--- This module contains the SET classes. -- -- === -- -- 1) @{Set#SET_BASE} class, extends @{Base#BASE} -- ================================================ -- The @{Set#SET_BASE} class defines the core functions that define a collection of objects. -- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop. -- In this way, large loops can be done while not blocking the simulator main processing loop. -- The default **"yield interval"** is after 10 objects processed. -- The default **"time interval"** is after 0.001 seconds. -- -- 1.1) Add or remove objects from the SET -- --------------------------------------- -- Some key core functions are @{Set#SET_BASE.Add} and @{Set#SET_BASE.Remove} to add or remove objects from the SET in your logic. -- -- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**. -- ------------------------------------------------------------------------------------- -- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method. -- You can set the **"yield interval"**, and the **"time interval"**. (See above). -- -- === -- -- 2) @{Set#SET_GROUP} class, extends @{Set#SET_BASE} -- ==================================================== -- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain: -- -- * Coalitions -- * Categories -- * Countries -- * Starting with certain prefix strings. -- -- 2.1) SET_GROUP construction method: -- ----------------------------------- -- Create a new SET_GROUP object with the @{#SET_GROUP.New} method: -- -- * @{#SET_GROUP.New}: Creates a new SET_GROUP object. -- -- 2.2) Add or Remove GROUP(s) from SET_GROUP: -- ------------------------------------------- -- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively. -- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP. -- -- 2.3) SET_GROUP filter criteria: -- ------------------------------- -- You can set filter criteria to define the set of groups within the SET_GROUP. -- Filter criteria are defined by: -- -- * @{#SET_GROUP.FilterCoalitions}: Builds the SET_GROUP with the groups belonging to the coalition(s). -- * @{#SET_GROUP.FilterCategories}: Builds the SET_GROUP with the groups belonging to the category(ies). -- * @{#SET_GROUP.FilterCountries}: Builds the SET_GROUP with the gruops belonging to the country(ies). -- * @{#SET_GROUP.FilterPrefixes}: Builds the SET_GROUP with the groups starting with the same prefix string(s). -- -- Once the filter criteria have been set for the SET_GROUP, you can start filtering using: -- -- * @{#SET_GROUP.FilterStart}: Starts the filtering of the groups within the SET_GROUP and add or remove GROUP objects **dynamically**. -- -- Planned filter criteria within development are (so these are not yet available): -- -- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Zone#ZONE}. -- -- 2.4) SET_GROUP iterators: -- ------------------------- -- Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods. -- The iterator methods will walk the SET_GROUP set, and call for each element within the set a function that you provide. -- The following iterator methods are currently available within the SET_GROUP: -- -- * @{#SET_GROUP.ForEachGroup}: Calls a function for each alive group it finds within the SET_GROUP. -- * @{#SET_GROUP.ForEachGroupCompletelyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function. -- * @{#SET_GROUP.ForEachGroupPartlyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence partly in a @{Zone}, providing the GROUP and optional parameters to the called function. -- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function. -- -- ==== -- -- 3) @{Set#SET_UNIT} class, extends @{Set#SET_BASE} -- =================================================== -- Mission designers can use the @{Set#SET_UNIT} class to build sets of units belonging to certain: -- -- * Coalitions -- * Categories -- * Countries -- * Unit types -- * Starting with certain prefix strings. -- -- 3.1) SET_UNIT construction method: -- ---------------------------------- -- Create a new SET_UNIT object with the @{#SET_UNIT.New} method: -- -- * @{#SET_UNIT.New}: Creates a new SET_UNIT object. -- -- 3.2) Add or Remove UNIT(s) from SET_UNIT: -- ----------------------------------------- -- UNITs can be added and removed using the @{Set#SET_UNIT.AddUnitsByName} and @{Set#SET_UNIT.RemoveUnitsByName} respectively. -- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT. -- -- 3.3) SET_UNIT filter criteria: -- ------------------------------ -- You can set filter criteria to define the set of units within the SET_UNIT. -- Filter criteria are defined by: -- -- * @{#SET_UNIT.FilterCoalitions}: Builds the SET_UNIT with the units belonging to the coalition(s). -- * @{#SET_UNIT.FilterCategories}: Builds the SET_UNIT with the units belonging to the category(ies). -- * @{#SET_UNIT.FilterTypes}: Builds the SET_UNIT with the units belonging to the unit type(s). -- * @{#SET_UNIT.FilterCountries}: Builds the SET_UNIT with the units belonging to the country(ies). -- * @{#SET_UNIT.FilterPrefixes}: Builds the SET_UNIT with the units starting with the same prefix string(s). -- -- Once the filter criteria have been set for the SET_UNIT, you can start filtering using: -- -- * @{#SET_UNIT.FilterStart}: Starts the filtering of the units within the SET_UNIT. -- -- Planned filter criteria within development are (so these are not yet available): -- -- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Zone#ZONE}. -- -- 3.4) SET_UNIT iterators: -- ------------------------ -- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods. -- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide. -- The following iterator methods are currently available within the SET_UNIT: -- -- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive unit it finds within the SET_UNIT. -- * @{#SET_GROUP.ForEachGroupCompletelyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function. -- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function. -- -- Planned iterators methods in development are (so these are not yet available): -- -- * @{#SET_UNIT.ForEachUnitInUnit}: Calls a function for each unit contained within the SET_UNIT. -- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function. -- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function. -- -- 4) @{Set#SET_CLIENT} class, extends @{Set#SET_BASE} -- =================================================== -- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain: -- -- * Coalitions -- * Categories -- * Countries -- * Client types -- * Starting with certain prefix strings. -- -- 4.1) SET_CLIENT construction method: -- ---------------------------------- -- Create a new SET_CLIENT object with the @{#SET_CLIENT.New} method: -- -- * @{#SET_CLIENT.New}: Creates a new SET_CLIENT object. -- -- 4.2) Add or Remove CLIENT(s) from SET_CLIENT: -- ----------------------------------------- -- CLIENTs can be added and removed using the @{Set#SET_CLIENT.AddClientsByName} and @{Set#SET_CLIENT.RemoveClientsByName} respectively. -- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT. -- -- 4.3) SET_CLIENT filter criteria: -- ------------------------------ -- You can set filter criteria to define the set of clients within the SET_CLIENT. -- Filter criteria are defined by: -- -- * @{#SET_CLIENT.FilterCoalitions}: Builds the SET_CLIENT with the clients belonging to the coalition(s). -- * @{#SET_CLIENT.FilterCategories}: Builds the SET_CLIENT with the clients belonging to the category(ies). -- * @{#SET_CLIENT.FilterTypes}: Builds the SET_CLIENT with the clients belonging to the client type(s). -- * @{#SET_CLIENT.FilterCountries}: Builds the SET_CLIENT with the clients belonging to the country(ies). -- * @{#SET_CLIENT.FilterPrefixes}: Builds the SET_CLIENT with the clients starting with the same prefix string(s). -- -- Once the filter criteria have been set for the SET_CLIENT, you can start filtering using: -- -- * @{#SET_CLIENT.FilterStart}: Starts the filtering of the clients within the SET_CLIENT. -- -- Planned filter criteria within development are (so these are not yet available): -- -- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Zone#ZONE}. -- -- 4.4) SET_CLIENT iterators: -- ------------------------ -- Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods. -- The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide. -- The following iterator methods are currently available within the SET_CLIENT: -- -- * @{#SET_CLIENT.ForEachClient}: Calls a function for each alive client it finds within the SET_CLIENT. -- -- ==== -- -- @module Set -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Menu" ) Include.File( "Group" ) Include.File( "Unit" ) Include.File( "Event" ) Include.File( "Client" ) --- SET_BASE class -- @type SET_BASE -- @extends Base#BASE SET_BASE = { ClassName = "SET_BASE", Set = {}, Database = {}, } --- Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. -- @param #SET_BASE self -- @return #SET_BASE -- @usage -- -- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE. -- DBObject = SET_BASE:New() function SET_BASE:New( Database ) -- Inherits from BASE local self = BASE:Inherit( self, BASE:New() ) self.Database = Database self.YieldInterval = 10 self.TimeInterval = 0.001 return self end --- Finds an @{Base#BASE} object based on the object Name. -- @param #SET_BASE self -- @param #string ObjectName -- @return Base#BASE The Object found. function SET_BASE:_Find( ObjectName ) local ObjectFound = self.Set[ObjectName] return ObjectFound end --- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using the Object Name as the index. -- @param #SET_BASE self -- @param #string ObjectName -- @param Base#BASE Object -- @return Base#BASE The added BASE Object. function SET_BASE:Add( ObjectName, Object ) self.Set[ObjectName] = Object end --- Removes a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name. -- @param #SET_BASE self -- @param #string ObjectName function SET_BASE:Remove( ObjectName ) self.Set[ObjectName] = nil end --- Define the SET iterator **"yield interval"** and the **"time interval"**. -- @param #SET_BASE self -- @param #number YieldInterval Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed. -- @param #number TimeInterval Sets the time in seconds when the main logic will resume the iterator loop. The default time is 0.001 seconds. -- @return #SET_BASE self function SET_BASE:SetIteratorIntervals( YieldInterval, TimeInterval ) self.YieldInterval = YieldInterval self.TimeInterval = TimeInterval return self end --- Starts the filtering for the defined collection. -- @param #SET_BASE self -- @return #SET_BASE self function SET_BASE:_FilterStart() for ObjectName, Object in pairs( self.Database ) do if self:IsIncludeObject( Object ) then self:E( { "Adding Object:", ObjectName } ) self:Add( ObjectName, Object ) end end _EVENTDISPATCHER:OnBirth( self._EventOnBirth, self ) _EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self ) _EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self ) -- Follow alive players and clients -- _EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self ) -- _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self ) return self end ----- Private method that registers all alive players in the mission. ---- @param #SET_BASE self ---- @return #SET_BASE self --function SET_BASE:_RegisterPlayers() -- -- local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } -- for CoalitionId, CoalitionData in pairs( CoalitionsData ) do -- for UnitId, UnitData in pairs( CoalitionData ) do -- self:T3( { "UnitData:", UnitData } ) -- if UnitData and UnitData:isExist() then -- local UnitName = UnitData:getName() -- if not self.PlayersAlive[UnitName] then -- self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } ) -- self.PlayersAlive[UnitName] = UnitData:getPlayerName() -- end -- end -- end -- end -- -- return self --end --- Events --- Handles the OnBirth event for the Set. -- @param #SET_BASE self -- @param Event#EVENTDATA Event function SET_BASE:_EventOnBirth( Event ) self:F3( { Event } ) if Event.IniDCSUnit then local ObjectName, Object = self:AddInDatabase( Event ) self:T3( ObjectName, Object ) if self:IsIncludeObject( Object ) then self:Add( ObjectName, Object ) --self:_EventOnPlayerEnterUnit( Event ) end end end --- Handles the OnDead or OnCrash event for alive units set. -- @param #SET_BASE self -- @param Event#EVENTDATA Event function SET_BASE:_EventOnDeadOrCrash( Event ) self:F3( { Event } ) if Event.IniDCSUnit then local ObjectName, Object = self:FindInDatabase( Event ) if ObjectName and Object then self:Remove( ObjectName ) end end end ----- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied). ---- @param #SET_BASE self ---- @param Event#EVENTDATA Event --function SET_BASE:_EventOnPlayerEnterUnit( Event ) -- self:F3( { Event } ) -- -- if Event.IniDCSUnit then -- if self:IsIncludeObject( Event.IniDCSUnit ) then -- if not self.PlayersAlive[Event.IniDCSUnitName] then -- self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } ) -- self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName() -- self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ] -- end -- end -- end --end -- ----- Handles the OnPlayerLeaveUnit event to clean the active players table. ---- @param #SET_BASE self ---- @param Event#EVENTDATA Event --function SET_BASE:_EventOnPlayerLeaveUnit( Event ) -- self:F3( { Event } ) -- -- if Event.IniDCSUnit then -- if self:IsIncludeObject( Event.IniDCSUnit ) then -- if self.PlayersAlive[Event.IniDCSUnitName] then -- self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } ) -- self.PlayersAlive[Event.IniDCSUnitName] = nil -- self.ClientsAlive[Event.IniDCSUnitName] = nil -- end -- end -- end --end -- Iterators --- Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. -- @param #SET_BASE self -- @param #function IteratorFunction The function that will be called. -- @return #SET_BASE self function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArguments ) self:F3( arg ) local function CoRoutine() local Count = 0 for ObjectID, Object in pairs( Set ) do self:T2( Object ) if Function then if Function( unpack( FunctionArguments ), Object ) == true then IteratorFunction( Object, unpack( arg ) ) end else IteratorFunction( Object, unpack( arg ) ) end Count = Count + 1 if Count % self.YieldInterval == 0 then coroutine.yield( false ) end end return true end local co = coroutine.create( CoRoutine ) local function Schedule() local status, res = coroutine.resume( co ) self:T3( { status, res } ) if status == false then error( res ) end if res == false then return true -- resume next time the loop end return false end local Scheduler = SCHEDULER:New( self, Schedule, {}, self.TimeInterval, self.TimeInterval, 0 ) return self end ----- Interate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters. ---- @param #SET_BASE self ---- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET_BASE. The function needs to accept a UNIT parameter. ---- @return #SET_BASE self --function SET_BASE:ForEachDCSUnitAlive( IteratorFunction, ... ) -- self:F3( arg ) -- -- self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive ) -- -- return self --end -- ----- Interate the SET_BASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters. ---- @param #SET_BASE self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a UNIT parameter. ---- @return #SET_BASE self --function SET_BASE:ForEachPlayer( IteratorFunction, ... ) -- self:F3( arg ) -- -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) -- -- return self --end -- -- ----- Interate the SET_BASE and call an interator function for each client, providing the Client to the function and optional parameters. ---- @param #SET_BASE self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a CLIENT parameter. ---- @return #SET_BASE self --function SET_BASE:ForEachClient( IteratorFunction, ... ) -- self:F3( arg ) -- -- self:ForEach( IteratorFunction, arg, self.Clients ) -- -- return self --end --- Decides whether to include the Object -- @param #SET_BASE self -- @param #table Object -- @return #SET_BASE self function SET_BASE:IsIncludeObject( Object ) self:F3( Object ) return true end --- Flushes the current SET_BASE contents in the log ... (for debug reasons). -- @param #SET_BASE self -- @return #string A string with the names of the objects. function SET_BASE:Flush() self:F3() local ObjectNames = "" for ObjectName, Object in pairs( self.Set ) do ObjectNames = ObjectNames .. ObjectName .. ", " end self:T( { "Objects in Set:", ObjectNames } ) return ObjectNames end -- SET_GROUP --- SET_GROUP class -- @type SET_GROUP -- @extends Set#SET_BASE SET_GROUP = { ClassName = "SET_GROUP", Filter = { Coalitions = nil, Categories = nil, Countries = nil, GroupPrefixes = nil, }, FilterMeta = { Coalitions = { red = coalition.side.RED, blue = coalition.side.BLUE, neutral = coalition.side.NEUTRAL, }, Categories = { plane = Group.Category.AIRPLANE, helicopter = Group.Category.HELICOPTER, ground = Group.Category.GROUND_UNIT, ship = Group.Category.SHIP, structure = Group.Category.STRUCTURE, }, }, } --- Creates a new SET_GROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names. -- @param #SET_GROUP self -- @return #SET_GROUP -- @usage -- -- Define a new SET_GROUP Object. This DBObject will contain a reference to all alive GROUPS. -- DBObject = SET_GROUP:New() function SET_GROUP:New() -- Inherits from BASE local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.GROUPS ) ) return self end --- Add GROUP(s) to SET_GROUP. -- @param Set#SET_GROUP self -- @param #string AddGroupNames A single name or an array of GROUP names. -- @return self function SET_GROUP:AddGroupsByName( AddGroupNames ) local AddGroupNamesArray = ( type( AddGroupNames ) == "table" ) and AddGroupNames or { AddGroupNames } for AddGroupID, AddGroupName in pairs( AddGroupNamesArray ) do self:Add( AddGroupName, GROUP:FindByName( AddGroupName ) ) end return self end --- Remove GROUP(s) from SET_GROUP. -- @param Set#SET_GROUP self -- @param Group#GROUP RemoveGroupNames A single name or an array of GROUP names. -- @return self function SET_GROUP:RemoveGroupsByName( RemoveGroupNames ) local RemoveGroupNamesArray = ( type( RemoveGroupNames ) == "table" ) and RemoveGroupNames or { RemoveGroupNames } for RemoveGroupID, RemoveGroupName in pairs( RemoveGroupNamesArray ) do self:Remove( RemoveGroupName.GroupName ) end return self end --- Finds a Group based on the Group Name. -- @param #SET_GROUP self -- @param #string GroupName -- @return Group#GROUP The found Group. function SET_GROUP:FindGroup( GroupName ) local GroupFound = self.Set[GroupName] return GroupFound end --- Builds a set of groups of coalitions. -- Possible current coalitions are red, blue and neutral. -- @param #SET_GROUP self -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". -- @return #SET_GROUP self function SET_GROUP:FilterCoalitions( Coalitions ) if not self.Filter.Coalitions then self.Filter.Coalitions = {} end if type( Coalitions ) ~= "table" then Coalitions = { Coalitions } end for CoalitionID, Coalition in pairs( Coalitions ) do self.Filter.Coalitions[Coalition] = Coalition end return self end --- Builds a set of groups out of categories. -- Possible current categories are plane, helicopter, ground, ship. -- @param #SET_GROUP self -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". -- @return #SET_GROUP self function SET_GROUP:FilterCategories( Categories ) if not self.Filter.Categories then self.Filter.Categories = {} end if type( Categories ) ~= "table" then Categories = { Categories } end for CategoryID, Category in pairs( Categories ) do self.Filter.Categories[Category] = Category end return self end --- Builds a set of groups of defined countries. -- Possible current countries are those known within DCS world. -- @param #SET_GROUP self -- @param #string Countries Can take those country strings known within DCS world. -- @return #SET_GROUP self function SET_GROUP:FilterCountries( Countries ) if not self.Filter.Countries then self.Filter.Countries = {} end if type( Countries ) ~= "table" then Countries = { Countries } end for CountryID, Country in pairs( Countries ) do self.Filter.Countries[Country] = Country end return self end --- Builds a set of groups of defined GROUP prefixes. -- All the groups starting with the given prefixes will be included within the set. -- @param #SET_GROUP self -- @param #string Prefixes The prefix of which the group name starts with. -- @return #SET_GROUP self function SET_GROUP:FilterPrefixes( Prefixes ) if not self.Filter.GroupPrefixes then self.Filter.GroupPrefixes = {} end if type( Prefixes ) ~= "table" then Prefixes = { Prefixes } end for PrefixID, Prefix in pairs( Prefixes ) do self.Filter.GroupPrefixes[Prefix] = Prefix end return self end --- Starts the filtering. -- @param #SET_GROUP self -- @return #SET_GROUP self function SET_GROUP:FilterStart() if _DATABASE then self:_FilterStart() end return self end --- Handles the Database to check on an event (birth) that the Object was added in the Database. -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! -- @param #SET_GROUP self -- @param Event#EVENTDATA Event -- @return #string The name of the GROUP -- @return #table The GROUP function SET_GROUP:AddInDatabase( Event ) self:F3( { Event } ) if not self.Database[Event.IniDCSGroupName] then self.Database[Event.IniDCSGroupName] = GROUP:Register( Event.IniDCSGroupName ) self:T3( self.Database[Event.IniDCSGroupName] ) end return Event.IniDCSGroupName, self.Database[Event.IniDCSGroupName] end --- Handles the Database to check on any event that Object exists in the Database. -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! -- @param #SET_GROUP self -- @param Event#EVENTDATA Event -- @return #string The name of the GROUP -- @return #table The GROUP function SET_GROUP:FindInDatabase( Event ) self:F3( { Event } ) return Event.IniDCSGroupName, self.Database[Event.IniDCSGroupName] end --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters. -- @param #SET_GROUP self -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. -- @return #SET_GROUP self function SET_GROUP:ForEachGroup( IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set ) return self end --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function. -- @param #SET_GROUP self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. -- @return #SET_GROUP self function SET_GROUP:ForEachGroupCompletelyInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Group#GROUP GroupObject function( ZoneObject, GroupObject ) if GroupObject:IsCompletelyInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence partly in a @{Zone}, providing the GROUP and optional parameters to the called function. -- @param #SET_GROUP self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. -- @return #SET_GROUP self function SET_GROUP:ForEachGroupPartlyInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Group#GROUP GroupObject function( ZoneObject, GroupObject ) if GroupObject:IsPartlyInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function. -- @param #SET_GROUP self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. -- @return #SET_GROUP self function SET_GROUP:ForEachGroupNotInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Group#GROUP GroupObject function( ZoneObject, GroupObject ) if GroupObject:IsNotInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end ----- Interate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters. ---- @param #SET_GROUP self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter. ---- @return #SET_GROUP self --function SET_GROUP:ForEachPlayer( IteratorFunction, ... ) -- self:F2( arg ) -- -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) -- -- return self --end -- -- ----- Interate the SET_GROUP and call an interator function for each client, providing the Client to the function and optional parameters. ---- @param #SET_GROUP self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a CLIENT parameter. ---- @return #SET_GROUP self --function SET_GROUP:ForEachClient( IteratorFunction, ... ) -- self:F2( arg ) -- -- self:ForEach( IteratorFunction, arg, self.Clients ) -- -- return self --end --- -- @param #SET_GROUP self -- @param Group#GROUP MooseGroup -- @return #SET_GROUP self function SET_GROUP:IsIncludeObject( MooseGroup ) self:F2( MooseGroup ) local MooseGroupInclude = true if self.Filter.Coalitions then local MooseGroupCoalition = false for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do self:T3( { "Coalition:", MooseGroup:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MooseGroup:GetCoalition() then MooseGroupCoalition = true end end MooseGroupInclude = MooseGroupInclude and MooseGroupCoalition end if self.Filter.Categories then local MooseGroupCategory = false for CategoryID, CategoryName in pairs( self.Filter.Categories ) do self:T3( { "Category:", MooseGroup:GetCategory(), self.FilterMeta.Categories[CategoryName], CategoryName } ) if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MooseGroup:GetCategory() then MooseGroupCategory = true end end MooseGroupInclude = MooseGroupInclude and MooseGroupCategory end if self.Filter.Countries then local MooseGroupCountry = false for CountryID, CountryName in pairs( self.Filter.Countries ) do self:T3( { "Country:", MooseGroup:GetCountry(), CountryName } ) if country.id[CountryName] == MooseGroup:GetCountry() then MooseGroupCountry = true end end MooseGroupInclude = MooseGroupInclude and MooseGroupCountry end if self.Filter.GroupPrefixes then local MooseGroupPrefix = false for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do self:T3( { "Prefix:", string.find( MooseGroup:GetName(), GroupPrefix, 1 ), GroupPrefix } ) if string.find( MooseGroup:GetName(), GroupPrefix, 1 ) then MooseGroupPrefix = true end end MooseGroupInclude = MooseGroupInclude and MooseGroupPrefix end self:T2( MooseGroupInclude ) return MooseGroupInclude end --- SET_UNIT class -- @type SET_UNIT -- @extends Set#SET_BASE SET_UNIT = { ClassName = "SET_UNIT", Units = {}, Filter = { Coalitions = nil, Categories = nil, Types = nil, Countries = nil, UnitPrefixes = nil, }, FilterMeta = { Coalitions = { red = coalition.side.RED, blue = coalition.side.BLUE, neutral = coalition.side.NEUTRAL, }, Categories = { plane = Unit.Category.AIRPLANE, helicopter = Unit.Category.HELICOPTER, ground = Unit.Category.GROUND_UNIT, ship = Unit.Category.SHIP, structure = Unit.Category.STRUCTURE, }, }, } --- Creates a new SET_UNIT object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. -- @param #SET_UNIT self -- @return #SET_UNIT -- @usage -- -- Define a new SET_UNIT Object. This DBObject will contain a reference to all alive Units. -- DBObject = SET_UNIT:New() function SET_UNIT:New() -- Inherits from BASE local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) ) return self end --- Add UNIT(s) to SET_UNIT. -- @param Set#SET_UNIT self -- @param #string AddUnitNames A single name or an array of UNIT names. -- @return self function SET_UNIT:AddUnitsByName( AddUnitNames ) local AddUnitNamesArray = ( type( AddUnitNames ) == "table" ) and AddUnitNames or { AddUnitNames } for AddUnitID, AddUnitName in pairs( AddUnitNamesArray ) do self:Add( AddUnitName, UNIT:FindByName( AddUnitName ) ) end return self end --- Remove UNIT(s) from SET_UNIT. -- @param Set#SET_UNIT self -- @param Unit#UNIT RemoveUnitNames A single name or an array of UNIT names. -- @return self function SET_UNIT:RemoveUnitsByName( RemoveUnitNames ) local RemoveUnitNamesArray = ( type( RemoveUnitNames ) == "table" ) and RemoveUnitNames or { RemoveUnitNames } for RemoveUnitID, RemoveUnitName in pairs( RemoveUnitNamesArray ) do self:Remove( RemoveUnitName.UnitName ) end return self end --- Finds a Unit based on the Unit Name. -- @param #SET_UNIT self -- @param #string UnitName -- @return Unit#UNIT The found Unit. function SET_UNIT:FindUnit( UnitName ) local UnitFound = self.Set[UnitName] return UnitFound end --- Builds a set of units of coalitions. -- Possible current coalitions are red, blue and neutral. -- @param #SET_UNIT self -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". -- @return #SET_UNIT self function SET_UNIT:FilterCoalitions( Coalitions ) if not self.Filter.Coalitions then self.Filter.Coalitions = {} end if type( Coalitions ) ~= "table" then Coalitions = { Coalitions } end for CoalitionID, Coalition in pairs( Coalitions ) do self.Filter.Coalitions[Coalition] = Coalition end return self end --- Builds a set of units out of categories. -- Possible current categories are plane, helicopter, ground, ship. -- @param #SET_UNIT self -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". -- @return #SET_UNIT self function SET_UNIT:FilterCategories( Categories ) if not self.Filter.Categories then self.Filter.Categories = {} end if type( Categories ) ~= "table" then Categories = { Categories } end for CategoryID, Category in pairs( Categories ) do self.Filter.Categories[Category] = Category end return self end --- Builds a set of units of defined unit types. -- Possible current types are those types known within DCS world. -- @param #SET_UNIT self -- @param #string Types Can take those type strings known within DCS world. -- @return #SET_UNIT self function SET_UNIT:FilterTypes( Types ) if not self.Filter.Types then self.Filter.Types = {} end if type( Types ) ~= "table" then Types = { Types } end for TypeID, Type in pairs( Types ) do self.Filter.Types[Type] = Type end return self end --- Builds a set of units of defined countries. -- Possible current countries are those known within DCS world. -- @param #SET_UNIT self -- @param #string Countries Can take those country strings known within DCS world. -- @return #SET_UNIT self function SET_UNIT:FilterCountries( Countries ) if not self.Filter.Countries then self.Filter.Countries = {} end if type( Countries ) ~= "table" then Countries = { Countries } end for CountryID, Country in pairs( Countries ) do self.Filter.Countries[Country] = Country end return self end --- Builds a set of units of defined unit prefixes. -- All the units starting with the given prefixes will be included within the set. -- @param #SET_UNIT self -- @param #string Prefixes The prefix of which the unit name starts with. -- @return #SET_UNIT self function SET_UNIT:FilterPrefixes( Prefixes ) if not self.Filter.UnitPrefixes then self.Filter.UnitPrefixes = {} end if type( Prefixes ) ~= "table" then Prefixes = { Prefixes } end for PrefixID, Prefix in pairs( Prefixes ) do self.Filter.UnitPrefixes[Prefix] = Prefix end return self end --- Starts the filtering. -- @param #SET_UNIT self -- @return #SET_UNIT self function SET_UNIT:FilterStart() if _DATABASE then self:_FilterStart() end return self end --- Handles the Database to check on an event (birth) that the Object was added in the Database. -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! -- @param #SET_UNIT self -- @param Event#EVENTDATA Event -- @return #string The name of the UNIT -- @return #table The UNIT function SET_UNIT:AddInDatabase( Event ) self:F3( { Event } ) if not self.Database[Event.IniDCSUnitName] then self.Database[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnitName ) self:T3( self.Database[Event.IniDCSUnitName] ) end return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] end --- Handles the Database to check on any event that Object exists in the Database. -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! -- @param #SET_UNIT self -- @param Event#EVENTDATA Event -- @return #string The name of the UNIT -- @return #table The UNIT function SET_UNIT:FindInDatabase( Event ) self:F3( { Event } ) return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] end --- Interate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters. -- @param #SET_UNIT self -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. -- @return #SET_UNIT self function SET_UNIT:ForEachUnit( IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set ) return self end --- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function. -- @param #SET_UNIT self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. -- @return #SET_UNIT self function SET_UNIT:ForEachUnitCompletelyInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Unit#UNIT UnitObject function( ZoneObject, UnitObject ) if UnitObject:IsCompletelyInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end --- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function. -- @param #SET_UNIT self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. -- @return #SET_UNIT self function SET_UNIT:ForEachUnitNotInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Unit#UNIT UnitObject function( ZoneObject, UnitObject ) if UnitObject:IsNotInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end ----- Interate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters. ---- @param #SET_UNIT self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a UNIT parameter. ---- @return #SET_UNIT self --function SET_UNIT:ForEachPlayer( IteratorFunction, ... ) -- self:F2( arg ) -- -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) -- -- return self --end -- -- ----- Interate the SET_UNIT and call an interator function for each client, providing the Client to the function and optional parameters. ---- @param #SET_UNIT self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a CLIENT parameter. ---- @return #SET_UNIT self --function SET_UNIT:ForEachClient( IteratorFunction, ... ) -- self:F2( arg ) -- -- self:ForEach( IteratorFunction, arg, self.Clients ) -- -- return self --end --- -- @param #SET_UNIT self -- @param Unit#UNIT MUnit -- @return #SET_UNIT self function SET_UNIT:IsIncludeObject( MUnit ) self:F2( MUnit ) local MUnitInclude = true if self.Filter.Coalitions then local MUnitCoalition = false for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do self:T3( { "Coalition:", MUnit:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MUnit:GetCoalition() then MUnitCoalition = true end end MUnitInclude = MUnitInclude and MUnitCoalition end if self.Filter.Categories then local MUnitCategory = false for CategoryID, CategoryName in pairs( self.Filter.Categories ) do self:T3( { "Category:", MUnit:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } ) if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MUnit:GetDesc().category then MUnitCategory = true end end MUnitInclude = MUnitInclude and MUnitCategory end if self.Filter.Types then local MUnitType = false for TypeID, TypeName in pairs( self.Filter.Types ) do self:T3( { "Type:", MUnit:GetTypeName(), TypeName } ) if TypeName == MUnit:GetTypeName() then MUnitType = true end end MUnitInclude = MUnitInclude and MUnitType end if self.Filter.Countries then local MUnitCountry = false for CountryID, CountryName in pairs( self.Filter.Countries ) do self:T3( { "Country:", MUnit:GetCountry(), CountryName } ) if country.id[CountryName] == MUnit:GetCountry() then MUnitCountry = true end end MUnitInclude = MUnitInclude and MUnitCountry end if self.Filter.UnitPrefixes then local MUnitPrefix = false for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do self:T3( { "Prefix:", string.find( MUnit:GetName(), UnitPrefix, 1 ), UnitPrefix } ) if string.find( MUnit:GetName(), UnitPrefix, 1 ) then MUnitPrefix = true end end MUnitInclude = MUnitInclude and MUnitPrefix end self:T2( MUnitInclude ) return MUnitInclude end --- SET_CLIENT --- SET_CLIENT class -- @type SET_CLIENT -- @extends Set#SET_BASE SET_CLIENT = { ClassName = "SET_CLIENT", Clients = {}, Filter = { Coalitions = nil, Categories = nil, Types = nil, Countries = nil, ClientPrefixes = nil, }, FilterMeta = { Coalitions = { red = coalition.side.RED, blue = coalition.side.BLUE, neutral = coalition.side.NEUTRAL, }, Categories = { plane = Client.Category.AIRPLANE, helicopter = Client.Category.HELICOPTER, ground = Client.Category.GROUND_CLIENT, ship = Client.Category.SHIP, structure = Client.Category.STRUCTURE, }, }, } --- Creates a new SET_CLIENT object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. -- @param #SET_CLIENT self -- @return #SET_CLIENT -- @usage -- -- Define a new SET_CLIENT Object. This DBObject will contain a reference to all Clients. -- DBObject = SET_CLIENT:New() function SET_CLIENT:New() -- Inherits from BASE local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CLIENTS ) ) return self end --- Add CLIENT(s) to SET_CLIENT. -- @param Set#SET_CLIENT self -- @param #string AddClientNames A single name or an array of CLIENT names. -- @return self function SET_CLIENT:AddClientsByName( AddClientNames ) local AddClientNamesArray = ( type( AddClientNames ) == "table" ) and AddClientNames or { AddClientNames } for AddClientID, AddClientName in pairs( AddClientNamesArray ) do self:Add( AddClientName, CLIENT:FindByName( AddClientName ) ) end return self end --- Remove CLIENT(s) from SET_CLIENT. -- @param Set#SET_CLIENT self -- @param Client#CLIENT RemoveClientNames A single name or an array of CLIENT names. -- @return self function SET_CLIENT:RemoveClientsByName( RemoveClientNames ) local RemoveClientNamesArray = ( type( RemoveClientNames ) == "table" ) and RemoveClientNames or { RemoveClientNames } for RemoveClientID, RemoveClientName in pairs( RemoveClientNamesArray ) do self:Remove( RemoveClientName.ClientName ) end return self end --- Finds a Client based on the Client Name. -- @param #SET_CLIENT self -- @param #string ClientName -- @return Client#CLIENT The found Client. function SET_CLIENT:FindClient( ClientName ) local ClientFound = self.Set[ClientName] return ClientFound end --- Builds a set of clients of coalitions. -- Possible current coalitions are red, blue and neutral. -- @param #SET_CLIENT self -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". -- @return #SET_CLIENT self function SET_CLIENT:FilterCoalitions( Coalitions ) if not self.Filter.Coalitions then self.Filter.Coalitions = {} end if type( Coalitions ) ~= "table" then Coalitions = { Coalitions } end for CoalitionID, Coalition in pairs( Coalitions ) do self.Filter.Coalitions[Coalition] = Coalition end return self end --- Builds a set of clients out of categories. -- Possible current categories are plane, helicopter, ground, ship. -- @param #SET_CLIENT self -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". -- @return #SET_CLIENT self function SET_CLIENT:FilterCategories( Categories ) if not self.Filter.Categories then self.Filter.Categories = {} end if type( Categories ) ~= "table" then Categories = { Categories } end for CategoryID, Category in pairs( Categories ) do self.Filter.Categories[Category] = Category end return self end --- Builds a set of clients of defined client types. -- Possible current types are those types known within DCS world. -- @param #SET_CLIENT self -- @param #string Types Can take those type strings known within DCS world. -- @return #SET_CLIENT self function SET_CLIENT:FilterTypes( Types ) if not self.Filter.Types then self.Filter.Types = {} end if type( Types ) ~= "table" then Types = { Types } end for TypeID, Type in pairs( Types ) do self.Filter.Types[Type] = Type end return self end --- Builds a set of clients of defined countries. -- Possible current countries are those known within DCS world. -- @param #SET_CLIENT self -- @param #string Countries Can take those country strings known within DCS world. -- @return #SET_CLIENT self function SET_CLIENT:FilterCountries( Countries ) if not self.Filter.Countries then self.Filter.Countries = {} end if type( Countries ) ~= "table" then Countries = { Countries } end for CountryID, Country in pairs( Countries ) do self.Filter.Countries[Country] = Country end return self end --- Builds a set of clients of defined client prefixes. -- All the clients starting with the given prefixes will be included within the set. -- @param #SET_CLIENT self -- @param #string Prefixes The prefix of which the client name starts with. -- @return #SET_CLIENT self function SET_CLIENT:FilterPrefixes( Prefixes ) if not self.Filter.ClientPrefixes then self.Filter.ClientPrefixes = {} end if type( Prefixes ) ~= "table" then Prefixes = { Prefixes } end for PrefixID, Prefix in pairs( Prefixes ) do self.Filter.ClientPrefixes[Prefix] = Prefix end return self end --- Starts the filtering. -- @param #SET_CLIENT self -- @return #SET_CLIENT self function SET_CLIENT:FilterStart() if _DATABASE then self:_FilterStart() end return self end --- Handles the Database to check on an event (birth) that the Object was added in the Database. -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! -- @param #SET_CLIENT self -- @param Event#EVENTDATA Event -- @return #string The name of the CLIENT -- @return #table The CLIENT function SET_CLIENT:AddInDatabase( Event ) self:F3( { Event } ) if not self.Database[Event.IniDCSClientName] then self.Database[Event.IniDCSClientName] = CLIENT:Register( Event.IniDCSClientName ) self:T3( self.Database[Event.IniDCSClientName] ) end return Event.IniDCSClientName, self.Database[Event.IniDCSClientName] end --- Handles the Database to check on any event that Object exists in the Database. -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! -- @param #SET_CLIENT self -- @param Event#EVENTDATA Event -- @return #string The name of the CLIENT -- @return #table The CLIENT function SET_CLIENT:FindInDatabase( Event ) self:F3( { Event } ) return Event.IniDCSClientName, self.Database[Event.IniDCSClientName] end --- Interate the SET_CLIENT and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters. -- @param #SET_CLIENT self -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter. -- @return #SET_CLIENT self function SET_CLIENT:ForEachClient( IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set ) return self end --- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence completely in a @{Zone}, providing the CLIENT and optional parameters to the called function. -- @param #SET_CLIENT self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter. -- @return #SET_CLIENT self function SET_CLIENT:ForEachClientCompletelyInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Client#CLIENT ClientObject function( ZoneObject, ClientObject ) if ClientObject:IsCompletelyInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end --- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence not in a @{Zone}, providing the CLIENT and optional parameters to the called function. -- @param #SET_CLIENT self -- @param Zone#ZONE ZoneObject The Zone to be tested for. -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter. -- @return #SET_CLIENT self function SET_CLIENT:ForEachClientNotInZone( ZoneObject, IteratorFunction, ... ) self:F2( arg ) self:ForEach( IteratorFunction, arg, self.Set, --- @param Zone#ZONE_BASE ZoneObject -- @param Client#CLIENT ClientObject function( ZoneObject, ClientObject ) if ClientObject:IsNotInZone( ZoneObject ) then return true else return false end end, { ZoneObject } ) return self end ----- Interate the SET_CLIENT and call an interator function for each **alive** player, providing the Client of the player and optional parameters. ---- @param #SET_CLIENT self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_CLIENT. The function needs to accept a CLIENT parameter. ---- @return #SET_CLIENT self --function SET_CLIENT:ForEachPlayer( IteratorFunction, ... ) -- self:F2( arg ) -- -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) -- -- return self --end -- -- ----- Interate the SET_CLIENT and call an interator function for each client, providing the Client to the function and optional parameters. ---- @param #SET_CLIENT self ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_CLIENT. The function needs to accept a CLIENT parameter. ---- @return #SET_CLIENT self --function SET_CLIENT:ForEachClient( IteratorFunction, ... ) -- self:F2( arg ) -- -- self:ForEach( IteratorFunction, arg, self.Clients ) -- -- return self --end --- -- @param #SET_CLIENT self -- @param Client#CLIENT MClient -- @return #SET_CLIENT self function SET_CLIENT:IsIncludeObject( MClient ) self:F2( MClient ) local MClientInclude = true if self.Filter.Coalitions then local MClientCoalition = false for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do self:T3( { "Coalition:", MClient:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MClient:GetCoalition() then MClientCoalition = true end end MClientInclude = MClientInclude and MClientCoalition end if self.Filter.Categories then local MClientCategory = false for CategoryID, CategoryName in pairs( self.Filter.Categories ) do self:T3( { "Category:", MClient:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } ) if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MClient:GetDesc().category then MClientCategory = true end end MClientInclude = MClientInclude and MClientCategory end if self.Filter.Types then local MClientType = false for TypeID, TypeName in pairs( self.Filter.Types ) do self:T3( { "Type:", MClient:GetTypeName(), TypeName } ) if TypeName == MClient:GetTypeName() then MClientType = true end end MClientInclude = MClientInclude and MClientType end if self.Filter.Countries then local MClientCountry = false for CountryID, CountryName in pairs( self.Filter.Countries ) do self:T3( { "Country:", MClient:GetCountry(), CountryName } ) if country.id[CountryName] == MClient:GetCountry() then MClientCountry = true end end MClientInclude = MClientInclude and MClientCountry end if self.Filter.ClientPrefixes then local MClientPrefix = false for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do self:T3( { "Prefix:", string.find( MClient:GetName(), ClientPrefix, 1 ), ClientPrefix } ) if string.find( MClient:GetName(), ClientPrefix, 1 ) then MClientPrefix = true end end MClientInclude = MClientInclude and MClientPrefix end self:T2( MClientInclude ) return MClientInclude end