handle when a player crashes ...
-- The Task is UnAssigned from the Unit.
-- When there is no Unit left running the Task, and all of the Players crashed, the Task goes into Failed ...
-- self:EventOnCrash(
-- --- @param #TASK self
-- -- @param Core.Event#EVENTDATA EventData
-- function( self, EventData )
-- self:E( "In LeaveUnit" )
-- self:E( { "State", self:GetState() } )
-- if self:IsStateAssigned() then
-- local TaskUnit = EventData.IniUnit
-- local TaskGroup = EventData.IniUnit:GetGroup()
-- self:E( self.SetGroup:IsIncludeObject( TaskGroup ) )
-- if self.SetGroup:IsIncludeObject( TaskGroup ) then
-- self:UnAssignFromUnit( TaskUnit )
-- end
-- self:MessageToGroups( TaskUnit:GetPlayerName() .. " crashed!, and has aborted Task " .. self:GetName() )
-- end
-- end
-- )
--
Mission:AddTask( self )
return self

View File

@ -838,3 +838,29 @@ function UNIT:InAir()
return nil
end
do -- Event Handling
--- Subscribe to a DCS Event.
-- @param #UNIT self
-- @param Core.Event#EVENTS Event
-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
-- @return #UNIT
function UNIT:HandleEvent( Event, EventFunction )
self:EventDispatcher():OnEventForUnit( self:GetName(), EventFunction, self, Event )
return self
end
--- UnSubscribe to a DCS event.
-- @param #UNIT self
-- @param Core.Event#EVENTS Event
-- @return #UNIT
function UNIT:UnHandleEvent( Event )
self:EventDispatcher():RemoveForUnit( self:GetName(), self, Event )
return self
end
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

Binary file not shown.

View File

@ -0,0 +1,40 @@
---
-- Name: EVT-001 - API Demo 1
-- Author: FlightControl
-- Date Created: 7 February 2017
--
-- # Situation:
--
-- A task shoots another tank. If one of the is dead, the event will be catched.
--
-- # Test cases:
--
-- 1. Observe the tanks shooting each other.
-- 2. If one of the tanks die, an event will be catched.
-- 3. Observe the surviving unit smoking.
local Tank1 = UNIT:FindByName( "Tank A" )
local Tank2 = UNIT:FindByName( "Tank B" )
Tank1:HandleEvent( EVENTS.Dead )
Tank2:HandleEvent( EVENTS.Dead )
--- @param Wrapper.Unit#UNIT self
function Tank1:OnEventDead( EventData )
self:SmokeGreen()
end
--- @param Wrapper.Unit#UNIT self
function Tank2:OnEventDead( EventData )
self:SmokeBlue()
end
function Tank2:OnEventCrash(EventData)
end

View File

@ -0,0 +1,25 @@
---
-- Name: EVT-100 - OnEventShot Example
-- Author: FlightControl
-- Date Created: 7 February 2017
--
-- # Situation:
--
-- A plane is flying in the air and shoots an missile to a ground target.
--
-- # Test cases:
--
-- 1. Observe the plane shooting the missile.
-- 2. Observe when the plane shoots the missile, a dcs.log entry is written in the logging.
-- 3. Check the contents of the fields of the S_EVENT_SHOT entry.
local Plane = UNIT:FindByName( "Plane" )
Plane:HandleEvent( EVENTS.Shot )
function Plane:OnEventShot( EventData )
Plane:MessageToAll( "I just fired a missile!", 15, "Alert!" )
end

View File

@ -0,0 +1,32 @@
---
-- Name: EVT-101 - OnEventHit Example
-- Author: FlightControl
-- Date Created: 7 February 2017
--
-- # Situation:
--
-- A plane is flying in the air and shoots an missile to a ground target.
--
-- # Test cases:
--
-- 1. Observe the plane shooting the missile.
-- 2. Observe when the missile hits the target, a dcs.log entry is written in the logging.
-- 3. Check the contents of the fields of the S_EVENT_HIT entry.
local Plane = UNIT:FindByName( "Plane" )
local Tank = UNIT:FindByName( "Tank" )
Plane:HandleEvent( EVENTS.Hit )
Tank:HandleEvent( EVENTS.Hit )
function Plane:OnEventHit( EventData )
Plane:MessageToAll( "I just got hit!", 15, "Alert!" )
end
function Tank:OnEventHit( EventData )
Tank:MessageToAll( "I just got hit!", 15, "Alert!" )
end

View File

@ -0,0 +1,33 @@
---
-- Name: EVT-102 - OnEventTakeoff Example
-- Author: FlightControl
-- Date Created: 7 February 2017
--
-- # Situation:
--
-- A human plane and an AI plane are taking off from an airfield.
--
-- # Test cases:
--
-- 1. Take-Off the planes from the runway.
-- 2. When the planes take-off, observe the message being sent.
-- 3. Check the contents of the fields of the S_EVENT_TAKEOFF entry in the dcs.log file.
local PlaneAI = UNIT:FindByName( "PlaneAI" )
local PlaneHuman = UNIT:FindByName( "PlaneHuman" )
PlaneAI:HandleEvent( EVENTS.Takeoff )
PlaneHuman:HandleEvent( EVENTS.Takeoff )
function PlaneAI:OnEventTakeoff( EventData )
PlaneHuman:MessageToAll( "AI Taking Off", 15, "Alert!" )
end
function PlaneHuman:OnEventTakeoff( EventData )
PlaneHuman:MessageToAll( "Player " .. PlaneHuman:GetPlayerName() .. " is Taking Off", 15, "Alert!" )
end

Some files were not shown because too many files have changed in this diff Show More