--- CLIENT Classes -- @classmod CLIENT Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Cargo" ) Include.File( "Message" ) --- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". -- These clients are defined within the Mission Orchestration Framework (MOF) CLIENT = { ONBOARDSIDE = { NONE = 0, LEFT = 1, RIGHT = 2, BACK = 3, FRONT = 4 }, ClassName = "CLIENT", ClientName = nil, ClientAlive = false, ClientTransport = false, ClientBriefingShown = false, _Menus = {}, _Tasks = {}, Messages = { } } --- Use this method to register new Clients within the MOF. -- @tparam string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -- @tparam string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client. -- @treturn CLIENT -- @usage -- -- Create new Clients. -- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' ) -- Mission:AddGoal( DeploySA6TroopsGoal ) -- -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() ) function CLIENT:New( ClientName, ClientBriefing ) local self = BASE:Inherit( self, BASE:New() ) self:T() self.ClientName = ClientName self:AddBriefing( ClientBriefing ) self.MessageSwitch = true return self end --- Resets a CLIENT. -- @tparam string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. function CLIENT:Reset( ClientName ) self:T() self._Menus = {} end --- ClientGroup returns the Group of a Client. -- This function is modified to deal with a couple of bugs in DCS 1.5.3 -- @treturn Group function CLIENT:ClientGroup() --self:T() -- local ClientData = Group.getByName( self.ClientName ) -- if ClientData and ClientData:isExist() then -- self:T( self.ClientName .. " : group found!" ) -- return ClientData -- else -- return nil -- end local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } for CoalitionId, CoalitionData in pairs( CoalitionsData ) do --self:T( { "CoalitionData:", CoalitionData } ) for UnitId, UnitData in pairs( CoalitionData ) do --self:T( { "UnitData:", UnitData } ) if UnitData and UnitData:isExist() then local ClientGroup = Group.getByName( self.ClientName ) if ClientGroup then self:T( "ClientGroup = " .. self.ClientName ) if ClientGroup:isExist() then if ClientGroup:getID() == UnitData:getGroup():getID() then self:T( "Normal logic" ) self:T( self.ClientName .. " : group found!" ) return ClientGroup end else -- Now we need to resolve the bugs in DCS 1.5 ... -- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil) self:T( "Bug 1.5 logic" ) local ClientUnits = _Database.Groups[self.ClientName].Units self:T( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } ) for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do self:T( { tonumber(UnitData:getID()), ClientUnitData.unitId } ) if tonumber(UnitData:getID()) == ClientUnitData.unitId then local ClientGroupTemplate = _Database.Groups[self.ClientName].Template self.ClientGroupID = ClientGroupTemplate.groupId self.ClientGroupUnit = UnitData self:T( self.ClientName .. " : group found in bug 1.5 resolvement logic!" ) return ClientGroup end end end -- else -- error( "Client " .. self.ClientName .. " not found!" ) end end end end -- For non player clients local ClientGroup = Group.getByName( self.ClientName ) if ClientGroup then self:T( "ClientGroup = " .. self.ClientName ) if ClientGroup:isExist() then self:T( "Normal logic" ) self:T( self.ClientName .. " : group found!" ) return ClientGroup end end self.ClientGroupID = nil self.ClientGroupUnit = nil return nil end function CLIENT:GetClientGroupID() self:T() ClientGroup = self:ClientGroup() if ClientGroup then if ClientGroup:isExist() then return ClientGroup:getID() else return self.ClientGroupID end end return nil end function CLIENT:GetClientGroupName() self:T() ClientGroup = self:ClientGroup() if ClientGroup then if ClientGroup:isExist() then self:T( ClientGroup:getName() ) return ClientGroup:getName() else self:T( self.ClientName ) return self.ClientName end end return nil end --- Returns the Unit of the @{CLIENT}. -- @treturn Unit function CLIENT:GetClientGroupUnit() self:T() local ClientGroup = self:ClientGroup() if ClientGroup then if ClientGroup:isExist() then return UNIT:New( ClientGroup:getUnit(1) ) else return UNIT:New( self.ClientGroupUnit ) end end return nil end --- Returns the DCSUnit of the @{CLIENT}. -- @treturn DCSUnit function CLIENT:GetClientGroupDCSUnit() self:T() local ClientGroup = self:ClientGroup() if ClientGroup then if ClientGroup:isExist() then return ClientGroup:getUnits()[1] else return self.ClientGroupUnit end end return nil end function CLIENT:GetUnit() self:T() return UNIT:New( self:GetClientGroupDCSUnit() ) end --- Returns the Position of the @{CLIENT}. -- @treturn Position function CLIENT:ClientPosition() --self:T() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then return ClientGroupUnit:getPosition() end end return nil end --- Transport defines that the Client is a Transport. -- @treturn CLIENT function CLIENT:Transport() self:T() self.ClientTransport = true return self end --- AddBriefing adds a briefing to a Client when a Player joins a Mission. -- @tparam string ClientBriefing is the text defining the Mission briefing. -- @treturn CLIENT function CLIENT:AddBriefing( ClientBriefing ) self:T() self.ClientBriefing = ClientBriefing return self end --- IsTransport returns if a Client is a transport. -- @treturn bool function CLIENT:IsTransport() self:T() return self.ClientTransport end --- ShowCargo shows the @{CARGO} within the CLIENT to the Player. -- The @{CARGO} is shown throught the MESSAGE system of DCS World. function CLIENT:ShowCargo() self:T() local CargoMsg = "" for CargoName, Cargo in pairs( CARGOS ) do if self == Cargo:IsLoadedInClient() then CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n" end end if CargoMsg == "" then CargoMsg = "empty" end self:Message( CargoMsg, 15, self.ClientName .. "/Cargo", "Co-Pilot: Cargo Status", 30 ) end --- SwitchMessages is a local function called by the DCS World Menu system to switch off messages. function CLIENT.SwitchMessages( PrmTable ) PrmTable[1].MessageSwitch = PrmTable[2] end --- Message is the key Message driver for the CLIENT class. -- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system. -- @tparam string Message is the text describing the message. -- @tparam number MessageDuration is the duration in seconds that the Message should be displayed. -- @tparam string MessageId is a text identifying the Message in the MessageQueue. The Message system overwrites Messages with the same MessageId -- @tparam string MessageCategory is the category of the message (the title). -- @tparam number MessageInterval is the interval in seconds between the display of the Message when the CLIENT is in the air. function CLIENT:Message( Message, MessageDuration, MessageId, MessageCategory, MessageInterval ) self:T() if not self.MenuMessages then if self:GetClientGroupID() then self.MenuMessages = MENU_SUB_GROUP:New( self:GetClientGroupID(), 'Messages' ) self.MenuRouteMessageOn = MENU_COMMAND_GROUP:New( self:GetClientGroupID(), 'Messages On', self.MenuMessages, CLIENT.SwitchMessages, { self, true } ) self.MenuRouteMessageOff = MENU_COMMAND_GROUP:New( self:GetClientGroupID(),'Messages Off', self.MenuMessages, CLIENT.SwitchMessages, { self, false } ) end end if self.MessageSwitch == true then if MessageCategory == nil then MessageCategory = "Messages" end if self.Messages[MessageId] == nil then self.Messages[MessageId] = {} self.Messages[MessageId].MessageId = MessageId self.Messages[MessageId].MessageTime = timer.getTime() self.Messages[MessageId].MessageDuration = MessageDuration if MessageInterval == nil then self.Messages[MessageId].MessageInterval = 600 else self.Messages[MessageId].MessageInterval = MessageInterval end MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self ) else if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + 10 then MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self ) self.Messages[MessageId].MessageTime = timer.getTime() end else if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + self.Messages[MessageId].MessageInterval then MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self ) self.Messages[MessageId].MessageTime = timer.getTime() end end end end end