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211 lines
9.4 KiB
Lua
211 lines
9.4 KiB
Lua
--- Message System to display Messages for Clients and Coalitions or All.
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-- Messages are grouped on the display panel per Category to improve readability for the players.
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-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
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-- Messages are identified by an ID. The messages with the same ID belonging to the same category will be overwritten if they were still being displayed on the display panel.
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-- Messages are created with MESSAGE:@{New}().
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-- Messages are sent to Clients with MESSAGE:@{ToClient}().
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-- Messages are sent to Coalitions with MESSAGE:@{ToCoalition}().
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-- Messages are sent to All Players with MESSAGE:@{ToAll}().
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-- @classmod MESSAGE
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Include.File( "Trace" )
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Include.File( "Base" )
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MESSAGE = {
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ClassName = "MESSAGE",
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MessageCategory = 0,
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MessageID = 0,
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}
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--- 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.
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-- @tparam string MessageText is the text of the Message.
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-- @tparam string MessageCategory is a string expressing the Category of the Message. Messages are grouped on the display panel per Category to improve readability.
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-- @tparam number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
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-- @tparam string MessageID is a string expressing the ID of the Message.
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-- @treturn MESSAGE
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-- @usage
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-- -- Create a series of new Messages.
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-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
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-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
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-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
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-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
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-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
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-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
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-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
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-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
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function MESSAGE:New( MessageText, MessageCategory, MessageDuration, MessageID )
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trace.f(self.ClassName, { MessageText, MessageCategory, MessageDuration, MessageID } )
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local self = BASE:Inherit( self, BASE:New() )
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self.MessageCategory = MessageCategory
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self.MessageDuration = MessageDuration
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self.MessageID = MessageID
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self.MessageTime = timer.getTime()
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self.MessageText = MessageText
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self.MessageSent = false
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self.MessageGroup = false
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self.MessageCoalition = false
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return self
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end
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--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
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-- @tparam CLIENT Client is the Group of the Client.
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-- @treturn MESSAGE
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-- @usage
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-- -- Send the 2 messages created with the @{New} method to the Client Group.
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-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
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-- ClientGroup = Group.getByName( "ClientGroup" )
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--
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-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
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-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
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-- or
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-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
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-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
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-- or
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-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
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-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
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-- MessageClient1:ToClient( ClientGroup )
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-- MessageClient2:ToClient( ClientGroup )
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function MESSAGE:ToClient( Client )
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trace.f(self.ClassName )
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if Client and Client:ClientGroup() then
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local ClientGroupName = Client:ClientGroup():getName()
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if not _MessageQueue.ClientGroups[ClientGroupName] then
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_MessageQueue.ClientGroups[ClientGroupName] = {}
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_MessageQueue.ClientGroups[ClientGroupName].Messages = {}
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end
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_MessageQueue.ClientGroups[ClientGroupName].Messages[self.MessageID] = self
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end
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return self
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end
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--- Sends a MESSAGE to a Coalition.
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-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
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-- @treturn MESSAGE
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-- @usage
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-- -- Send a message created with the @{New} method to the RED coalition.
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-- 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 )
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-- or
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-- 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 )
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-- or
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-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
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-- MessageRED:ToCoalition( coalition.side.RED )
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function MESSAGE:ToCoalition( CoalitionSide )
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trace.f(self.ClassName )
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if CoalitionSide then
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if not _MessageQueue.CoalitionSides[CoalitionSide] then
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_MessageQueue.CoalitionSides[CoalitionSide] = {}
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_MessageQueue.CoalitionSides[CoalitionSide].Messages = {}
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end
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_MessageQueue.CoalitionSides[CoalitionSide].Messages[self.MessageID] = self
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end
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return self
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end
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--- Sends a MESSAGE to all players.
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-- @treturn MESSAGE
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-- @usage
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-- -- Send a message created to all players.
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-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
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-- or
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-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
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-- or
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-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
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-- MessageAll:ToAll()
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function MESSAGE:ToAll()
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trace.f(self.ClassName )
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self:ToCoalition( coalition.side.RED )
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self:ToCoalition( coalition.side.BLUE )
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return self
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end
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--- MESSAGEQUEUE
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-- @type MESSAGEQUEUE
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MESSAGEQUEUE = {
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ClientGroups = {},
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CoalitionSides = {}
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}
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function MESSAGEQUEUE:New( RefreshInterval )
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trace.f( self.ClassName, { RefreshInterval } )
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local self = BASE:Inherit( self, BASE:New() )
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self.RefreshInterval = RefreshInterval
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self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
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return self
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end
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--- This function is called automatically by the MESSAGEQUEUE scheduler.
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function MESSAGEQUEUE:_DisplayMessages()
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-- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
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for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
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for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
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if MessageData.MessageSent == false then
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trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
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MessageData.MessageSent = true
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end
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local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
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if MessageTimeLeft <= 0 then
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MessageData = nil
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end
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end
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end
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-- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
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-- Because the Client messages will overwrite the Coalition messages (for that Client).
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for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
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for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
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if MessageData.MessageGroup == false then
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trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
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MessageData.MessageGroup = true
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end
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local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
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if MessageTimeLeft <= 0 then
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MessageData = nil
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end
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end
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-- Now check if the Client also has messages that belong to the Coalition of the Client...
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-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
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-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
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-- local CoalitionGroup = Group.getByName( ClientGroupName )
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-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
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-- if MessageData.MessageCoalition == false then
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-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
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-- MessageData.MessageCoalition = true
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-- end
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-- end
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-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
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-- if MessageTimeLeft <= 0 then
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-- MessageData = nil
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-- end
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-- end
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-- end
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end
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end
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--- The _MessageQueue object is created when the MESSAGE class module is loaded.
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_MessageQueue = MESSAGEQUEUE:New( 0.5 )
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