--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation. -- -- === -- -- @module Core.Message -- @image Core_Message.JPG --- The MESSAGE class -- @type MESSAGE -- @extends Core.Base#BASE --- Message System to display Messages to Clients, Coalitions or All. -- Messages are shown on the display panel for an amount of seconds, and will then disappear. -- Messages can contain a category which is indicating the category of the message. -- -- ## MESSAGE construction -- -- 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. -- -- ## Send messages to an audience -- -- Messages are sent: -- -- * To a @{Client} using @{Message#MESSAGE.ToClient}(). -- * To a @{Wrapper.Group} using @{Message#MESSAGE.ToGroup}() -- * To a coalition using @{Message#MESSAGE.ToCoalition}(). -- * To the red coalition using @{Message#MESSAGE.ToRed}(). -- * To the blue coalition using @{Message#MESSAGE.ToBlue}(). -- * To all Players using @{Message#MESSAGE.ToAll}(). -- -- ## Send conditionally to an audience -- -- Messages can be sent conditionally to an audience (when a condition is true): -- -- * To all players using @{Message#MESSAGE.ToAllIf}(). -- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}(). -- -- === -- -- ### Author: **FlightControl** -- ### Contributions: -- -- === -- -- @field #MESSAGE MESSAGE = { ClassName = "MESSAGE", MessageCategory = 0, MessageID = 0, } --- Message Types -- @type MESSAGE.Type MESSAGE.Type = { Update = "Update", Information = "Information", Briefing = "Briefing Report", Overview = "Overview Report", Detailed = "Detailed Report" } --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- @param self -- @param #string MessageText is the text of the Message. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. -- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ". -- @param #boolean ClearScreen (optional) Clear all previous messages. -- @return #MESSAGE -- @usage -- -- Create a series of new Messages. -- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". -- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen ) local self = BASE:Inherit( self, BASE:New() ) self:F( { MessageText, MessageDuration, MessageCategory } ) self.MessageType = nil -- When no MessageCategory is given, we don't show it as a title... if MessageCategory and MessageCategory ~= "" then if MessageCategory:sub(-1) ~= "\n" then self.MessageCategory = MessageCategory .. ": " else self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n" end else self.MessageCategory = "" end self.ClearScreen=false if ClearScreen~=nil then self.ClearScreen=ClearScreen end self.MessageDuration = MessageDuration or 5 self.MessageTime = timer.getTime() self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) self.MessageSent = false self.MessageGroup = false self.MessageCoalition = false return self end --- Creates a new MESSAGE object of a certain type. -- Note that these MESSAGE objects are not yet displayed on the display panel. -- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- The message display times are automatically defined based on the timing settings in the @{Settings} menu. -- @param self -- @param #string MessageText is the text of the Message. -- @param #MESSAGE.Type MessageType The type of the message. -- @param #boolean ClearScreen (optional) Clear all previous messages. -- @return #MESSAGE -- @usage -- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information ) -- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information ) -- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update ) -- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update ) function MESSAGE:NewType( MessageText, MessageType, ClearScreen ) local self = BASE:Inherit( self, BASE:New() ) self:F( { MessageText } ) self.MessageType = MessageType self.ClearScreen=false if ClearScreen~=nil then self.ClearScreen=ClearScreen end self.MessageTime = timer.getTime() self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) return self end --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". -- @param #MESSAGE self -- @param Wrapper.Client#CLIENT Client is the Group of the Client. -- @return #MESSAGE -- @usage -- -- Send the 2 messages created with the @{New} method to the Client Group. -- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1. -- ClientGroup = Group.getByName( "ClientGroup" ) -- -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- or -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- or -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) -- MessageClient1:ToClient( ClientGroup ) -- MessageClient2:ToClient( ClientGroup ) function MESSAGE:ToClient( Client, Settings ) self:F( Client ) if Client and Client:GetClientGroupID() then if self.MessageType then local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageCategory = "" -- self.MessageType .. ": " end if self.MessageDuration ~= 0 then local ClientGroupID = Client:GetClientGroupID() self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen) end end return self end --- Sends a MESSAGE to a Group. -- @param #MESSAGE self -- @param Wrapper.Group#GROUP Group is the Group. -- @return #MESSAGE function MESSAGE:ToGroup( Group, Settings ) self:F( Group.GroupName ) if Group then if self.MessageType then local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageCategory = "" -- self.MessageType .. ": " end if self.MessageDuration ~= 0 then self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) end end return self end --- Sends a MESSAGE to the Blue coalition. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- Send a message created with the @{New} method to the BLUE coalition. -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- or -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- or -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageBLUE:ToBlue() function MESSAGE:ToBlue() self:F() self:ToCoalition( coalition.side.BLUE ) return self end --- Sends a MESSAGE to the Red Coalition. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- Send a message created with the @{New} method to the RED coalition. -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- or -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- or -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageRED:ToRed() function MESSAGE:ToRed( ) self:F() self:ToCoalition( coalition.side.RED ) return self end --- Sends a MESSAGE to a Coalition. -- @param #MESSAGE self -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @return #MESSAGE -- @usage -- -- Send a message created with the @{New} method to the RED coalition. -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- or -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- or -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageRED:ToCoalition( coalition.side.RED ) function MESSAGE:ToCoalition( CoalitionSide, Settings ) self:F( CoalitionSide ) if self.MessageType then local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageCategory = "" -- self.MessageType .. ": " end if CoalitionSide then if self.MessageDuration ~= 0 then self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) end end return self end --- Sends a MESSAGE to a Coalition if the given Condition is true. -- @param #MESSAGE self -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @return #MESSAGE function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) self:F( CoalitionSide ) if Condition and Condition == true then self:ToCoalition( CoalitionSide ) end return self end --- Sends a MESSAGE to all players. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- Send a message created to all players. -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- or -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- or -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) -- MessageAll:ToAll() function MESSAGE:ToAll() self:F() if self.MessageType then local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS self.MessageDuration = Settings:GetMessageTime( self.MessageType ) self.MessageCategory = "" -- self.MessageType .. ": " end if self.MessageDuration ~= 0 then self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration ) end return self end --- Sends a MESSAGE to all players if the given Condition is true. -- @param #MESSAGE self -- @return #MESSAGE function MESSAGE:ToAllIf( Condition ) if Condition and Condition == true then self:ToAll() end return self end