Revised client and database logic. Still work in progress.

This commit is contained in:
Sven Van de Velde
2016-05-11 14:19:46 +02:00
parent e71c02b885
commit 4d40f28cf8
5 changed files with 368 additions and 95 deletions

View File

@@ -28,9 +28,34 @@ function MISSILETRAINER:New( Distance )
_EVENTDISPATCHER:OnShot( self._EventShot, self )
self.DB = DATABASE:New():FilterStart()
self.DBClients = self.DB.Clients
self.DBUnits = self.DB.Units
self.DB:ForEachClient(
--- @param Client#CLIENT Client
function( Client )
Client:Message( "Welcome to the Missile Trainer", 10, "ID", "TEST" )
--Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil )
--Client.MenuOnOff = MENU_CLIENT:New( Client, "On/Off", Client.MainMenu )
--Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuOnOff, MISSILETRAINER._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
--Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuOnOff, MISSILETRAINER._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
end
)
self.DisplayMessages = true
return self
end
function MISSILETRAINER._MenuMessages( MenuParameters )
local self = MenuParameters.MenuSelf
local MessagesOnOff = MenuParameters.MessagesOnOff
self.DisplayMessages = MessagesOnOff
end
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see MISSILETRAINER
function MISSILETRAINER:_EventShot( Event )
@@ -51,17 +76,23 @@ function MISSILETRAINER:_EventShot( Event )
self:T( TrainerTargetSkill )
if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
local Client = self.DBClients[TrainerTargetDCSUnitName]
if Client then
local TrainerSourceUnit = UNIT:New(TrainerSourceDCSUnit)
local TrainerTargetUnit = UNIT:New(TrainerTargetDCSUnit)
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceUnit, TrainerWeapon, TrainerTargetUnit, Client }, 0.5, 0.05, 0 )
end
end
function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit )
self:F( { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit } )
---
-- @param #MISSILETRAINER self
-- @param DCSUnit#Unit TrainerSourceDCSUnit
-- @param DCSWeapon#Weapon TrainerWeapon
-- @param DCSUnit#Unit TrainerTargetDCSUnit
-- @param Client#CLIENT Client
function MISSILETRAINER:_FollowMissile( TrainerSourceUnit, TrainerWeapon, TrainerTargetUnit, Client )
self:F( { TrainerSourceUnit, TrainerWeapon, TrainerTargetUnit, Client } )
local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit )
local PositionMissile = TrainerWeapon:getPoint()
local PositionTarget = TrainerTargetUnit:GetPositionVec3()
@@ -70,11 +101,17 @@ function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, Tra
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5
MESSAGE:New( "Distance Missle = " .. Distance, nil, 0.2, "/Missile" ):ToAll()
if self.DisplayMessages then
self:T( Distance )
MESSAGE:New( "Distance Missile = " .. Distance, "TEST", 0.2, "ID" ):ToAll()
end
if Distance <= self.Distance then
TrainerWeapon:destroy()
MESSAGE:New( "Missle Destroyed", nil, 5, "/Missile" ):ToAll()
if self.DisplayMessages then
self:T( "Destroyed" )
MESSAGE:New( "Missile Destroyed", "TEST", 5, "ID" ):ToAll()
end
return false
end