Sets first version

This commit is contained in:
FlightControl
2016-05-27 09:45:58 +02:00
parent 6605682557
commit dc662849d4
2 changed files with 588 additions and 400 deletions

View File

@@ -141,7 +141,7 @@ local _DATABASECategory =
-- @usage
-- -- Define a new SET Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
-- DBObject = SET:New()
function SET:New()
function SET:New( Database )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
@@ -156,189 +156,46 @@ function SET:New()
-- Follow alive players and clients
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
self.Collection = Database
self:_RegisterSet()
self:_RegisterPlayers()
return self
end
--- Finds a Unit based on the Unit Name.
--- Finds an Object based on the Object Name.
-- @param #SET self
-- @param #string UnitName
-- @return Unit#UNIT The found Unit.
function SET:FindUnit( UnitName )
-- @param #string ObjectName
-- @return #table The Object found.
function SET:_Find( ObjectName )
local UnitFound = self.Units[UnitName]
return UnitFound
local ObjectFound = self.Set[ObjectName]
return ObjectFound
end
--- Finds a Unit based on the Unit Name.
--- Adds a Object based on the Object Name.
-- @param #SET self
-- @param Unit#UNIT UnitToAdd
-- @return Unit#UNIT The added Unit.
function SET:AddUnit( UnitToAdd )
-- @param #string ObjectName
-- @param #table Object
-- @return #table The added Object.
function SET:_Add( ObjectName, Object )
self.Units[UnitToAdd.UnitName] = UnitToAdd
return self.Units[UnitToAdd.UnitName]
self.Set[ObjectName] = Object
end
--- Builds a set of units of coalitons.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET self
function SET: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 units out of categories.
-- Possible current categories are plane, helicopter, ground, ship.
-- @param #SET self
-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
-- @return #SET self
function SET: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 units of defined unit types.
-- Possible current types are those types known within DCS world.
-- @param #SET self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #SET self
function SET: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 units of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #SET self
function SET: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 units of defined unit prefixes.
-- All the units starting with the given prefixes will be included within the set.
-- @param #SET self
-- @param #string Prefixes The prefix of which the unit name starts with.
-- @return #SET self
function SET:FilterUnitPrefixes( Prefixes )
if not self.Filter.UnitPrefixes then
self.Filter.UnitPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.UnitPrefixes[Prefix] = Prefix
end
return self
end
--- Builds a set of units of defined group prefixes.
-- All the units starting with the given group prefixes will be included within the set.
-- @param #SET self
-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
-- @return #SET self
function SET:FilterGroupPrefixes( Prefixes )
if not self.Filter.GroupPrefixes then
self.Filter.GroupPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.GroupPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
--- Starts the filtering for the defined collection.
-- @param #SET self
-- @return #SET self
function SET:FilterStart()
function SET:_FilterStart()
if _DATABASE then
-- OK, we have a _DATABASE
-- Now use the different filters to build the set.
-- We first take ALL of the Units of the _DATABASE.
self:E( { "Adding Set Datapoints with filters" } )
for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
for ObjectName, Object in pairs( self.Collection ) do
if self:_IsIncludeDCSUnit( DCSUnit ) then
self:E( { "Adding Unit:", DCSUnitName } )
self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
self.Units[DCSUnitName] = _DATABASE:FindUnit( DCSUnitName )
if _DATABASE.DCSUnitsAlive[DCSUnitName] then
self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
end
end
if self:IsIncludeObject( Object ) then
self:E( { "Adding Object:", ObjectName } )
self:_Add( ObjectName, Object )
end
for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
--if self:_IsIncludeDCSGroup( DCSGroup ) then
self:E( { "Adding Group:", DCSGroupName } )
self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
self.Groups[DCSGroupName] = _DATABASE:FindGroups( DCSGroupName )
--end
if _DATABASE.DCSGroupsAlive[DCSGroupName] then
self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
end
end
for DCSUnitName, Client in pairs( _DATABASE.CLIENTS ) do
self:E( { "Adding Client for Unit:", DCSUnitName } )
self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
end
else
self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom SET." )
end
return self
@@ -368,78 +225,19 @@ function SET:_RegisterPlayers()
return self
end
--- Private method that registers all datapoints within in the mission.
-- @param #SET self
-- @return #SET self
function SET:_RegisterDatabase()
local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
local DCSGroupName = DCSGroup:getName()
self:E( { "Register Group:", DCSGroup, DCSGroupName } )
self.DCSGroups[DCSGroupName] = DCSGroup
self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
if self:_IsAliveDCSGroup(DCSGroup) then
self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
self.DCSGroupsAlive[DCSGroupName] = DCSGroup
self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
end
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
self.DCSUnits[DCSUnitName] = DCSUnit
self:AddUnit( UNIT:Find( DCSUnit ) )
--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
if self:_IsAliveDCSUnit(DCSUnit) then
self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
self.DCSUnitsAlive[DCSUnitName] = DCSUnit
self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
end
end
else
self:E( "Group does not exist: " .. DCSGroup )
end
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self.Clients[ClientName] = CLIENT:Find( ClientName )
end
end
end
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
--- Handles the OnBirth event for the Set.
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnBirth( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
--if not self.DCSGroups[Event.IniDCSGroupName] then
-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
--end
self:_EventOnPlayerEnterUnit( Event )
local ObjectName, Object = self:AddInDatabase( Event )
if self:IsIncludeObject( Object ) then
self:_Add( ObjectName, Object )
--self:_EventOnPlayerEnterUnit( Event )
end
end
end
@@ -451,46 +249,46 @@ function SET:_EventOnDeadOrCrash( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self.DCSUnitsAlive[Event.IniDCSUnitName] then
self.DCSUnits[Event.IniDCSUnitName] = nil
self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName and Object then
self:_Delete( ObjectName )
end
end
end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnPlayerEnterUnit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if not self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
end
end
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #SET self
-- @param Event#EVENTDATA Event
function SET:_EventOnPlayerLeaveUnit( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = nil
self.ClientsAlive[Event.IniDCSUnitName] = nil
end
end
end
end
----- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
---- @param #SET self
---- @param Event#EVENTDATA Event
--function SET:_EventOnPlayerEnterUnit( Event )
-- self:F( { Event } )
--
-- if Event.IniDCSUnit then
-- if self:IsIncludeObject( Event.IniDCSUnit ) then
-- if not self.PlayersAlive[Event.IniDCSUnitName] then
-- self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
-- self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
-- self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
-- end
-- end
-- end
--end
--
----- Handles the OnPlayerLeaveUnit event to clean the active players table.
---- @param #SET self
---- @param Event#EVENTDATA Event
--function SET:_EventOnPlayerLeaveUnit( Event )
-- self:F( { Event } )
--
-- if Event.IniDCSUnit then
-- if self:IsIncludeObject( Event.IniDCSUnit ) then
-- if self.PlayersAlive[Event.IniDCSUnitName] then
-- self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
-- self.PlayersAlive[Event.IniDCSUnitName] = nil
-- self.ClientsAlive[Event.IniDCSUnitName] = nil
-- end
-- end
-- end
--end
--- Iterators
@@ -575,143 +373,17 @@ function SET:ForEachClient( IteratorFunction, ... )
end
function SET:ScanEnvironment()
self:F()
self.Navpoints = {}
self.Units = {}
--Build routines.db.units and self.Navpoints
for coa_name, coa_data in pairs(env.mission.coalition) do
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
----------------------------------------------
-- build nav points DB
self.Navpoints[coa_name] = {}
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[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
end
end
end
-------------------------------------------------
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)
--self.Units[coa_name][countryName] = {}
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
if type(cntry_data) == 'table' then --just making sure
for obj_type_name, obj_type_data in pairs(cntry_data) do
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
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!
--self.Units[coa_name][countryName][category] = {}
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:_RegisterGroup( GroupTemplate )
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
end --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
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
end --if type(cntry_data) == 'table' then
end --for cntry_id, cntry_data in pairs(coa_data.country) do
end --if coa_data.country then --there is a country table
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
end --for coa_name, coa_data in pairs(mission.coalition) do
self:_RegisterDatabase()
self:_RegisterPlayers()
return self
end
---
--- Decides whether to include the Object
-- @param #SET self
-- @param DCSUnit#Unit DCSUnit
-- @param #table Object
-- @return #SET self
function SET:_IsIncludeDCSUnit( DCSUnit )
self:F( DCSUnit )
local DCSUnitInclude = true
if self.Filter.Coalitions then
local DCSUnitCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
DCSUnitCoalition = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
end
function SET:IsIncludeObject( Object )
self:F( Object )
if self.Filter.Categories then
local DCSUnitCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
DCSUnitCategory = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
end
if self.Filter.Types then
local DCSUnitType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T( { "Type:", DCSUnit:getTypeName(), TypeName } )
if TypeName == DCSUnit:getTypeName() then
DCSUnitType = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitType
end
if self.Filter.Countries then
local DCSUnitCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
self:T( { "Country:", DCSUnit:getCountry(), CountryName } )
if country.id[CountryName] == DCSUnit:getCountry() then
DCSUnitCountry = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
end
if self.Filter.UnitPrefixes then
local DCSUnitPrefix = false
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
DCSUnitPrefix = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
end
self:T( DCSUnitInclude )
return DCSUnitInclude
return true
end
---
-- @param #SET self
-- @param DCSUnit#Unit DCSUnit