This commit is contained in:
FlightControl
2016-06-17 13:39:02 +02:00
parent fe62197ba0
commit 9b4bc1195c
29 changed files with 6490 additions and 40469 deletions

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@@ -3,7 +3,7 @@
-- ===
--
-- 1) @{Set#SET_BASE} class, extends @{Base#BASE}
-- ================================================
-- ==============================================
-- The @{Set#SET_BASE} class defines the core functions that define a collection of objects.
-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
-- In this way, large loops can be done while not blocking the simulator main processing loop.
@@ -14,15 +14,15 @@
-- ---------------------------------------
-- Some key core functions are @{Set#SET_BASE.Add} and @{Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
--
-- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**.
-- -------------------------------------------------------------------------------------
-- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**
-- -----------------------------------------------------------------------------
-- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method.
-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
--
-- ===
--
-- 2) @{Set#SET_GROUP} class, extends @{Set#SET_BASE}
-- ====================================================
-- ==================================================
-- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain:
--
-- * Coalitions
@@ -128,6 +128,8 @@
-- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function.
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function.
--
-- ===
--
-- 4) @{Set#SET_CLIENT} class, extends @{Set#SET_BASE}
-- ===================================================
-- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain:
@@ -178,9 +180,48 @@
--
-- ====
--
-- 5) @{Set#SET_AIRBASE} class, extends @{Set#SET_BASE}
-- ====================================================
-- Mission designers can use the @{Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
--
-- * Coalitions
--
-- 5.1) SET_AIRBASE construction
-- -----------------------------
-- Create a new SET_AIRBASE object with the @{#SET_AIRBASE.New} method:
--
-- * @{#SET_AIRBASE.New}: Creates a new SET_AIRBASE object.
--
-- 5.2) Add or Remove AIRBASEs from SET_AIRBASE
-- --------------------------------------------
-- AIRBASEs can be added and removed using the @{Set#SET_AIRBASE.AddAirbasesByName} and @{Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
-- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
--
-- 5.3) SET_AIRBASE filter criteria
-- --------------------------------
-- You can set filter criteria to define the set of clients within the SET_AIRBASE.
-- Filter criteria are defined by:
--
-- * @{#SET_AIRBASE.FilterCoalitions}: Builds the SET_AIRBASE with the airbases belonging to the coalition(s).
--
-- Once the filter criteria have been set for the SET_AIRBASE, you can start filtering using:
--
-- * @{#SET_AIRBASE.FilterStart}: Starts the filtering of the airbases within the SET_AIRBASE.
--
-- 5.4) SET_AIRBASE iterators:
-- ---------------------------
-- Once the filters have been defined and the SET_AIRBASE has been built, you can iterate the SET_AIRBASE with the available iterator methods.
-- The iterator methods will walk the SET_AIRBASE set, and call for each airbase within the set a function that you provide.
-- The following iterator methods are currently available within the SET_AIRBASE:
--
-- * @{#SET_AIRBASE.ForEachAirbase}: Calls a function for each airbase it finds within the SET_AIRBASE.
--
-- ====
--
-- @module Set
-- @author FlightControl
--- SET_BASE class
-- @type SET_BASE
-- @extends Base#BASE
@@ -279,6 +320,32 @@ function SET_BASE:_FilterStart()
return self
end
--- Iterate the SET_BASE while identifying the nearest object from a @{Point#POINT_VEC2}.
-- @param #SET_BASE self
-- @param Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set.
-- @return Base#BASE The closest object.
function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
self:F2( PointVec2 )
local NearestObject = nil
local ClosestDistance = nil
for ObjectID, ObjectData in pairs( self.Set ) do
if NearestObject == nil then
NearestObject = ObjectData
ClosestDistance = PointVec2:DistanceFromVec2( ObjectData:GetPointVec2() )
else
local Distance = PointVec2:DistanceFromVec2( ObjectData:GetPointVec2() )
if Distance < ClosestDistance then
NearestObject = ObjectData
ClosestDistance = Distance
end
end
end
return NearestObject
end
----- Private method that registers all alive players in the mission.
@@ -420,7 +487,7 @@ function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArgumen
end
----- Interate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
----- Iterate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
---- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET_BASE. The function needs to accept a UNIT parameter.
---- @return #SET_BASE self
@@ -432,7 +499,7 @@ end
-- return self
--end
--
----- Interate the SET_BASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
----- Iterate the SET_BASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
---- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a UNIT parameter.
---- @return #SET_BASE self
@@ -445,7 +512,7 @@ end
--end
--
--
----- Interate the SET_BASE and call an interator function for each client, providing the Client to the function and optional parameters.
----- Iterate the SET_BASE and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a CLIENT parameter.
---- @return #SET_BASE self
@@ -767,7 +834,7 @@ function SET_GROUP:ForEachGroupNotInZone( ZoneObject, IteratorFunction, ... )
end
----- Interate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters.
----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters.
---- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter.
---- @return #SET_GROUP self
@@ -780,7 +847,7 @@ end
--end
--
--
----- Interate the SET_GROUP and call an interator function for each client, providing the Client to the function and optional parameters.
----- Iterate the SET_GROUP and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a CLIENT parameter.
---- @return #SET_GROUP self
@@ -1074,7 +1141,7 @@ function SET_UNIT:FindInDatabase( Event )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Interate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
--- Iterate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #SET_UNIT self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter.
-- @return #SET_UNIT self
@@ -1132,7 +1199,7 @@ end
----- Interate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
----- Iterate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
---- @param #SET_UNIT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a UNIT parameter.
---- @return #SET_UNIT self
@@ -1145,7 +1212,7 @@ end
--end
--
--
----- Interate the SET_UNIT and call an interator function for each client, providing the Client to the function and optional parameters.
----- Iterate the SET_UNIT and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_UNIT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a CLIENT parameter.
---- @return #SET_UNIT self
@@ -1447,7 +1514,7 @@ function SET_CLIENT:FindInDatabase( Event )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Interate the SET_CLIENT and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters.
--- Iterate the SET_CLIENT and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters.
-- @param #SET_CLIENT self
-- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter.
-- @return #SET_CLIENT self
@@ -1583,3 +1650,226 @@ function SET_CLIENT:IsIncludeObject( MClient )
return MClientInclude
end
--- SET_AIRBASE
--- SET_AIRBASE class
-- @type SET_AIRBASE
-- @extends Set#SET_BASE
SET_AIRBASE = {
ClassName = "SET_AIRBASE",
Airbases = {},
Filter = {
Coalitions = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
Categories = {
airdrome = Airbase.Category.AIRDROME,
helipad = Airbase.Category.HELIPAD,
ship = Airbase.Category.SHIP,
},
},
}
--- Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories.
-- @param #SET_AIRBASE self
-- @return #SET_AIRBASE self
-- @usage
-- -- Define a new SET_AIRBASE Object. The DatabaseSet will contain a reference to all Airbases.
-- DatabaseSet = SET_AIRBASE:New()
function SET_AIRBASE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.AIRBASES ) )
return self
end
--- Add AIRBASEs to SET_AIRBASE.
-- @param Set#SET_AIRBASE self
-- @param #string AddAirbaseNames A single name or an array of AIRBASE names.
-- @return self
function SET_AIRBASE:AddAirbasesByName( AddAirbaseNames )
local AddAirbaseNamesArray = ( type( AddAirbaseNames ) == "table" ) and AddAirbaseNames or { AddAirbaseNames }
for AddAirbaseID, AddAirbaseName in pairs( AddAirbaseNamesArray ) do
self:Add( AddAirbaseName, AIRBASE:FindByName( AddAirbaseName ) )
end
return self
end
--- Remove AIRBASEs from SET_AIRBASE.
-- @param Set#SET_AIRBASE self
-- @param Airbase#AIRBASE RemoveAirbaseNames A single name or an array of AIRBASE names.
-- @return self
function SET_AIRBASE:RemoveAirbasesByName( RemoveAirbaseNames )
local RemoveAirbaseNamesArray = ( type( RemoveAirbaseNames ) == "table" ) and RemoveAirbaseNames or { RemoveAirbaseNames }
for RemoveAirbaseID, RemoveAirbaseName in pairs( RemoveAirbaseNamesArray ) do
self:Remove( RemoveAirbaseName.AirbaseName )
end
return self
end
--- Finds a Airbase based on the Airbase Name.
-- @param #SET_AIRBASE self
-- @param #string AirbaseName
-- @return Airbase#AIRBASE The found Airbase.
function SET_AIRBASE:FindAirbase( AirbaseName )
local AirbaseFound = self.Set[AirbaseName]
return AirbaseFound
end
--- Builds a set of airbases of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_AIRBASE self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET_AIRBASE self
function SET_AIRBASE: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 airbases out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
-- @param #SET_AIRBASE self
-- @param #string Categories Can take the following values: "airdrome", "helipad", "ship".
-- @return #SET_AIRBASE self
function SET_AIRBASE: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
--- Starts the filtering.
-- @param #SET_AIRBASE self
-- @return #SET_AIRBASE self
function SET_AIRBASE:FilterStart()
if _DATABASE then
self:_FilterStart()
end
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_AIRBASE self
-- @param Event#EVENTDATA Event
-- @return #string The name of the AIRBASE
-- @return #table The AIRBASE
function SET_AIRBASE:AddInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_AIRBASE self
-- @param Event#EVENTDATA Event
-- @return #string The name of the AIRBASE
-- @return #table The AIRBASE
function SET_AIRBASE:FindInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.
-- @param #SET_AIRBASE self
-- @param #function IteratorFunction The function that will be called when there is an alive AIRBASE in the SET_AIRBASE. The function needs to accept a AIRBASE parameter.
-- @return #SET_AIRBASE self
function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set )
return self
end
--- Iterate the SET_AIRBASE while identifying the nearest @{Airbase#AIRBASE} from a @{Point#POINT_VEC2}.
-- @param #SET_AIRBASE self
-- @param Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Airbase#AIRBASE}.
-- @return Airbase#AIRBASE The closest @{Airbase#AIRBASE}.
function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
self:F2( PointVec2 )
local NearestAirbase = self:FindNearestObjectFromPointVec2( PointVec2 )
return NearestAirbase
end
---
-- @param #SET_AIRBASE self
-- @param Airbase#AIRBASE MAirbase
-- @return #SET_AIRBASE self
function SET_AIRBASE:IsIncludeObject( MAirbase )
self:F2( MAirbase )
local MAirbaseInclude = true
if MAirbase then
local MAirbaseName = MAirbase:GetName()
if self.Filter.Coalitions then
local MAirbaseCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local AirbaseCoalitionID = _DATABASE:GetCoalitionFromAirbase( MAirbaseName )
self:T3( { "Coalition:", AirbaseCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == AirbaseCoalitionID then
MAirbaseCoalition = true
end
end
self:T( { "Evaluated Coalition", MAirbaseCoalition } )
MAirbaseInclude = MAirbaseInclude and MAirbaseCoalition
end
if self.Filter.Categories then
local MAirbaseCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local AirbaseCategoryID = _DATABASE:GetCategoryFromAirbase( MAirbaseName )
self:T3( { "Category:", AirbaseCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == AirbaseCategoryID then
MAirbaseCategory = true
end
end
self:T( { "Evaluated Category", MAirbaseCategory } )
MAirbaseInclude = MAirbaseInclude and MAirbaseCategory
end
end
self:T2( MAirbaseInclude )
return MAirbaseInclude
end