diff --git a/Moose Development/Moose/AIBalancer.lua b/Moose Development/Moose/AIBalancer.lua new file mode 100644 index 000000000..6dadedd6b --- /dev/null +++ b/Moose Development/Moose/AIBalancer.lua @@ -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 + + + diff --git a/Moose Development/Moose/Base.lua b/Moose Development/Moose/Base.lua index 1d91baca7..85c4133ec 100644 --- a/Moose Development/Moose/Base.lua +++ b/Moose Development/Moose/Base.lua @@ -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 diff --git a/Moose Development/Moose/Database.lua b/Moose Development/Moose/Database.lua index 38d6891b4..ac0ca55f7 100644 --- a/Moose Development/Moose/Database.lua +++ b/Moose Development/Moose/Database.lua @@ -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 diff --git a/Moose Development/Moose/Moose.lua b/Moose Development/Moose/Moose.lua index 5221d8f73..f01a5b380 100644 --- a/Moose Development/Moose/Moose.lua +++ b/Moose Development/Moose/Moose.lua @@ -35,6 +35,7 @@ Include.File( "Movement" ) Include.File( "Sead" ) Include.File( "Escort" ) Include.File( "MissileTrainer" ) +Include.File( "AIBalancer" ) diff --git a/Moose Development/Moose/Set.lua b/Moose Development/Moose/Set.lua index 775e3005c..6ec5bec0e 100644 --- a/Moose Development/Moose/Set.lua +++ b/Moose Development/Moose/Set.lua @@ -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 diff --git a/Moose Development/Moose/Unit.lua b/Moose Development/Moose/Unit.lua index 8d1a1c1fb..b01ed3c63 100644 --- a/Moose Development/Moose/Unit.lua +++ b/Moose Development/Moose/Unit.lua @@ -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 diff --git a/Moose Mission Setup/Moose Create Dynamic/Moose_Dynamic_Loader.lua b/Moose Mission Setup/Moose Create Dynamic/Moose_Dynamic_Loader.lua index aa7f1fd9d..8c3b6bdf7 100644 --- a/Moose Mission Setup/Moose Create Dynamic/Moose_Dynamic_Loader.lua +++ b/Moose Mission Setup/Moose Create Dynamic/Moose_Dynamic_Loader.lua @@ -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") \ No newline at end of file diff --git a/Moose Mission Setup/Moose Create Static/Moose_Static_Loader.lua b/Moose Mission Setup/Moose Create Static/Moose_Static_Loader.lua index 87ccd7151..ac3a5aab8 100644 --- a/Moose Mission Setup/Moose Create Static/Moose_Static_Loader.lua +++ b/Moose Mission Setup/Moose Create Static/Moose_Static_Loader.lua @@ -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") diff --git a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua index 52bfe1b8a..37a7a4c09 100644 --- a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua +++ b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua @@ -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 *** ' ) diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index 52bfe1b8a..37a7a4c09 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -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 *** ' ) diff --git a/Moose Mission Setup/Moose_Create.bat b/Moose Mission Setup/Moose_Create.bat index c83d141d0..14fffeead 100644 --- a/Moose Mission Setup/Moose_Create.bat +++ b/Moose Mission Setup/Moose_Create.bat @@ -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 diff --git a/Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.lua b/Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.lua new file mode 100644 index 000000000..ef23d4354 --- /dev/null +++ b/Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.lua @@ -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 ) diff --git a/Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz b/Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz new file mode 100644 index 000000000..ac1d06595 Binary files /dev/null and b/Moose Test Missions/Moose_Test_AIBALANCER/Moose_Test_AIBALANCER.miz differ diff --git a/Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz b/Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz index 2ddd4a78b..a4ad7daf4 100644 Binary files a/Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz and b/Moose Test Missions/Moose_Test_CLEANUP/Moose_Test_CLEANUP.miz differ diff --git a/Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz b/Moose Test Missions/Moose_Test_DESTROY/MOOSE_Test_DESTROY.miz 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