--- The CLIENT models client units in multi player missions. -- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". -- Note that clients are NOT the same as groups, they are NOT necessarily alive. -- @module Client -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Cargo" ) Include.File( "Message" ) --- The CLIENT class -- @type CLIENT -- @extends Base#BASE 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. -- @param #CLIENT self -- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client. -- @return #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:F( ClientName, ClientBriefing ) self.ClientName = ClientName self:AddBriefing( ClientBriefing ) self.MessageSwitch = true return self end --- Transport defines that the Client is a Transport. Transports show cargo. -- @param #CLIENT self -- @return #CLIENT function CLIENT:Transport() self:F() self.ClientTransport = true return self end --- AddBriefing adds a briefing to a CLIENT when a player joins a mission. -- @param #CLIENT self -- @param #string ClientBriefing is the text defining the Mission briefing. -- @return #CLIENT function CLIENT:AddBriefing( ClientBriefing ) self:F() self.ClientBriefing = ClientBriefing return self end --- Resets a CLIENT. -- @param #CLIENT self -- @param #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:F() self._Menus = {} end --- Checks for a client alive event and calls a function on a continuous basis. -- @param #CLIENT self -- @param #function CallBack Function. -- @return #CLIENT function CLIENT:Alive( CallBack ) self:F() self.ClientAlive2 = false self.ClientCallBack = CallBack self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 ) return self end -- Is Functions --- Checks if the CLIENT is a multi-seated UNIT. -- @param #CLIENT self -- @return #boolean true if multi-seated. function CLIENT:IsMultiSeated() self:F( self.ClientName ) local ClientMultiSeatedTypes = { ["Mi-8MT"] = "Mi-8MT", ["UH-1H"] = "UH-1H", ["P-51B"] = "P-51B" } if self:IsAlive() then local ClientTypeName = self:GetClientGroupUnit():GetTypeName() if ClientMultiSeatedTypes[ClientTypeName] then return true end end return false end --- Checks if client is alive and returns true or false. -- @param #CLIENT self -- @returns #boolean Returns true if client is alive. function CLIENT:IsAlive() self:F( self.ClientName ) local ClientDCSGroup = self:GetDCSGroup() if ClientDCSGroup then self:T("true") return true end self:T( "false" ) return false end --- @param #CLIENT self function CLIENT:_AliveCheckScheduler() self:F( { self.ClientName, self.ClientAlive2 } ) if self:IsAlive() then if self.ClientAlive2 == false then self:T("Calling Callback function") self.ClientCallBack( self ) self.ClientAlive2 = true end else if self.ClientAlive2 == true then self.ClientAlive2 = false end end end --- Return the DCSGroup of a Client. -- This function is modified to deal with a couple of bugs in DCS 1.5.3 -- @param #CLIENT self -- @return DCSGroup#Group function CLIENT:GetDCSGroup() self:F3() -- 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:T3( { "CoalitionData:", CoalitionData } ) for UnitId, UnitData in pairs( CoalitionData ) do self:T3( { "UnitData:", UnitData } ) if UnitData and UnitData:isExist() then local ClientGroup = Group.getByName( self.ClientName ) if ClientGroup then self:T3( "ClientGroup = " .. self.ClientName ) if ClientGroup:isExist() then if ClientGroup:getID() == UnitData:getGroup():getID() then self:T3( "Normal logic" ) self:T3( 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:T3( "Bug 1.5 logic" ) local ClientUnits = _Database.Groups[self.ClientName].Units self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } ) for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } ) if tonumber(UnitData:getID()) == ClientUnitData.unitId then local ClientGroupTemplate = _Database.Groups[self.ClientName].Template self.ClientID = ClientGroupTemplate.groupId self.ClientGroupUnit = UnitData self:T3( 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:T3( "ClientGroup = " .. self.ClientName ) if ClientGroup:isExist() then self:T3( "Normal logic" ) self:T3( self.ClientName .. " : group found!" ) return ClientGroup end end self.ClientGroupID = nil self.ClientGroupUnit = nil return nil end -- TODO: Check DCSTypes#Group.ID --- Get the group ID of the client. -- @param #CLIENT self -- @return DCSTypes#Group.ID function CLIENT:GetClientGroupID() if not self.ClientGroupID then local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then self.ClientGroupID = ClientGroup:getID() else self.ClientGroupID = self.ClientID end end self:T( self.ClientGroupID ) return self.ClientGroupID end --- Get the name of the group of the client. -- @param #CLIENT self -- @return #string function CLIENT:GetClientGroupName() if not self.ClientGroupName then local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then self.ClientGroupName = ClientGroup:getName() else self.ClientGroupName = self.ClientName end end self:T( self.ClientGroupName ) return self.ClientGroupName end --- Returns the UNIT of the CLIENT. -- @param #CLIENT self -- @return Unit#UNIT function CLIENT:GetClientGroupUnit() self:F() local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then return UNIT:New( ClientGroup:getUnit(1) ) else return UNIT:New( self.ClientGroupUnit ) end end --- Returns the DCSUnit of the CLIENT. -- @param #CLIENT self -- @return DCSTypes#Unit function CLIENT:GetClientGroupDCSUnit() self:F2() local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then return ClientGroup:getUnit(1) else return self.ClientGroupUnit end end -- TODO what is this??? check. possible double function. function CLIENT:GetUnit() self:F() return UNIT:New( self:GetClientGroupDCSUnit() ) end --- Returns the position of the CLIENT in @{DCSTypes#Vec2} format.. -- @param #CLIENT self -- @return DCSTypes#Vec2 function CLIENT:GetPointVec2() self:F() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3 local PointVec2 = {} --DCSTypes#Vec2 PointVec2.x = PointVec3.x PointVec2.y = PointVec3.z self:T( { PointVec2 } ) return PointVec2 end end return nil end --- Returns the position of the CLIENT in @{DCSTypes#Vec3} format. -- @param #CLIENT self -- @return DCSTypes#Vec3 function CLIENT:ClientPosition() self:F() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then return ClientGroupUnit:getPosition() end end return nil end --- Returns the altitude of the CLIENT. -- @param #CLIENT self -- @return DCSTypes#Distance function CLIENT:GetAltitude() self:F() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3 return PointVec3.y end end return nil end --- Evaluates if the CLIENT is a transport. -- @param #CLIENT self -- @return #boolean true is a transport. function CLIENT:IsTransport() self:F() return self.ClientTransport end --- Shows the @{Cargo#CARGO} contained within the CLIENT to the player as a message. -- The @{Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system. -- @param #CLIENT self function CLIENT:ShowCargo() self:F() 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 -- TODO (1) I urgently need to revise this. --- A local function called by the DCS World Menu system to switch off messages. function CLIENT.SwitchMessages( PrmTable ) PrmTable[1].MessageSwitch = PrmTable[2] end --- The main message driver for the CLIENT. -- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system. -- @param #CLIENT self -- @param #string Message is the text describing the message. -- @param #number MessageDuration is the duration in seconds that the Message should be displayed. -- @param #string MessageId is a text identifying the Message in the MessageQueue. The Message system overwrites Messages with the same MessageId -- @param #string MessageCategory is the category of the message (the title). -- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air. function CLIENT:Message( Message, MessageDuration, MessageId, MessageCategory, MessageInterval ) self:F() if not self.MenuMessages then if self:GetClientGroupID() then self.MenuMessages = MENU_CLIENT:New( self, 'Messages' ) self.MenuRouteMessageOn = MENU_CLIENT_COMMAND:New( self, 'Messages On', self.MenuMessages, CLIENT.SwitchMessages, { self, true } ) self.MenuRouteMessageOff = MENU_CLIENT_COMMAND:New( self,'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