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https://github.com/FlightControl-Master/MOOSE.git
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#SCENERY, SET_SCENERY
* Reworked COORDINATE scan as this doesn't seem to work * Added SET_SCENERY Filters, and FilterOnce() to apply them
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@@ -243,7 +243,7 @@ do -- SET_BASE
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function SET_BASE:Add( ObjectName, Object )
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-- Debug info.
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self:T( { ObjectName = ObjectName, Object = Object } )
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self:T2( { ObjectName = ObjectName, Object = Object } )
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-- Ensure that the existing element is removed from the Set before a new one is inserted to the Set
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if self.Set[ObjectName] then
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@@ -258,6 +258,8 @@ do -- SET_BASE
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-- Trigger Added event.
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self:Added( ObjectName, Object )
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return self
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end
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--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using the Object Name as the index.
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@@ -1949,7 +1951,7 @@ do
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if self.Filter.Zones then
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local MGroupZone = false
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for ZoneName, Zone in pairs( self.Filter.Zones ) do
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--self:I( "Zone:", ZoneName )
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--self:T( "Zone:", ZoneName )
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if MGroup:IsInZone(Zone) then
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MGroupZone = true
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end
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@@ -4466,7 +4468,7 @@ do -- SET_CLIENT
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if self.Filter.Active == false or (self.Filter.Active == true and MClient:IsActive() == true and MClient:IsAlive() == true) then
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MClientActive = true
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end
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--self:I( { "Evaluated Active", MClientActive } )
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--self:T( { "Evaluated Active", MClientActive } )
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MClientInclude = MClientInclude and MClientActive
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end
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@@ -4548,7 +4550,7 @@ do -- SET_CLIENT
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if self.Filter.Playernames then
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local MClientPlayername = false
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local playername = MClient:GetPlayerName() or "Unknown"
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--self:I(playername)
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--self:T(playername)
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for _,_Playername in pairs(self.Filter.Playernames) do
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if playername and string.find(playername,_Playername) then
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MClientPlayername = true
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@@ -4561,7 +4563,7 @@ do -- SET_CLIENT
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if self.Filter.Callsigns then
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local MClientCallsigns = false
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local callsign = MClient:GetCallsign()
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--self:I(callsign)
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--self:T(callsign)
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for _,_Callsign in pairs(self.Filter.Callsigns) do
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if callsign and string.find(callsign,_Callsign) then
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MClientCallsigns = true
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@@ -7585,6 +7587,7 @@ do -- SET_SCENERY
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Scenerys = {},
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Filter = {
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SceneryPrefixes = nil,
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SceneryRoles = nil,
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Zones = nil,
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},
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}
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@@ -7607,7 +7610,7 @@ do -- SET_SCENERY
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if ZoneSet then
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for _,_zone in pairs(ZoneSet.Set) do
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self:T("Zone type handed: "..tostring(_zone.ClassName))
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self:T("Zone type handed: "..tostring(_zone.ClassName))
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table.insert(zonenames,_zone:GetName())
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end
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self:AddSceneryByName(zonenames)
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@@ -7701,6 +7704,7 @@ do -- SET_SCENERY
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end
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for _,Zone in pairs( zones ) do
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local zonename = Zone:GetName()
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self:T(zonename)
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self.Filter.Zones[zonename] = Zone
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end
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return self
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@@ -7719,11 +7723,30 @@ do -- SET_SCENERY
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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:T(Prefix)
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self.Filter.SceneryPrefixes[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 SCENERYs that **contain** an exact match of the "ROLE" property.
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-- @param #SET_SCENERY self
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-- @param #string Role The string pattern(s) that needs to exactly match the scenery "ROLE" property from the ME quad-zone properties. Can also be passed as a `#table` of strings.
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-- @return #SET_SCENERY self
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function SET_SCENERY:FilterRoles( Role )
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if not self.Filter.SceneryRoles then
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self.Filter.SceneryRoles = {}
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end
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if type( Role ) ~= "table" then
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Role = { Role }
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end
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for PrefixID, Prefix in pairs( Role ) do
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--self:T(Prefix)
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self.Filter.SceneryRoles[Prefix] = Prefix
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end
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return self
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end
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--- Iterate the SET_SCENERY and count how many SCENERYSs are alive.
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-- @param #SET_SCENERY self
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-- @return #number The number of SCENERYSs alive.
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@@ -7816,10 +7839,76 @@ do -- SET_SCENERY
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-- @param Wrapper.Scenery#SCENERY MScenery
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-- @return #SET_SCENERY self
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function SET_SCENERY:IsIncludeObject( MScenery )
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self:F2( MScenery )
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return true
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self:T( MScenery.SceneryName )
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local MSceneryInclude = true
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if MScenery then
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local MSceneryName = MScenery:GetName()
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-- Filter Prefixes
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if self.Filter.Prefixes then
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local MSceneryPrefix = false
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for ZonePrefixId, ZonePrefix in pairs( self.Filter.Prefixes ) do
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self:T( { "Prefix:", string.find( MSceneryName, ZonePrefix, 1 ), ZonePrefix } )
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if string.find( MSceneryName, ZonePrefix, 1 ) then
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MSceneryPrefix = true
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end
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end
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self:T( { "Evaluated Prefix", MSceneryPrefix } )
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MSceneryInclude = MSceneryInclude and MSceneryPrefix
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end
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if self.Filter.Zones then
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local MSceneryZone = false
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for ZoneName, Zone in pairs( self.Filter.Zones ) do
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--self:T( "Zone:", ZoneName )
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local coord = MScenery:GetCoordinate()
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if coord and Zone:IsCoordinateInZone(coord) then
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MSceneryZone = true
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end
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self:T( { "Evaluated Zone", MSceneryZone } )
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end
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MSceneryInclude = MSceneryInclude and MSceneryZone
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end
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-- Filter Roles
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if self.Filter.SceneryRoles then
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local MSceneryRole = false
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local Role = MScenery:GetProperty("ROLE") or "none"
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for ZoneRoleId, ZoneRole in pairs( self.Filter.SceneryRoles ) do
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self:T( { "Role:", ZoneRole, Role } )
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if ZoneRole == Role then
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MSceneryRole = true
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end
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end
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self:T( { "Evaluated Role ", MSceneryRole } )
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MSceneryInclude = MSceneryInclude and MSceneryRole
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end
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end
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self:T2( MSceneryInclude )
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return MSceneryInclude
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end
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--- Filters for the defined collection.
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-- @param #SET_SCENERY self
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-- @return #SET_SCENERY self
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function SET_SCENERY:FilterOnce()
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for ObjectName, Object in pairs( self:GetSet() ) do
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self:T(ObjectName)
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if self:IsIncludeObject( Object ) then
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self:Add( ObjectName, Object )
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else
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self:Remove(ObjectName, true)
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end
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end
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return self --FilteredSet
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end
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--- Count overall initial (Life0) lifepoints of the SET objects.
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-- @param #SET_SCENERY self
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-- @return #number LIfe0Points
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