mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Sets first version
This commit is contained in:
@@ -141,7 +141,7 @@ local _DATABASECategory =
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-- @usage
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-- -- Define a new SET Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
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-- DBObject = SET:New()
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function SET:New()
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function SET:New( Database )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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@@ -156,189 +156,46 @@ function SET:New()
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-- Follow alive players and clients
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_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
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self.Collection = Database
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self:_RegisterSet()
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self:_RegisterPlayers()
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return self
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end
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--- Finds a Unit based on the Unit Name.
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--- Finds an Object based on the Object Name.
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-- @param #SET self
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-- @param #string UnitName
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-- @return Unit#UNIT The found Unit.
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function SET:FindUnit( UnitName )
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-- @param #string ObjectName
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-- @return #table The Object found.
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function SET:_Find( ObjectName )
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local UnitFound = self.Units[UnitName]
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return UnitFound
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local ObjectFound = self.Set[ObjectName]
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return ObjectFound
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end
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--- Finds a Unit based on the Unit Name.
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--- Adds a Object based on the Object Name.
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-- @param #SET self
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-- @param Unit#UNIT UnitToAdd
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-- @return Unit#UNIT The added Unit.
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function SET:AddUnit( UnitToAdd )
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-- @param #string ObjectName
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-- @param #table Object
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-- @return #table The added Object.
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function SET:_Add( ObjectName, Object )
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self.Units[UnitToAdd.UnitName] = UnitToAdd
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return self.Units[UnitToAdd.UnitName]
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self.Set[ObjectName] = Object
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end
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--- Builds a set of units of coalitons.
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-- Possible current coalitions are red, blue and neutral.
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-- @param #SET self
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-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
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-- @return #SET self
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function SET:FilterCoalitions( Coalitions )
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if not self.Filter.Coalitions then
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self.Filter.Coalitions = {}
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end
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if type( Coalitions ) ~= "table" then
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Coalitions = { Coalitions }
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end
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for CoalitionID, Coalition in pairs( Coalitions ) do
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self.Filter.Coalitions[Coalition] = Coalition
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end
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return self
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end
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--- Builds a set of units out of categories.
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-- Possible current categories are plane, helicopter, ground, ship.
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-- @param #SET self
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-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
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-- @return #SET self
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function SET:FilterCategories( Categories )
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if not self.Filter.Categories then
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self.Filter.Categories = {}
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end
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if type( Categories ) ~= "table" then
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Categories = { Categories }
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end
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for CategoryID, Category in pairs( Categories ) do
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self.Filter.Categories[Category] = Category
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end
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return self
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end
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--- Builds a set of units of defined unit types.
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-- Possible current types are those types known within DCS world.
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-- @param #SET self
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-- @param #string Types Can take those type strings known within DCS world.
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-- @return #SET self
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function SET:FilterTypes( Types )
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if not self.Filter.Types then
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self.Filter.Types = {}
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end
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if type( Types ) ~= "table" then
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Types = { Types }
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end
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for TypeID, Type in pairs( Types ) do
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self.Filter.Types[Type] = Type
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end
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return self
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end
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--- Builds a set of units of defined countries.
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-- Possible current countries are those known within DCS world.
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-- @param #SET self
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-- @param #string Countries Can take those country strings known within DCS world.
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-- @return #SET self
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function SET:FilterCountries( Countries )
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if not self.Filter.Countries then
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self.Filter.Countries = {}
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end
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if type( Countries ) ~= "table" then
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Countries = { Countries }
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end
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for CountryID, Country in pairs( Countries ) do
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self.Filter.Countries[Country] = Country
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end
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return self
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end
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--- Builds a set of units of defined unit prefixes.
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-- All the units starting with the given prefixes will be included within the set.
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-- @param #SET self
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-- @param #string Prefixes The prefix of which the unit name starts with.
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-- @return #SET self
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function SET:FilterUnitPrefixes( Prefixes )
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if not self.Filter.UnitPrefixes then
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self.Filter.UnitPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.UnitPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Builds a set of units of defined group prefixes.
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-- All the units starting with the given group prefixes will be included within the set.
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-- @param #SET self
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-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
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-- @return #SET self
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function SET:FilterGroupPrefixes( Prefixes )
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if not self.Filter.GroupPrefixes then
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self.Filter.GroupPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.GroupPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Starts the filtering.
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--- Starts the filtering for the defined collection.
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-- @param #SET self
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-- @return #SET self
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function SET:FilterStart()
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function SET:_FilterStart()
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if _DATABASE then
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-- OK, we have a _DATABASE
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-- Now use the different filters to build the set.
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-- We first take ALL of the Units of the _DATABASE.
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self:E( { "Adding Set Datapoints with filters" } )
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for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
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for ObjectName, Object in pairs( self.Collection ) do
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if self:_IsIncludeDCSUnit( DCSUnit ) then
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self:E( { "Adding Unit:", DCSUnitName } )
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self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
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self.Units[DCSUnitName] = _DATABASE:FindUnit( DCSUnitName )
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if _DATABASE.DCSUnitsAlive[DCSUnitName] then
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self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
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self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
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end
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end
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if self:IsIncludeObject( Object ) then
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self:E( { "Adding Object:", ObjectName } )
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self:_Add( ObjectName, Object )
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end
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for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
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--if self:_IsIncludeDCSGroup( DCSGroup ) then
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self:E( { "Adding Group:", DCSGroupName } )
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self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
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self.Groups[DCSGroupName] = _DATABASE:FindGroups( DCSGroupName )
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--end
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if _DATABASE.DCSGroupsAlive[DCSGroupName] then
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self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
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self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
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end
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end
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for DCSUnitName, Client in pairs( _DATABASE.CLIENTS ) do
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self:E( { "Adding Client for Unit:", DCSUnitName } )
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self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
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end
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else
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self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom SET." )
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end
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return self
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@@ -368,78 +225,19 @@ function SET:_RegisterPlayers()
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return self
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end
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--- Private method that registers all datapoints within in the mission.
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-- @param #SET self
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-- @return #SET self
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function SET:_RegisterDatabase()
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local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
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if DCSGroup:isExist() then
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local DCSGroupName = DCSGroup:getName()
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self:E( { "Register Group:", DCSGroup, DCSGroupName } )
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self.DCSGroups[DCSGroupName] = DCSGroup
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self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
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if self:_IsAliveDCSGroup(DCSGroup) then
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self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
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self.DCSGroupsAlive[DCSGroupName] = DCSGroup
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self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
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end
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for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
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local DCSUnitName = DCSUnit:getName()
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self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnits[DCSUnitName] = DCSUnit
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self:AddUnit( UNIT:Find( DCSUnit ) )
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--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
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if self:_IsAliveDCSUnit(DCSUnit) then
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self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnitsAlive[DCSUnitName] = DCSUnit
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self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
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end
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end
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else
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self:E( "Group does not exist: " .. DCSGroup )
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end
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for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
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self.Clients[ClientName] = CLIENT:Find( ClientName )
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end
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end
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end
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return self
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end
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--- Events
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--- Handles the OnBirth event for the alive units set.
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--- Handles the OnBirth event for the Set.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnBirth( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
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self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
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self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
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--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
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--if not self.DCSGroups[Event.IniDCSGroupName] then
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-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
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-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
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-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
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--end
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self:_EventOnPlayerEnterUnit( Event )
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local ObjectName, Object = self:AddInDatabase( Event )
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if self:IsIncludeObject( Object ) then
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self:_Add( ObjectName, Object )
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--self:_EventOnPlayerEnterUnit( Event )
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end
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end
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end
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@@ -451,46 +249,46 @@ function SET:_EventOnDeadOrCrash( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self.DCSUnitsAlive[Event.IniDCSUnitName] then
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self.DCSUnits[Event.IniDCSUnitName] = nil
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self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
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local ObjectName, Object = self:FindInDatabase( Event )
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if ObjectName and Object then
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self:_Delete( ObjectName )
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end
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end
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end
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--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnPlayerEnterUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if not self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
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end
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end
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end
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end
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--- Handles the OnPlayerLeaveUnit event to clean the active players table.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnPlayerLeaveUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = nil
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self.ClientsAlive[Event.IniDCSUnitName] = nil
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end
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end
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end
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end
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----- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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---- @param #SET self
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---- @param Event#EVENTDATA Event
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--function SET:_EventOnPlayerEnterUnit( Event )
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-- self:F( { Event } )
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--
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-- if Event.IniDCSUnit then
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-- if self:IsIncludeObject( Event.IniDCSUnit ) then
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-- if not self.PlayersAlive[Event.IniDCSUnitName] then
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-- self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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-- self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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-- self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
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-- end
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-- end
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-- end
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--end
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--
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----- Handles the OnPlayerLeaveUnit event to clean the active players table.
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---- @param #SET self
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---- @param Event#EVENTDATA Event
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--function SET:_EventOnPlayerLeaveUnit( Event )
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-- self:F( { Event } )
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--
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-- if Event.IniDCSUnit then
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-- if self:IsIncludeObject( Event.IniDCSUnit ) then
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-- if self.PlayersAlive[Event.IniDCSUnitName] then
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-- self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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-- self.PlayersAlive[Event.IniDCSUnitName] = nil
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-- self.ClientsAlive[Event.IniDCSUnitName] = nil
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-- end
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-- end
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-- end
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--end
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--- Iterators
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@@ -575,143 +373,17 @@ function SET:ForEachClient( IteratorFunction, ... )
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end
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function SET:ScanEnvironment()
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self:F()
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self.Navpoints = {}
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self.Units = {}
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--Build routines.db.units and self.Navpoints
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for coa_name, coa_data in pairs(env.mission.coalition) do
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if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
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--self.Units[coa_name] = {}
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----------------------------------------------
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-- build nav points DB
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self.Navpoints[coa_name] = {}
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if coa_data.nav_points then --navpoints
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for nav_ind, nav_data in pairs(coa_data.nav_points) do
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if type(nav_data) == 'table' then
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self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
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self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
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self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
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self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
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self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
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self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
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end
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end
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end
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-------------------------------------------------
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if coa_data.country then --there is a country table
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for cntry_id, cntry_data in pairs(coa_data.country) do
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local countryName = string.lower(cntry_data.name)
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--self.Units[coa_name][countryName] = {}
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--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
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if type(cntry_data) == 'table' then --just making sure
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for obj_type_name, obj_type_data in pairs(cntry_data) do
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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
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local category = obj_type_name
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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!
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--self.Units[coa_name][countryName][category] = {}
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for group_num, GroupTemplate in pairs(obj_type_data.group) do
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if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
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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
|
||||
|
||||
Reference in New Issue
Block a user