--- 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