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Event Documentation
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--- This module contains the **EVENT** class, which models the dispatching of DCS Events to subscribed MOOSE classes,
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--- This core module models the dispatching of DCS Events to subscribed MOOSE classes,
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-- following a given priority.
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--
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-- ##
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--
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-- 
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-- 
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--
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-- ===
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--
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--- This module contains the EVENT class.
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-- # 1) Event Handling Overview
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--
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-- 
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--
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-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
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-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission.
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--
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-- 
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--
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-- Objects can subscribe to different events. The Event dispatcher will publish the received DCS events to the subscribed MOOSE objects, in a specified order.
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-- In this way, the subscribed MOOSE objects are kept in sync with your evolving running mission.
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--
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-- ## 1.1) Event Dispatching
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--
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-- 
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--
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-- The _EVENTDISPATCHER object is automatically created within MOOSE,
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-- and handles the dispatching of DCS Events occurring
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-- in the simulator to the subscribed objects
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-- in the correct processing order.
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--
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-- 
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--
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-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services:
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--
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-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
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-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
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-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
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-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
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-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
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--
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-- 
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--
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-- For most DCS events, the above order of updating will be followed.1
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--
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-- 
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--
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-- But for some DCS events, the publishing order is reversed. This is due to the fact that objects need to be **erased** instead of added.
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--
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-- ## 1.2) Event Handling
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--
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-- 
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--
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-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class.
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-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
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--
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-- 
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--
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-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
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--
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-- ### 1.2.1 Subscribe / Unsubscribe to DCS Events
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--
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-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
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-- So, when the DCS event occurs, the class will be notified of that event.
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-- There are two functions which you use to subscribe to or unsubscribe from an event.
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--
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-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
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-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
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--
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-- ### 1.3.2 Event Handling of DCS Events
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--
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-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
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-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
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-- about the event that occurred.
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--
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-- Find below an example of the prototype how to write an event handling function for two units:
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--
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-- local Tank1 = UNIT:FindByName( "Tank A" )
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-- local Tank2 = UNIT:FindByName( "Tank B" )
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--
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-- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
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-- Tank1:HandleEvent( EVENTS.Dead )
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-- Tank2:HandleEvent( EVENTS.Dead )
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--
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-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
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-- -- @param Wrapper.Unit#UNIT self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function Tank1:OnEventDead( EventData )
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--
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-- self:SmokeGreen()
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-- end
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--
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-- --- This function is an Event Handling function that will be called when Tank2 is Dead.
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-- -- @param Wrapper.Unit#UNIT self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function Tank2:OnEventDead( EventData )
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--
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-- self:SmokeBlue()
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-- end
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--
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-- ### 1.3.3 Event Handling methods that are automatically called upon subscribed DCS events
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--
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-- 
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--
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-- The following list outlines which EVENTS item in the structure corresponds to which Event Handling method.
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-- Always ensure that your event handling methods align with the events being subscribed to, or nothing will be executed.
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--
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-- # 2) EVENTS type
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--
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-- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
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-- @{Base#BASE.HandleEvent}() method.
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--
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-- # 3) EVENTDATA type
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--
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-- The EVENTDATA contains all the fields that are populated with event information before
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-- an Event Handler method is being called by the event dispatcher.
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-- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
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-- There are basically 4 main categories of information stored in the EVENTDATA structure:
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--
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-- * Initiator Unit data: Several fields documenting the initiator unit related to the event.
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-- * Target Unit data: Several fields documenting the target unit related to the event.
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-- * Weapon data: Certain events populate weapon information.
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-- * Place data: Certain events populate place information.
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--
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-- Find below an overview which events populate which information categories:
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--
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-- 
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
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-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
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--
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-- Hereby the change log:
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--
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-- * 2016-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
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--
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-- ===
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--
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-- Takes care of EVENT dispatching between DCS events and event handling functions defined in MOOSE classes.
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ===
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-- ### Contributions:
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--
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-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
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--
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-- ===
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--
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-- ### Contributions: -
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-- ### Authors: FlightControl : Design & Programming
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-- ### Authors:
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--
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-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
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--
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-- @module Event
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--- The EVENT structure
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@@ -33,6 +161,9 @@ EVENT = {
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ClassID = 0,
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}
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--- The different types of events supported by MOOSE.
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-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
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-- @type EVENTS
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EVENTS = {
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Shot = world.event.S_EVENT_SHOT,
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Hit = world.event.S_EVENT_HIT,
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@@ -59,6 +190,28 @@ EVENTS = {
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ShootingEnd = world.event.S_EVENT_SHOOTING_END,
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}
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--- The Event structure
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-- @type EVENTDATA
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-- @field id
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-- @field initiator
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-- @field target
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-- @field weapon
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-- @field IniDCSUnit
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-- @field IniDCSUnitName
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-- @field Wrapper.Unit#UNIT IniUnit
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-- @field #string IniUnitName
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-- @field IniDCSGroup
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-- @field IniDCSGroupName
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-- @field TgtDCSUnit
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-- @field TgtDCSUnitName
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-- @field Wrapper.Unit#UNIT TgtUnit
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-- @field #string TgtUnitName
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-- @field TgtDCSGroup
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-- @field TgtDCSGroupName
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-- @field Weapon
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-- @field WeaponName
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-- @field WeaponTgtDCSUnit
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local _EVENTMETA = {
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[world.event.S_EVENT_SHOT] = {
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@@ -178,27 +331,6 @@ local _EVENTMETA = {
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},
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}
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--- The Event structure
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-- @type EVENTDATA
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-- @field id
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-- @field initiator
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-- @field target
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-- @field weapon
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-- @field IniDCSUnit
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-- @field IniDCSUnitName
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-- @field Wrapper.Unit#UNIT IniUnit
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-- @field #string IniUnitName
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-- @field IniDCSGroup
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-- @field IniDCSGroupName
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-- @field TgtDCSUnit
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-- @field TgtDCSUnitName
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-- @field Wrapper.Unit#UNIT TgtUnit
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-- @field #string TgtUnitName
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-- @field TgtDCSGroup
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-- @field TgtDCSGroupName
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-- @field Weapon
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-- @field WeaponName
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-- @field WeaponTgtDCSUnit
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--- The Events structure
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-- @type EVENT.Events
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@@ -183,6 +183,7 @@ function AIRBASEPOLICE_BASE:_AirbaseMonitor()
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else
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MESSAGE:New( "Player " .. Client:GetPlayerName() .. " has been removed from the airbase, due to a speeding violation ...", 10, "Airbase Police" ):ToAll()
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Client:Destroy()
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trigger.action.setUserFlag( "AIRCRAFT_"..Client:GetID(), 100)
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Client:SetState( self, "Speeding", false )
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Client:SetState( self, "Warnings", 0 )
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end
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