SET_CLIENT made + AIBALANCER

This commit is contained in:
FlightControl 2016-06-10 14:33:08 +02:00
parent bff0c0bf4e
commit cb4d8bbde3
27 changed files with 1556 additions and 208 deletions

View File

@ -0,0 +1,74 @@
--- This module contains the AIBALANCER class.
--
-- ===
--
-- 1) @{AIBalancer#AIBALANCER} class, extends @{Base#BASE}
-- ================================================
-- The @{AIBalancer#AIBALANCER} class controls the dynamic spawning of AI GROUPS depending on a SET_CLIENT.
-- There will be as many AI GROUPS spawned as there at CLIENTS in SET_CLIENT not spawned.
--
-- 1.1) AIBALANCER construction method:
-- ------------------------------------
-- Create a new AIBALANCER object with the @{#AIBALANCER.New} method:
--
-- * @{#AIBALANCER.New}: Creates a new AIBALANCER object.
--
--
-- ===
-- @module AIBalancer
-- @author FlightControl
--- AIBALANCER class
-- @type AIBALANCER
-- @field Set#SET_CLIENT SetClient
-- @field Spawn#SPAWN SpawnAI
-- @extends Base#BASE
AIBALANCER = {
ClassName = "AIBALANCER",
}
--- Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #AIBALANCER self
-- @param SetClient A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
-- @param SpawnAI A SPAWN object that will spawn the AI units required, balancing the SetClient.
-- @return #AIBALANCER self
function AIBALANCER:New( SetClient, SpawnAI )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.SetClient = SetClient
self.SpawnAI = SpawnAI
self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
return self
end
--- @param #AIBALANCER self
function AIBALANCER:_ClientAliveMonitorScheduler()
self.SetClient:ForEachClient(
--- @param Client#CLIENT Client
function( Client )
local ClientAIAliveState = Client:GetState( self, 'AIAlive' )
self:T( ClientAIAliveState )
if Client:IsAlive() then
if ClientAIAliveState == true then
Client:SetState( self, 'AIAlive', false )
local AIGroup = Client:GetState( self, 'AIGroup' ) -- Group#GROUP
AIGroup:Destroy()
end
else
if not ClientAIAliveState or ClientAIAliveState == false then
Client:SetState( self, 'AIAlive', true )
Client:SetState( self, 'AIGroup', self.SpawnAI:Spawn() )
end
end
end
)
return true
end

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@ -68,7 +68,8 @@ local _TraceClassMethod = {}
BASE = {
ClassName = "BASE",
ClassID = 0,
Events = {}
Events = {},
States = {}
}
--- The Formation Class
@ -323,6 +324,36 @@ function BASE:onEvent(event)
end
end
function BASE:SetState( Object, StateName, State )
local ClassNameAndID = Object:GetClassNameAndID()
if not self.States[ClassNameAndID] then
self.States[ClassNameAndID] = {}
end
self.States[ClassNameAndID][StateName] = State
return self.States[ClassNameAndID][StateName]
end
function BASE:GetState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()
if self.States[ClassNameAndID] then
return self.States[ClassNameAndID][StateName]
end
return nil
end
function BASE:ClearState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()
if self.States[ClassNameAndID] then
self.States[ClassNameAndID][StateName] = nil
end
end
-- Trace section
-- Log a trace (only shown when trace is on)
@ -426,10 +457,10 @@ function BASE:F3( Arguments )
end
--- Trace a function logic. Can be anywhere within the function logic.
--- Trace a function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
function BASE:T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if _TraceOn and ( ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) ) then
@ -452,6 +483,21 @@ function BASE:T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
end
end
--- Trace a function logic level 1. Can be anywhere within the function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
function BASE:T( Arguments )
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 1 then
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
--- Trace a function logic level 2. Can be anywhere within the function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
@ -461,7 +507,7 @@ function BASE:T2( Arguments )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 2 then
self:T( Arguments, DebugInfoCurrent, DebugInfoFrom )
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
@ -475,7 +521,7 @@ function BASE:T3( Arguments )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 3 then
self:T( Arguments, DebugInfoCurrent, DebugInfoFrom )
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end

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@ -288,7 +288,7 @@ end
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterTemplate( GroupTemplate )
function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionName, CategoryName, CountryName )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
@ -307,6 +307,9 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
self.Templates.Groups[GroupTemplateName].CategoryName = CategoryName
self.Templates.Groups[GroupTemplateName].CoalitionName = CoalitionName
self.Templates.Groups[GroupTemplateName].CountryName = CountryName
self:T2( { "Group", self.Templates.Groups[GroupTemplateName].GroupName, self.Templates.Groups[GroupTemplateName].UnitCount } )
@ -319,9 +322,15 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
self.Templates.Units[UnitTemplateName].CategoryName = CategoryName
self.Templates.Units[UnitTemplateName].CoalitionName = CoalitionName
self.Templates.Units[UnitTemplateName].CountryName = CountryName
self:E( {"skill",UnitTemplate.skill})
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
self.Templates.ClientsByName[UnitTemplateName].CategoryName = CategoryName
self.Templates.ClientsByName[UnitTemplateName].CoalitionName = CoalitionName
self.Templates.ClientsByName[UnitTemplateName].CountryName = CountryName
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
@ -617,25 +626,25 @@ function DATABASE:_RegisterTemplates()
self.Navpoints = {}
self.UNITS = {}
--Build routines.db.units and self.Navpoints
for coa_name, coa_data in pairs(env.mission.coalition) do
for CoalitionName, coa_data in pairs(env.mission.coalition) do
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
if (CoalitionName == 'red' or CoalitionName == 'blue') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
----------------------------------------------
-- build nav points DB
self.Navpoints[coa_name] = {}
self.Navpoints[CoalitionName] = {}
if coa_data.nav_points then --navpoints
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
end
end
end
@ -643,7 +652,7 @@ function DATABASE:_RegisterTemplates()
if coa_data.country then --there is a country table
for cntry_id, cntry_data in pairs(coa_data.country) do
local countryName = string.lower(cntry_data.name)
local CountryName = string.upper(cntry_data.name)
--self.Units[coa_name][countryName] = {}
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
@ -653,7 +662,7 @@ function DATABASE:_RegisterTemplates()
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
local category = obj_type_name
local CategoryName = obj_type_name
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
@ -662,7 +671,7 @@ function DATABASE:_RegisterTemplates()
for group_num, GroupTemplate in pairs(obj_type_data.group) do
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
self:_RegisterTemplate( GroupTemplate )
self:_RegisterTemplate( GroupTemplate, CoalitionName, CategoryName, CountryName )
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then

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@ -35,6 +35,7 @@ Include.File( "Movement" )
Include.File( "Sead" )
Include.File( "Escort" )
Include.File( "MissileTrainer" )
Include.File( "AIBalancer" )

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@ -1247,11 +1247,11 @@ SET_CLIENT = {
neutral = coalition.side.NEUTRAL,
},
Categories = {
plane = Client.Category.AIRPLANE,
helicopter = Client.Category.HELICOPTER,
ground = Client.Category.GROUND_CLIENT,
ship = Client.Category.SHIP,
structure = Client.Category.STRUCTURE,
plane = "plane",
helicopter = "helicopter",
ground = "vehicle",
ship = "ship",
structure = "static",
},
},
}
@ -1432,12 +1432,7 @@ end
function SET_CLIENT:AddInDatabase( Event )
self:F3( { Event } )
if not self.Database[Event.IniDCSClientName] then
self.Database[Event.IniDCSClientName] = CLIENT:Register( Event.IniDCSClientName )
self:T3( self.Database[Event.IniDCSClientName] )
end
return Event.IniDCSClientName, self.Database[Event.IniDCSClientName]
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
@ -1449,7 +1444,7 @@ end
function SET_CLIENT:FindInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSClientName, self.Database[Event.IniDCSClientName]
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.
@ -1508,97 +1503,82 @@ function SET_CLIENT:ForEachClientNotInZone( ZoneObject, IteratorFunction, ... )
return self
end
----- Interate the SET_CLIENT and call an interator function for each **alive** player, providing the Client of the player and optional parameters.
---- @param #SET_CLIENT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_CLIENT. The function needs to accept a CLIENT parameter.
---- @return #SET_CLIENT self
--function SET_CLIENT:ForEachPlayer( IteratorFunction, ... )
-- self:F2( arg )
--
-- self:ForEach( IteratorFunction, arg, self.PlayersAlive )
--
-- return self
--end
--
--
----- Interate the SET_CLIENT and call an interator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_CLIENT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_CLIENT. The function needs to accept a CLIENT parameter.
---- @return #SET_CLIENT self
--function SET_CLIENT:ForEachClient( IteratorFunction, ... )
-- self:F2( arg )
--
-- self:ForEach( IteratorFunction, arg, self.Clients )
--
-- return self
--end
---
-- @param #SET_CLIENT self
-- @param Client#CLIENT MClient
-- @return #SET_CLIENT self
function SET_CLIENT:IsIncludeObject( MClient )
self:F2( MClient )
local MClientInclude = true
if self.Filter.Coalitions then
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
self:T3( { "Coalition:", MClient:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MClient:GetCoalition() then
MClientCoalition = true
if MClient then
local MClientName = MClient.UnitName
if self.Filter.Coalitions then
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionName = _DATABASE.Templates.ClientsByName[MClientName].CoalitionName
self:T3( { "Coalition:", ClientCoalitionName, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionName then
MClientCoalition = true
end
end
self:T( { "Evaluated Coalition", MClientCoalition } )
MClientInclude = MClientInclude and MClientCoalition
end
if self.Filter.Categories then
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryName = _DATABASE.Templates.ClientsByName[MClientName].CategoryName
self:T3( { "Category:", ClientCategoryName, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryName then
MClientCategory = true
end
end
self:T( { "Evaluated Category", MClientCategory } )
MClientInclude = MClientInclude and MClientCategory
end
if self.Filter.Types then
local MClientType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MClient:GetTypeName(), TypeName } )
if TypeName == MClient:GetTypeName() then
MClientType = true
end
end
self:T( { "Evaluated Type", MClientType } )
MClientInclude = MClientInclude and MClientType
end
if self.Filter.Countries then
local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryName = _DATABASE.Templates.ClientsByName[MClientName].CountryName
self:T3( { "Country:", ClientCountryName, country.id[CountryName], CountryName } )
if country.id[CountryName] and country.id[ClientCountryName] and country.id[CountryName] == country.id[ClientCountryName] then
MClientCountry = true
end
end
self:T( { "Evaluated Country", MClientCountry } )
MClientInclude = MClientInclude and MClientCountry
end
if self.Filter.ClientPrefixes then
local MClientPrefix = false
for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do
self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } )
if string.find( MClient.UnitName, ClientPrefix, 1 ) then
MClientPrefix = true
end
end
self:T( { "Evaluated Prefix", MClientPrefix } )
MClientInclude = MClientInclude and MClientPrefix
end
MClientInclude = MClientInclude and MClientCoalition
end
if self.Filter.Categories then
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
self:T3( { "Category:", MClient:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MClient:GetDesc().category then
MClientCategory = true
end
end
MClientInclude = MClientInclude and MClientCategory
end
if self.Filter.Types then
local MClientType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MClient:GetTypeName(), TypeName } )
if TypeName == MClient:GetTypeName() then
MClientType = true
end
end
MClientInclude = MClientInclude and MClientType
end
if self.Filter.Countries then
local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
self:T3( { "Country:", MClient:GetCountry(), CountryName } )
if country.id[CountryName] == MClient:GetCountry() then
MClientCountry = true
end
end
MClientInclude = MClientInclude and MClientCountry
end
if self.Filter.ClientPrefixes then
local MClientPrefix = false
for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do
self:T3( { "Prefix:", string.find( MClient:GetName(), ClientPrefix, 1 ), ClientPrefix } )
if string.find( MClient:GetName(), ClientPrefix, 1 ) then
MClientPrefix = true
end
end
MClientInclude = MClientInclude and MClientPrefix
end
self:T2( MClientInclude )
return MClientInclude
end

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@ -160,7 +160,8 @@ function UNIT:GetDCSUnit()
if DCSUnit then
return DCSUnit
end
self:E( "Unit " .. self.UnitName .. " not found!" )
return nil
end
@ -470,9 +471,11 @@ function UNIT:GetDesc()
if DCSUnit then
local UnitDesc = DCSUnit:getDesc()
self:T2( UnitDesc )
return UnitDesc
end
self:E( "Unit " .. self.UnitName .. "not found!" )
return nil
end

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@ -1,6 +1,5 @@
local base = _G
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
Include = {}
@ -39,5 +38,3 @@ env.info( "Include.MissionPath = " .. Include.MissionPath)
Include.Files = {}
Include.File( "Moose" )
env.info("Loaded MOOSE Include Engine")

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@ -1,5 +1,4 @@
local base = _G
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
Include = {}
@ -11,14 +10,4 @@ end
Include.File = function( IncludeFile )
end
Include.ProgramPath = "Scripts/Moose/Moose/"
Include.MissionPath = Include.Path()
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
env.info( "Include.MissionPath = " .. Include.MissionPath)
Include.Files = {}
Include.File( "Moose" )
env.info("Loaded MOOSE Include Engine")

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@ -1,7 +1,6 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160609_1242' )
env.info( 'Moose Generation Timestamp: 20160610_1430' )
local base = _G
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
Include = {}
@ -13,17 +12,7 @@ end
Include.File = function( IncludeFile )
end
Include.ProgramPath = "Scripts/Moose/Moose/"
Include.MissionPath = Include.Path()
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
env.info( "Include.MissionPath = " .. Include.MissionPath)
Include.Files = {}
Include.File( "Moose" )
env.info("Loaded MOOSE Include Engine")
--- Various routines
-- @module routines
-- @author Flightcontrol
@ -2614,7 +2603,8 @@ local _TraceClassMethod = {}
BASE = {
ClassName = "BASE",
ClassID = 0,
Events = {}
Events = {},
States = {}
}
--- The Formation Class
@ -2869,6 +2859,36 @@ function BASE:onEvent(event)
end
end
function BASE:SetState( Object, StateName, State )
local ClassNameAndID = Object:GetClassNameAndID()
if not self.States[ClassNameAndID] then
self.States[ClassNameAndID] = {}
end
self.States[ClassNameAndID][StateName] = State
return self.States[ClassNameAndID][StateName]
end
function BASE:GetState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()
if self.States[ClassNameAndID] then
return self.States[ClassNameAndID][StateName]
end
return nil
end
function BASE:ClearState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()
if self.States[ClassNameAndID] then
self.States[ClassNameAndID][StateName] = nil
end
end
-- Trace section
-- Log a trace (only shown when trace is on)
@ -2972,10 +2992,10 @@ function BASE:F3( Arguments )
end
--- Trace a function logic. Can be anywhere within the function logic.
--- Trace a function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
function BASE:T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if _TraceOn and ( ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) ) then
@ -2998,6 +3018,21 @@ function BASE:T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
end
end
--- Trace a function logic level 1. Can be anywhere within the function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
function BASE:T( Arguments )
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 1 then
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
--- Trace a function logic level 2. Can be anywhere within the function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
@ -3007,7 +3042,7 @@ function BASE:T2( Arguments )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 2 then
self:T( Arguments, DebugInfoCurrent, DebugInfoFrom )
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
@ -3021,7 +3056,7 @@ function BASE:T3( Arguments )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 3 then
self:T( Arguments, DebugInfoCurrent, DebugInfoFrom )
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
@ -6965,7 +7000,8 @@ function UNIT:GetDCSUnit()
if DCSUnit then
return DCSUnit
end
self:E( "Unit " .. self.UnitName .. " not found!" )
return nil
end
@ -7275,9 +7311,11 @@ function UNIT:GetDesc()
if DCSUnit then
local UnitDesc = DCSUnit:getDesc()
self:T2( UnitDesc )
return UnitDesc
end
self:E( "Unit " .. self.UnitName .. "not found!" )
return nil
end
@ -8748,6 +8786,7 @@ function DATABASE:New()
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
self:_RegisterPlayers()
@ -8930,7 +8969,7 @@ end
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterTemplate( GroupTemplate )
function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionName, CategoryName, CountryName )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
@ -8949,6 +8988,9 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
self.Templates.Groups[GroupTemplateName].CategoryName = CategoryName
self.Templates.Groups[GroupTemplateName].CoalitionName = CoalitionName
self.Templates.Groups[GroupTemplateName].CountryName = CountryName
self:T2( { "Group", self.Templates.Groups[GroupTemplateName].GroupName, self.Templates.Groups[GroupTemplateName].UnitCount } )
@ -8961,9 +9003,15 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
self.Templates.Units[UnitTemplateName].CategoryName = CategoryName
self.Templates.Units[UnitTemplateName].CoalitionName = CoalitionName
self.Templates.Units[UnitTemplateName].CountryName = CountryName
self:E( {"skill",UnitTemplate.skill})
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
self.Templates.ClientsByName[UnitTemplateName].CategoryName = CategoryName
self.Templates.ClientsByName[UnitTemplateName].CoalitionName = CoalitionName
self.Templates.ClientsByName[UnitTemplateName].CountryName = CountryName
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
@ -9023,8 +9071,16 @@ function DATABASE:_RegisterGroupsAndUnits()
end
end
return self
end
--- Private method that registers all Units of skill Client or Player within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:E( { "Adding Client:", ClientName } )
self:E( { "Register Client:", ClientName } )
self:AddClient( ClientName )
end
@ -9251,25 +9307,25 @@ function DATABASE:_RegisterTemplates()
self.Navpoints = {}
self.UNITS = {}
--Build routines.db.units and self.Navpoints
for coa_name, coa_data in pairs(env.mission.coalition) do
for CoalitionName, coa_data in pairs(env.mission.coalition) do
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
if (CoalitionName == 'red' or CoalitionName == 'blue') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
----------------------------------------------
-- build nav points DB
self.Navpoints[coa_name] = {}
self.Navpoints[CoalitionName] = {}
if coa_data.nav_points then --navpoints
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
end
end
end
@ -9277,7 +9333,7 @@ function DATABASE:_RegisterTemplates()
if coa_data.country then --there is a country table
for cntry_id, cntry_data in pairs(coa_data.country) do
local countryName = string.lower(cntry_data.name)
local CountryName = string.upper(cntry_data.name)
--self.Units[coa_name][countryName] = {}
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
@ -9287,7 +9343,7 @@ function DATABASE:_RegisterTemplates()
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
local category = obj_type_name
local CategoryName = obj_type_name
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
@ -9296,7 +9352,7 @@ function DATABASE:_RegisterTemplates()
for group_num, GroupTemplate in pairs(obj_type_data.group) do
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
self:_RegisterTemplate( GroupTemplate )
self:_RegisterTemplate( GroupTemplate, CoalitionName, CategoryName, CountryName )
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
@ -9354,7 +9410,7 @@ end
--
-- 2.2) Add or Remove GROUP(s) from SET_GROUP:
-- -------------------------------------------
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUPS.RemoveGroupsByName} respectively.
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively.
-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
--
-- 2.3) SET_GROUP filter criteria:
@ -9404,8 +9460,12 @@ end
--
-- * @{#SET_UNIT.New}: Creates a new SET_UNIT object.
--
-- 3.2) Add or Remove UNIT(s) from SET_UNIT:
-- -----------------------------------------
-- UNITs can be added and removed using the @{Set#SET_UNIT.AddUnitsByName} and @{Set#SET_UNIT.RemoveUnitsByName} respectively.
-- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
--
-- 3.2) SET_UNIT filter criteria:
-- 3.3) SET_UNIT filter criteria:
-- ------------------------------
-- You can set filter criteria to define the set of units within the SET_UNIT.
-- Filter criteria are defined by:
@ -9424,19 +9484,69 @@ end
--
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Zone#ZONE}.
--
-- 3.3) SET_UNIT iterators:
-- 3.4) SET_UNIT iterators:
-- ------------------------
-- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods.
-- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET_UNIT:
--
-- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive unit it finds within the SET_UNIT.
-- * @{#SET_GROUP.ForEachGroupCompletelyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function.
-- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function.
--
-- Planned iterators methods in development are (so these are not yet available):
--
-- * @{#SET_UNIT.ForEachUnitInGroup}: Calls a function for each group contained within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitInUnit}: Calls a function for each unit contained within the SET_UNIT.
-- * @{#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:
--
-- * Coalitions
-- * Categories
-- * Countries
-- * Client types
-- * Starting with certain prefix strings.
--
-- 4.1) SET_CLIENT construction method:
-- ----------------------------------
-- Create a new SET_CLIENT object with the @{#SET_CLIENT.New} method:
--
-- * @{#SET_CLIENT.New}: Creates a new SET_CLIENT object.
--
-- 4.2) Add or Remove CLIENT(s) from SET_CLIENT:
-- -----------------------------------------
-- CLIENTs can be added and removed using the @{Set#SET_CLIENT.AddClientsByName} and @{Set#SET_CLIENT.RemoveClientsByName} respectively.
-- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
--
-- 4.3) SET_CLIENT filter criteria:
-- ------------------------------
-- You can set filter criteria to define the set of clients within the SET_CLIENT.
-- Filter criteria are defined by:
--
-- * @{#SET_CLIENT.FilterCoalitions}: Builds the SET_CLIENT with the clients belonging to the coalition(s).
-- * @{#SET_CLIENT.FilterCategories}: Builds the SET_CLIENT with the clients belonging to the category(ies).
-- * @{#SET_CLIENT.FilterTypes}: Builds the SET_CLIENT with the clients belonging to the client type(s).
-- * @{#SET_CLIENT.FilterCountries}: Builds the SET_CLIENT with the clients belonging to the country(ies).
-- * @{#SET_CLIENT.FilterPrefixes}: Builds the SET_CLIENT with the clients starting with the same prefix string(s).
--
-- Once the filter criteria have been set for the SET_CLIENT, you can start filtering using:
--
-- * @{#SET_CLIENT.FilterStart}: Starts the filtering of the clients within the SET_CLIENT.
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Zone#ZONE}.
--
-- 4.4) SET_CLIENT iterators:
-- ------------------------
-- Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods.
-- The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET_CLIENT:
--
-- * @{#SET_CLIENT.ForEachClient}: Calls a function for each alive client it finds within the SET_CLIENT.
--
-- ====
--
@ -9803,7 +9913,7 @@ function SET_GROUP:AddGroupsByName( AddGroupNames )
return self
end
--- Remove GROUP(s) to SET_GROUP.
--- Remove GROUP(s) from SET_GROUP.
-- @param Set#SET_GROUP self
-- @param Group#GROUP RemoveGroupNames A single name or an array of GROUP names.
-- @return self
@ -10154,6 +10264,36 @@ function SET_UNIT:New()
return self
end
--- Add UNIT(s) to SET_UNIT.
-- @param Set#SET_UNIT self
-- @param #string AddUnitNames A single name or an array of UNIT names.
-- @return self
function SET_UNIT:AddUnitsByName( AddUnitNames )
local AddUnitNamesArray = ( type( AddUnitNames ) == "table" ) and AddUnitNames or { AddUnitNames }
for AddUnitID, AddUnitName in pairs( AddUnitNamesArray ) do
self:Add( AddUnitName, UNIT:FindByName( AddUnitName ) )
end
return self
end
--- Remove UNIT(s) from SET_UNIT.
-- @param Set#SET_UNIT self
-- @param Unit#UNIT RemoveUnitNames A single name or an array of UNIT names.
-- @return self
function SET_UNIT:RemoveUnitsByName( RemoveUnitNames )
local RemoveUnitNamesArray = ( type( RemoveUnitNames ) == "table" ) and RemoveUnitNames or { RemoveUnitNames }
for RemoveUnitID, RemoveUnitName in pairs( RemoveUnitNamesArray ) do
self:Remove( RemoveUnitName.UnitName )
end
return self
end
--- Finds a Unit based on the Unit Name.
-- @param #SET_UNIT self
@ -10317,6 +10457,51 @@ function SET_UNIT:ForEachUnit( IteratorFunction, ... )
return self
end
--- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function.
-- @param #SET_UNIT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_UNIT:ForEachUnitCompletelyInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Unit#UNIT UnitObject
function( ZoneObject, UnitObject )
if UnitObject:IsCompletelyInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
--- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function.
-- @param #SET_UNIT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_UNIT:ForEachUnitNotInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Unit#UNIT UnitObject
function( ZoneObject, UnitObject )
if UnitObject:IsNotInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
----- Interate 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
@ -10411,6 +10596,365 @@ function SET_UNIT:IsIncludeObject( MUnit )
return MUnitInclude
end
--- SET_CLIENT
--- SET_CLIENT class
-- @type SET_CLIENT
-- @extends Set#SET_BASE
SET_CLIENT = {
ClassName = "SET_CLIENT",
Clients = {},
Filter = {
Coalitions = nil,
Categories = nil,
Types = nil,
Countries = nil,
ClientPrefixes = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
Categories = {
plane = "plane",
helicopter = "helicopter",
ground = "vehicle",
ship = "ship",
structure = "static",
},
},
}
--- Creates a new SET_CLIENT object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT
-- @usage
-- -- Define a new SET_CLIENT Object. This DBObject will contain a reference to all Clients.
-- DBObject = SET_CLIENT:New()
function SET_CLIENT:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CLIENTS ) )
return self
end
--- Add CLIENT(s) to SET_CLIENT.
-- @param Set#SET_CLIENT self
-- @param #string AddClientNames A single name or an array of CLIENT names.
-- @return self
function SET_CLIENT:AddClientsByName( AddClientNames )
local AddClientNamesArray = ( type( AddClientNames ) == "table" ) and AddClientNames or { AddClientNames }
for AddClientID, AddClientName in pairs( AddClientNamesArray ) do
self:Add( AddClientName, CLIENT:FindByName( AddClientName ) )
end
return self
end
--- Remove CLIENT(s) from SET_CLIENT.
-- @param Set#SET_CLIENT self
-- @param Client#CLIENT RemoveClientNames A single name or an array of CLIENT names.
-- @return self
function SET_CLIENT:RemoveClientsByName( RemoveClientNames )
local RemoveClientNamesArray = ( type( RemoveClientNames ) == "table" ) and RemoveClientNames or { RemoveClientNames }
for RemoveClientID, RemoveClientName in pairs( RemoveClientNamesArray ) do
self:Remove( RemoveClientName.ClientName )
end
return self
end
--- Finds a Client based on the Client Name.
-- @param #SET_CLIENT self
-- @param #string ClientName
-- @return Client#CLIENT The found Client.
function SET_CLIENT:FindClient( ClientName )
local ClientFound = self.Set[ClientName]
return ClientFound
end
--- Builds a set of clients of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_CLIENT self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
-- @param #SET_CLIENT self
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients of defined client types.
-- Possible current types are those types known within DCS world.
-- @param #SET_CLIENT self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET_CLIENT self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients of defined client prefixes.
-- All the clients starting with the given prefixes will be included within the set.
-- @param #SET_CLIENT self
-- @param #string Prefixes The prefix of which the client name starts with.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterPrefixes( Prefixes )
if not self.Filter.ClientPrefixes then
self.Filter.ClientPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.ClientPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT: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_CLIENT self
-- @param Event#EVENTDATA Event
-- @return #string The name of the CLIENT
-- @return #table The CLIENT
function SET_CLIENT: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_CLIENT self
-- @param Event#EVENTDATA Event
-- @return #string The name of the CLIENT
-- @return #table The CLIENT
function SET_CLIENT:FindInDatabase( Event )
self:F3( { 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.
-- @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
function SET_CLIENT:ForEachClient( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set )
return self
end
--- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence completely in a @{Zone}, providing the CLIENT and optional parameters to the called function.
-- @param #SET_CLIENT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_CLIENT:ForEachClientCompletelyInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Client#CLIENT ClientObject
function( ZoneObject, ClientObject )
if ClientObject:IsCompletelyInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
--- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence not in a @{Zone}, providing the CLIENT and optional parameters to the called function.
-- @param #SET_CLIENT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_CLIENT:ForEachClientNotInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Client#CLIENT ClientObject
function( ZoneObject, ClientObject )
if ClientObject:IsNotInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
---
-- @param #SET_CLIENT self
-- @param Client#CLIENT MClient
-- @return #SET_CLIENT self
function SET_CLIENT:IsIncludeObject( MClient )
self:F2( MClient )
local MClientInclude = true
if MClient then
local MClientName = MClient.UnitName
if self.Filter.Coalitions then
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionName = _DATABASE.Templates.ClientsByName[MClientName].CoalitionName
self:T3( { "Coalition:", ClientCoalitionName, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionName then
MClientCoalition = true
end
end
self:T( { "Evaluated Coalition", MClientCoalition } )
MClientInclude = MClientInclude and MClientCoalition
end
if self.Filter.Categories then
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryName = _DATABASE.Templates.ClientsByName[MClientName].CategoryName
self:T3( { "Category:", ClientCategoryName, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryName then
MClientCategory = true
end
end
self:T( { "Evaluated Category", MClientCategory } )
MClientInclude = MClientInclude and MClientCategory
end
if self.Filter.Types then
local MClientType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MClient:GetTypeName(), TypeName } )
if TypeName == MClient:GetTypeName() then
MClientType = true
end
end
self:T( { "Evaluated Type", MClientType } )
MClientInclude = MClientInclude and MClientType
end
if self.Filter.Countries then
local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryName = _DATABASE.Templates.ClientsByName[MClientName].CountryName
self:T3( { "Country:", ClientCountryName, country.id[CountryName], CountryName } )
if country.id[CountryName] and country.id[ClientCountryName] and country.id[CountryName] == country.id[ClientCountryName] then
MClientCountry = true
end
end
self:T( { "Evaluated Country", MClientCountry } )
MClientInclude = MClientInclude and MClientCountry
end
if self.Filter.ClientPrefixes then
local MClientPrefix = false
for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do
self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } )
if string.find( MClient.UnitName, ClientPrefix, 1 ) then
MClientPrefix = true
end
end
self:T( { "Evaluated Prefix", MClientPrefix } )
MClientInclude = MClientInclude and MClientPrefix
end
end
self:T2( MClientInclude )
return MClientInclude
end
--- This module contains the POINT classes.
--
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
@ -10639,6 +11183,7 @@ Include.File( "Movement" )
Include.File( "Sead" )
Include.File( "Escort" )
Include.File( "MissileTrainer" )
Include.File( "AIBalancer" )
@ -12573,15 +13118,16 @@ end
--
-- 1.1) MESSAGE construction methods
-- ---------------------------------
-- Messages are created with MESSAGE:@{New}. Note that when the MESSAGE object is created, no message is sent yet.
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
-- 1.2) Send messages with MESSAGE To methods
-- ------------------------------------------
-- Messages are sent to:
-- * Clients with MESSAGE:@{ToClient}().
-- * Coalitions with MESSAGE:@{ToCoalition}().
-- * All Players with MESSAGE:@{ToAll}().
--
-- * Clients with @{Message#MESSAGE.ToClient}.
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
-- * All Players with @{Message#MESSAGE.ToAll}.
--
-- @module Message
-- @author FlightControl
@ -19362,4 +19908,78 @@ function MISSILETRAINER:_TrackMissiles()
return true
end
--- This module contains the AIBALANCER class.
--
-- ===
--
-- 1) @{AIBalancer#AIBALANCER} class, extends @{Base#BASE}
-- ================================================
-- The @{AIBalancer#AIBALANCER} class controls the dynamic spawning of AI GROUPS depending on a SET_CLIENT.
-- There will be as many AI GROUPS spawned as there at CLIENTS in SET_CLIENT not spawned.
--
-- 1.1) AIBALANCER construction method:
-- ------------------------------------
-- Create a new AIBALANCER object with the @{#AIBALANCER.New} method:
--
-- * @{#AIBALANCER.New}: Creates a new AIBALANCER object.
--
--
-- ===
-- @module AIBalancer
-- @author FlightControl
--- AIBALANCER class
-- @type AIBALANCER
-- @field Set#SET_CLIENT SetClient
-- @field Spawn#SPAWN SpawnAI
-- @extends Base#BASE
AIBALANCER = {
ClassName = "AIBALANCER",
}
--- Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #AIBALANCER self
-- @param SetClient A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
-- @param SpawnAI A SPAWN object that will spawn the AI units required, balancing the SetClient.
-- @return #AIBALANCER self
function AIBALANCER:New( SetClient, SpawnAI )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.SetClient = SetClient
self.SpawnAI = SpawnAI
self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
return self
end
--- @param #AIBALANCER self
function AIBALANCER:_ClientAliveMonitorScheduler()
self.SetClient:ForEachClient(
--- @param Client#CLIENT Client
function( Client )
local ClientAIAliveState = Client:GetState( self, 'AIAlive' )
self:T( ClientAIAliveState )
if Client:IsAlive() then
if ClientAIAliveState == true then
Client:SetState( self, 'AIAlive', false )
local AIGroup = Client:GetState( self, 'AIGroup' ) -- Group#GROUP
AIGroup:Destroy()
end
else
if not ClientAIAliveState or ClientAIAliveState == false then
Client:SetState( self, 'AIAlive', true )
Client:SetState( self, 'AIGroup', self.SpawnAI:Spawn() )
end
end
end
)
return true
end
env.info( '*** MOOSE INCLUDE END *** ' )

View File

@ -1,7 +1,6 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160609_1242' )
env.info( 'Moose Generation Timestamp: 20160610_1430' )
local base = _G
env.info("Loading MOOSE " .. base.timer.getAbsTime() )
Include = {}
@ -13,17 +12,7 @@ end
Include.File = function( IncludeFile )
end
Include.ProgramPath = "Scripts/Moose/Moose/"
Include.MissionPath = Include.Path()
env.info( "Include.ProgramPath = " .. Include.ProgramPath)
env.info( "Include.MissionPath = " .. Include.MissionPath)
Include.Files = {}
Include.File( "Moose" )
env.info("Loaded MOOSE Include Engine")
--- Various routines
-- @module routines
-- @author Flightcontrol
@ -2614,7 +2603,8 @@ local _TraceClassMethod = {}
BASE = {
ClassName = "BASE",
ClassID = 0,
Events = {}
Events = {},
States = {}
}
--- The Formation Class
@ -2869,6 +2859,36 @@ function BASE:onEvent(event)
end
end
function BASE:SetState( Object, StateName, State )
local ClassNameAndID = Object:GetClassNameAndID()
if not self.States[ClassNameAndID] then
self.States[ClassNameAndID] = {}
end
self.States[ClassNameAndID][StateName] = State
return self.States[ClassNameAndID][StateName]
end
function BASE:GetState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()
if self.States[ClassNameAndID] then
return self.States[ClassNameAndID][StateName]
end
return nil
end
function BASE:ClearState( Object, StateName )
local ClassNameAndID = Object:GetClassNameAndID()
if self.States[ClassNameAndID] then
self.States[ClassNameAndID][StateName] = nil
end
end
-- Trace section
-- Log a trace (only shown when trace is on)
@ -2972,10 +2992,10 @@ function BASE:F3( Arguments )
end
--- Trace a function logic. Can be anywhere within the function logic.
--- Trace a function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
function BASE:T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if _TraceOn and ( ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) ) then
@ -2998,6 +3018,21 @@ function BASE:T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
end
end
--- Trace a function logic level 1. Can be anywhere within the function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
function BASE:T( Arguments )
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 1 then
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
--- Trace a function logic level 2. Can be anywhere within the function logic.
-- @param #BASE self
-- @param Arguments A #table or any field.
@ -3007,7 +3042,7 @@ function BASE:T2( Arguments )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 2 then
self:T( Arguments, DebugInfoCurrent, DebugInfoFrom )
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
@ -3021,7 +3056,7 @@ function BASE:T3( Arguments )
local DebugInfoFrom = debug.getinfo( 3, "l" )
if _TraceLevel >= 3 then
self:T( Arguments, DebugInfoCurrent, DebugInfoFrom )
self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom )
end
end
@ -6965,7 +7000,8 @@ function UNIT:GetDCSUnit()
if DCSUnit then
return DCSUnit
end
self:E( "Unit " .. self.UnitName .. " not found!" )
return nil
end
@ -7275,9 +7311,11 @@ function UNIT:GetDesc()
if DCSUnit then
local UnitDesc = DCSUnit:getDesc()
self:T2( UnitDesc )
return UnitDesc
end
self:E( "Unit " .. self.UnitName .. "not found!" )
return nil
end
@ -8748,6 +8786,7 @@ function DATABASE:New()
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
self:_RegisterPlayers()
@ -8930,7 +8969,7 @@ end
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterTemplate( GroupTemplate )
function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionName, CategoryName, CountryName )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
@ -8949,6 +8988,9 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
self.Templates.Groups[GroupTemplateName].CategoryName = CategoryName
self.Templates.Groups[GroupTemplateName].CoalitionName = CoalitionName
self.Templates.Groups[GroupTemplateName].CountryName = CountryName
self:T2( { "Group", self.Templates.Groups[GroupTemplateName].GroupName, self.Templates.Groups[GroupTemplateName].UnitCount } )
@ -8961,9 +9003,15 @@ function DATABASE:_RegisterTemplate( GroupTemplate )
self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
self.Templates.Units[UnitTemplateName].CategoryName = CategoryName
self.Templates.Units[UnitTemplateName].CoalitionName = CoalitionName
self.Templates.Units[UnitTemplateName].CountryName = CountryName
self:E( {"skill",UnitTemplate.skill})
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
self.Templates.ClientsByName[UnitTemplateName].CategoryName = CategoryName
self.Templates.ClientsByName[UnitTemplateName].CoalitionName = CoalitionName
self.Templates.ClientsByName[UnitTemplateName].CountryName = CountryName
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
@ -9023,8 +9071,16 @@ function DATABASE:_RegisterGroupsAndUnits()
end
end
return self
end
--- Private method that registers all Units of skill Client or Player within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:E( { "Adding Client:", ClientName } )
self:E( { "Register Client:", ClientName } )
self:AddClient( ClientName )
end
@ -9251,25 +9307,25 @@ function DATABASE:_RegisterTemplates()
self.Navpoints = {}
self.UNITS = {}
--Build routines.db.units and self.Navpoints
for coa_name, coa_data in pairs(env.mission.coalition) do
for CoalitionName, coa_data in pairs(env.mission.coalition) do
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
if (CoalitionName == 'red' or CoalitionName == 'blue') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
----------------------------------------------
-- build nav points DB
self.Navpoints[coa_name] = {}
self.Navpoints[CoalitionName] = {}
if coa_data.nav_points then --navpoints
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
end
end
end
@ -9277,7 +9333,7 @@ function DATABASE:_RegisterTemplates()
if coa_data.country then --there is a country table
for cntry_id, cntry_data in pairs(coa_data.country) do
local countryName = string.lower(cntry_data.name)
local CountryName = string.upper(cntry_data.name)
--self.Units[coa_name][countryName] = {}
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
@ -9287,7 +9343,7 @@ function DATABASE:_RegisterTemplates()
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
local category = obj_type_name
local CategoryName = obj_type_name
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
@ -9296,7 +9352,7 @@ function DATABASE:_RegisterTemplates()
for group_num, GroupTemplate in pairs(obj_type_data.group) do
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
self:_RegisterTemplate( GroupTemplate )
self:_RegisterTemplate( GroupTemplate, CoalitionName, CategoryName, CountryName )
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
@ -9354,7 +9410,7 @@ end
--
-- 2.2) Add or Remove GROUP(s) from SET_GROUP:
-- -------------------------------------------
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUPS.RemoveGroupsByName} respectively.
-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively.
-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
--
-- 2.3) SET_GROUP filter criteria:
@ -9404,8 +9460,12 @@ end
--
-- * @{#SET_UNIT.New}: Creates a new SET_UNIT object.
--
-- 3.2) Add or Remove UNIT(s) from SET_UNIT:
-- -----------------------------------------
-- UNITs can be added and removed using the @{Set#SET_UNIT.AddUnitsByName} and @{Set#SET_UNIT.RemoveUnitsByName} respectively.
-- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
--
-- 3.2) SET_UNIT filter criteria:
-- 3.3) SET_UNIT filter criteria:
-- ------------------------------
-- You can set filter criteria to define the set of units within the SET_UNIT.
-- Filter criteria are defined by:
@ -9424,19 +9484,69 @@ end
--
-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Zone#ZONE}.
--
-- 3.3) SET_UNIT iterators:
-- 3.4) SET_UNIT iterators:
-- ------------------------
-- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods.
-- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET_UNIT:
--
-- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive unit it finds within the SET_UNIT.
-- * @{#SET_GROUP.ForEachGroupCompletelyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function.
-- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function.
--
-- Planned iterators methods in development are (so these are not yet available):
--
-- * @{#SET_UNIT.ForEachUnitInGroup}: Calls a function for each group contained within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitInUnit}: Calls a function for each unit contained within the SET_UNIT.
-- * @{#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:
--
-- * Coalitions
-- * Categories
-- * Countries
-- * Client types
-- * Starting with certain prefix strings.
--
-- 4.1) SET_CLIENT construction method:
-- ----------------------------------
-- Create a new SET_CLIENT object with the @{#SET_CLIENT.New} method:
--
-- * @{#SET_CLIENT.New}: Creates a new SET_CLIENT object.
--
-- 4.2) Add or Remove CLIENT(s) from SET_CLIENT:
-- -----------------------------------------
-- CLIENTs can be added and removed using the @{Set#SET_CLIENT.AddClientsByName} and @{Set#SET_CLIENT.RemoveClientsByName} respectively.
-- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
--
-- 4.3) SET_CLIENT filter criteria:
-- ------------------------------
-- You can set filter criteria to define the set of clients within the SET_CLIENT.
-- Filter criteria are defined by:
--
-- * @{#SET_CLIENT.FilterCoalitions}: Builds the SET_CLIENT with the clients belonging to the coalition(s).
-- * @{#SET_CLIENT.FilterCategories}: Builds the SET_CLIENT with the clients belonging to the category(ies).
-- * @{#SET_CLIENT.FilterTypes}: Builds the SET_CLIENT with the clients belonging to the client type(s).
-- * @{#SET_CLIENT.FilterCountries}: Builds the SET_CLIENT with the clients belonging to the country(ies).
-- * @{#SET_CLIENT.FilterPrefixes}: Builds the SET_CLIENT with the clients starting with the same prefix string(s).
--
-- Once the filter criteria have been set for the SET_CLIENT, you can start filtering using:
--
-- * @{#SET_CLIENT.FilterStart}: Starts the filtering of the clients within the SET_CLIENT.
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Zone#ZONE}.
--
-- 4.4) SET_CLIENT iterators:
-- ------------------------
-- Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods.
-- The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET_CLIENT:
--
-- * @{#SET_CLIENT.ForEachClient}: Calls a function for each alive client it finds within the SET_CLIENT.
--
-- ====
--
@ -9803,7 +9913,7 @@ function SET_GROUP:AddGroupsByName( AddGroupNames )
return self
end
--- Remove GROUP(s) to SET_GROUP.
--- Remove GROUP(s) from SET_GROUP.
-- @param Set#SET_GROUP self
-- @param Group#GROUP RemoveGroupNames A single name or an array of GROUP names.
-- @return self
@ -10154,6 +10264,36 @@ function SET_UNIT:New()
return self
end
--- Add UNIT(s) to SET_UNIT.
-- @param Set#SET_UNIT self
-- @param #string AddUnitNames A single name or an array of UNIT names.
-- @return self
function SET_UNIT:AddUnitsByName( AddUnitNames )
local AddUnitNamesArray = ( type( AddUnitNames ) == "table" ) and AddUnitNames or { AddUnitNames }
for AddUnitID, AddUnitName in pairs( AddUnitNamesArray ) do
self:Add( AddUnitName, UNIT:FindByName( AddUnitName ) )
end
return self
end
--- Remove UNIT(s) from SET_UNIT.
-- @param Set#SET_UNIT self
-- @param Unit#UNIT RemoveUnitNames A single name or an array of UNIT names.
-- @return self
function SET_UNIT:RemoveUnitsByName( RemoveUnitNames )
local RemoveUnitNamesArray = ( type( RemoveUnitNames ) == "table" ) and RemoveUnitNames or { RemoveUnitNames }
for RemoveUnitID, RemoveUnitName in pairs( RemoveUnitNamesArray ) do
self:Remove( RemoveUnitName.UnitName )
end
return self
end
--- Finds a Unit based on the Unit Name.
-- @param #SET_UNIT self
@ -10317,6 +10457,51 @@ function SET_UNIT:ForEachUnit( IteratorFunction, ... )
return self
end
--- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function.
-- @param #SET_UNIT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_UNIT:ForEachUnitCompletelyInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Unit#UNIT UnitObject
function( ZoneObject, UnitObject )
if UnitObject:IsCompletelyInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
--- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function.
-- @param #SET_UNIT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_UNIT:ForEachUnitNotInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Unit#UNIT UnitObject
function( ZoneObject, UnitObject )
if UnitObject:IsNotInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
----- Interate 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
@ -10411,6 +10596,365 @@ function SET_UNIT:IsIncludeObject( MUnit )
return MUnitInclude
end
--- SET_CLIENT
--- SET_CLIENT class
-- @type SET_CLIENT
-- @extends Set#SET_BASE
SET_CLIENT = {
ClassName = "SET_CLIENT",
Clients = {},
Filter = {
Coalitions = nil,
Categories = nil,
Types = nil,
Countries = nil,
ClientPrefixes = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
Categories = {
plane = "plane",
helicopter = "helicopter",
ground = "vehicle",
ship = "ship",
structure = "static",
},
},
}
--- Creates a new SET_CLIENT object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT
-- @usage
-- -- Define a new SET_CLIENT Object. This DBObject will contain a reference to all Clients.
-- DBObject = SET_CLIENT:New()
function SET_CLIENT:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CLIENTS ) )
return self
end
--- Add CLIENT(s) to SET_CLIENT.
-- @param Set#SET_CLIENT self
-- @param #string AddClientNames A single name or an array of CLIENT names.
-- @return self
function SET_CLIENT:AddClientsByName( AddClientNames )
local AddClientNamesArray = ( type( AddClientNames ) == "table" ) and AddClientNames or { AddClientNames }
for AddClientID, AddClientName in pairs( AddClientNamesArray ) do
self:Add( AddClientName, CLIENT:FindByName( AddClientName ) )
end
return self
end
--- Remove CLIENT(s) from SET_CLIENT.
-- @param Set#SET_CLIENT self
-- @param Client#CLIENT RemoveClientNames A single name or an array of CLIENT names.
-- @return self
function SET_CLIENT:RemoveClientsByName( RemoveClientNames )
local RemoveClientNamesArray = ( type( RemoveClientNames ) == "table" ) and RemoveClientNames or { RemoveClientNames }
for RemoveClientID, RemoveClientName in pairs( RemoveClientNamesArray ) do
self:Remove( RemoveClientName.ClientName )
end
return self
end
--- Finds a Client based on the Client Name.
-- @param #SET_CLIENT self
-- @param #string ClientName
-- @return Client#CLIENT The found Client.
function SET_CLIENT:FindClient( ClientName )
local ClientFound = self.Set[ClientName]
return ClientFound
end
--- Builds a set of clients of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_CLIENT self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
-- @param #SET_CLIENT self
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients of defined client types.
-- Possible current types are those types known within DCS world.
-- @param #SET_CLIENT self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET_CLIENT self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #SET_CLIENT self
function SET_CLIENT: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 clients of defined client prefixes.
-- All the clients starting with the given prefixes will be included within the set.
-- @param #SET_CLIENT self
-- @param #string Prefixes The prefix of which the client name starts with.
-- @return #SET_CLIENT self
function SET_CLIENT:FilterPrefixes( Prefixes )
if not self.Filter.ClientPrefixes then
self.Filter.ClientPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.ClientPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT: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_CLIENT self
-- @param Event#EVENTDATA Event
-- @return #string The name of the CLIENT
-- @return #table The CLIENT
function SET_CLIENT: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_CLIENT self
-- @param Event#EVENTDATA Event
-- @return #string The name of the CLIENT
-- @return #table The CLIENT
function SET_CLIENT:FindInDatabase( Event )
self:F3( { 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.
-- @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
function SET_CLIENT:ForEachClient( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set )
return self
end
--- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence completely in a @{Zone}, providing the CLIENT and optional parameters to the called function.
-- @param #SET_CLIENT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_CLIENT:ForEachClientCompletelyInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Client#CLIENT ClientObject
function( ZoneObject, ClientObject )
if ClientObject:IsCompletelyInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
--- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence not in a @{Zone}, providing the CLIENT and optional parameters to the called function.
-- @param #SET_CLIENT self
-- @param Zone#ZONE ZoneObject The Zone to be tested for.
-- @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
function SET_CLIENT:ForEachClientNotInZone( ZoneObject, IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set,
--- @param Zone#ZONE_BASE ZoneObject
-- @param Client#CLIENT ClientObject
function( ZoneObject, ClientObject )
if ClientObject:IsNotInZone( ZoneObject ) then
return true
else
return false
end
end, { ZoneObject } )
return self
end
---
-- @param #SET_CLIENT self
-- @param Client#CLIENT MClient
-- @return #SET_CLIENT self
function SET_CLIENT:IsIncludeObject( MClient )
self:F2( MClient )
local MClientInclude = true
if MClient then
local MClientName = MClient.UnitName
if self.Filter.Coalitions then
local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionName = _DATABASE.Templates.ClientsByName[MClientName].CoalitionName
self:T3( { "Coalition:", ClientCoalitionName, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionName then
MClientCoalition = true
end
end
self:T( { "Evaluated Coalition", MClientCoalition } )
MClientInclude = MClientInclude and MClientCoalition
end
if self.Filter.Categories then
local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryName = _DATABASE.Templates.ClientsByName[MClientName].CategoryName
self:T3( { "Category:", ClientCategoryName, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryName then
MClientCategory = true
end
end
self:T( { "Evaluated Category", MClientCategory } )
MClientInclude = MClientInclude and MClientCategory
end
if self.Filter.Types then
local MClientType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MClient:GetTypeName(), TypeName } )
if TypeName == MClient:GetTypeName() then
MClientType = true
end
end
self:T( { "Evaluated Type", MClientType } )
MClientInclude = MClientInclude and MClientType
end
if self.Filter.Countries then
local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryName = _DATABASE.Templates.ClientsByName[MClientName].CountryName
self:T3( { "Country:", ClientCountryName, country.id[CountryName], CountryName } )
if country.id[CountryName] and country.id[ClientCountryName] and country.id[CountryName] == country.id[ClientCountryName] then
MClientCountry = true
end
end
self:T( { "Evaluated Country", MClientCountry } )
MClientInclude = MClientInclude and MClientCountry
end
if self.Filter.ClientPrefixes then
local MClientPrefix = false
for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do
self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } )
if string.find( MClient.UnitName, ClientPrefix, 1 ) then
MClientPrefix = true
end
end
self:T( { "Evaluated Prefix", MClientPrefix } )
MClientInclude = MClientInclude and MClientPrefix
end
end
self:T2( MClientInclude )
return MClientInclude
end
--- This module contains the POINT classes.
--
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
@ -10639,6 +11183,7 @@ Include.File( "Movement" )
Include.File( "Sead" )
Include.File( "Escort" )
Include.File( "MissileTrainer" )
Include.File( "AIBalancer" )
@ -12573,15 +13118,16 @@ end
--
-- 1.1) MESSAGE construction methods
-- ---------------------------------
-- Messages are created with MESSAGE:@{New}. Note that when the MESSAGE object is created, no message is sent yet.
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
-- 1.2) Send messages with MESSAGE To methods
-- ------------------------------------------
-- Messages are sent to:
-- * Clients with MESSAGE:@{ToClient}().
-- * Coalitions with MESSAGE:@{ToCoalition}().
-- * All Players with MESSAGE:@{ToAll}().
--
-- * Clients with @{Message#MESSAGE.ToClient}.
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
-- * All Players with @{Message#MESSAGE.ToAll}.
--
-- @module Message
-- @author FlightControl
@ -19362,4 +19908,78 @@ function MISSILETRAINER:_TrackMissiles()
return true
end
--- This module contains the AIBALANCER class.
--
-- ===
--
-- 1) @{AIBalancer#AIBALANCER} class, extends @{Base#BASE}
-- ================================================
-- The @{AIBalancer#AIBALANCER} class controls the dynamic spawning of AI GROUPS depending on a SET_CLIENT.
-- There will be as many AI GROUPS spawned as there at CLIENTS in SET_CLIENT not spawned.
--
-- 1.1) AIBALANCER construction method:
-- ------------------------------------
-- Create a new AIBALANCER object with the @{#AIBALANCER.New} method:
--
-- * @{#AIBALANCER.New}: Creates a new AIBALANCER object.
--
--
-- ===
-- @module AIBalancer
-- @author FlightControl
--- AIBALANCER class
-- @type AIBALANCER
-- @field Set#SET_CLIENT SetClient
-- @field Spawn#SPAWN SpawnAI
-- @extends Base#BASE
AIBALANCER = {
ClassName = "AIBALANCER",
}
--- Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #AIBALANCER self
-- @param SetClient A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
-- @param SpawnAI A SPAWN object that will spawn the AI units required, balancing the SetClient.
-- @return #AIBALANCER self
function AIBALANCER:New( SetClient, SpawnAI )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.SetClient = SetClient
self.SpawnAI = SpawnAI
self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
return self
end
--- @param #AIBALANCER self
function AIBALANCER:_ClientAliveMonitorScheduler()
self.SetClient:ForEachClient(
--- @param Client#CLIENT Client
function( Client )
local ClientAIAliveState = Client:GetState( self, 'AIAlive' )
self:T( ClientAIAliveState )
if Client:IsAlive() then
if ClientAIAliveState == true then
Client:SetState( self, 'AIAlive', false )
local AIGroup = Client:GetState( self, 'AIGroup' ) -- Group#GROUP
AIGroup:Destroy()
end
else
if not ClientAIAliveState or ClientAIAliveState == false then
Client:SetState( self, 'AIAlive', true )
Client:SetState( self, 'AIGroup', self.SpawnAI:Spawn() )
end
end
end
)
return true
end
env.info( '*** MOOSE INCLUDE END *** ' )

View File

@ -72,6 +72,7 @@ COPY /b Moose.lua + %1\Movement.lua Moose.lua
COPY /b Moose.lua + %1\Sead.lua Moose.lua
COPY /b Moose.lua + %1\Escort.lua Moose.lua
COPY /b Moose.lua + %1\MissileTrainer.lua Moose.lua
COPY /b Moose.lua + %1\AIBalancer.lua Moose.lua
GOTO End

View File

@ -0,0 +1,8 @@
local US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterStart()
local US_PlanesSpawn = SPAWN:New( "AI US" )
local RU_AIBalancer = AIBALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" ):FilterStart()
local RU_PlanesSpawn = SPAWN:New( "AI RU" )
local RU_AIBalancer = AIBALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )