2017-10-11 09:38:49 +02:00

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DCS Simulation Control User Scripts
====================================
The behaviour of the DCS can be altered using the *GameGUI.lua scripts.
You define the hooks to the DCS events, and then do what you want using the provided API.
===================================================================================================
When loading, DCS searches for Saved Games\DCS\Scripts\*GameGUI.lua files,
sorts them by name and then loads into the GUI Lua-state.
Each user script is loaded into an isolated environment, so the only
thing they share is the state of the simulator.
Each script defines a set of callbacks to the DCS events and sets them with the call
DCS.setUserCallbacks(cb_table)
For each callback type the hooks of all user scripts will be called in order of loading.
For callbacks which are supposed to returning a value, currently there are 3 of them:
onPlayerTryConnect
onPlayerTrySendChat
onPlayerTryChangeSlot
returning a value means breaking the hook call chain.
Returning nothing (or nil) means continuing the hook chain, which ends with the default allow-all handlers.
The example user script 'testGameGUI.lua':
----------------------------------------------------------------------------------------------
local test = {}
function test.onPlayerTryConnect(ipaddr, name, ucid, playerID)
print('onPlayerTryConnect(%s, %s, %s, %d)', ipaddr, name, ucid, playerID)
-- if you want to gently intercept the call, allowing other user scripts to get it,
-- you better return nothing here
return true -- allow the player to connect
end
function test.onSimulationStart()
print('Current mission is '..DCS.getMissionName())
end
DCS.setUserCallbacks(test) -- here we set our callbacks
----------------------------------------------------------------------------------------------
The available API are documented below.
The full list of the callbacks is at the end of this document.
In addition, all standard lua 5.1 libraries are available as well, namely:
base api, like print, etc,
math.*
table.*
string.*
io.*
os.*
debug.*
===================================================================================================
Lua File System (lfs) API
-------------------------------
lfs.currentdir() -> string
Returns the path of the DCS install folder
lfs.writedir() -> string
Returns the path of the current 'Saved Games\DCS' folder.
lfs.tempdir() -> string
Returns the pat of the DCS Temp folder (AppData\Local\Temp\DCS).
lfs.mkdir()
lfs.rmdir()
lfs.attributes()
lfs.dir()
lfs.normpath()
lfs.realpath()
DCS Control API, table 'DCS.*'
-------------------------------
DCS.setPause(bool)
Pauses/resumes the simulation. Server-side only.
DCS.getPause() -> bool
true if simulation is paused
DCS.stopMission()
stops current mission
DCS.exitProcess()
Exits the DCS process.
DCS.isMultiplayer() -> bool
True when running in the multiplayer mode.
DCS.isServer() -> bool
True when running as a server or in the single-player mode.
DCS.getModelTime() -> number
returns current DCS simulation time in seconds.
DCS.getRealTime() -> number
returns current DCS real time in seconds relative to the DCS start time.
DCS.getMissionOptions() -> table
Returns the value of 'mission.options'
DCS.getMissionDescription() -> string
translated mission.descriptionText string
DCS.getAvailableCoalitions() -> table {
[coalition_id] = { name = "coalition name", }
...
}
Returns a list of coalitions which have available slots.
DCS.getAvailableSlots(coalitionID) -> array of {unitId, type, role, callsign, groupName, country}
Returns the list of available slots.
NOTE: the returned unitID is actually a slotID, which for multi-seat units is 'unitID_seatID'
DCS.getCurrentMission() -> table with the currently loaded mission
NOTE: to get valid mission.options use DCS.getMissionOptions()
DCS.getMissionName() -> string
Returns the name of the current mission
DCS.getMissionFilename() -> string
Returns the file name of the current mission (returns nil when acting as a multiplayer client).
DCS.getMissionResult(string side) -> integer [0, 100]
Gets missin result for either 'red' or 'blue'
DCS.getUnitProperty(missionId, propertyId) -> string
propertyId:
DCS.UNIT_RUNTIME_ID, // unique within runtime mission. int
DCS.UNIT_MISSION_ID, // unique within mission file. int>0
DCS.UNIT_NAME, // unit name, as assigned by mission designer.
DCS.UNIT_TYPE, // unit type (Ural, ZU-23, etc)
DCS.UNIT_CATEGORY,
DCS.UNIT_GROUP_MISSION_ID, // group ID, unique within mission file. int>0
DCS.UNIT_GROUPNAME, // group name, as assigned by mission designer.
DCS.UNIT_GROUPCATEGORY,
DCS.UNIT_CALLSIGN,
DCS.UNIT_HIDDEN,// ME hiding
DCS.UNIT_COALITION,// "blue", "red" or "unknown"
DCS.UNIT_COUNTRY_ID,
DCS.UNIT_TASK, //"unit.group.task"
DCS.UNIT_PLAYER_NAME, // valid for network "humanable" units
DCS.UNIT_ROLE,//"artillery_commander", "instructor", etc
DCS.UNIT_INVISIBLE_MAP_ICON,//ME invisible map icon
DCS.getUnitType(missionId) -> typeId
a shortcut for DCS.getUnitProperty(missionId, DCS.UNIT_TYPE)
DCS.getUnitTypeAttribute(typeId, attr) -> string
Returns a value from Database: Objects[typeId][attr],
for example DCS.getUnitTypeAttribute("Ural", "DisplayName")
DCS.writeDebriefing(str)
Writes a custom string to the debriefing file
DCS.setUserCallbacks(cb_table)
Hooks the callbacks using the handlers from the provided table.
See: "GameGUI scripts" section.
Logging API 'log.*'
------------------------
Logging works as follows:
a) each log message is accompanied with 2 attributes: a subsystem, and level.
b) after each messages gets into a logger it passes (asynchronously) through
a series of output filters which decide where the message will be written to.
Writing to log is done by:
log.write(SUBSYSTEM_NAME, LOG_LEVEL, message, ...)
if there are any arguments after 'message',
the actual string is formed as string.format(message, ...)
SUBSYSTEM_NAME is a string
LOG_LEVEL is one of the values, listed below
see log.set_output()
log.set_output(log_file_name_wo_ext, rule_subsystem_name, rule_level_mask, rule_output_mode)
the args:
log_file_name_wo_ext: resulting log will be written to $WRITE_DIR/Logs/<log_file_name_wo_ext>.log
rule_subsytem_name: the name of the subsystem whose messages to write or empty string to match all subsystems
rule_level_mask: a sum of log-level bit flags to match messages
valid flags are:
log.ALERT
log.ERROR
log.WARNING
log.INFO
log.DEBUG
log.ALL - includes all of the above
log.TRACE - a special level which is excluded from dcs.log file
rule_output_mode: a sum of output flags:
log.MESSAGE
log.TIME
log.MODULE - this is a 'subsystem', not a dlc
log.LEVEL
log.FULL - all of the above
So, in order to save net.trace(msg) messages to a file, you should issue a call:
log.set_output('lua-net', 'LuaNET', log.TRACE, log.MESSAGE + log.TIME)
This will write to a Logs/lua-net.log file
Or, to save everything lua-network-related:
log.set_output('lua-net', 'LuaNET', log.TRACE + log.ALL, log.MESSAGE + log.TIME + log.LEVEL)
To close the log file, you must use
log.set_output('lua-net', '', 0, 0)
log.* API is available in the 'Saved Games\DCS\Config\autoexec.cfg' file as well so you can control log output in you local machine.
Network specific API, available through the table 'net.'
----------------------------------------------------------------
net.log(msg) -- equivalent to log.write('LuaNET', log.INFO, msg)
net.trace(msg) -- equivalent to log.write('LuaNET', log.TRACE, msg)
What is the difference: log() always writes to dcs.log, but may lose messages if the output rate is too high.
trace() output never appears in the dcs.log file, it must be explicitly directed to a log file.
It never loses messages when there's an active output, but it may block if output rate is higher than writing to the log file.
To control logger output you can use $WRITE_DIR/Config/autoexec.cfg file, or call this from your network script
(log.* API, see above)
net.dostring_in(state, string) -> string
Executes a lua-string in a given internal lua-state and returns a string result
Valid state names are:
'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg
used for configuration settings
'mission': holds current mission
'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API
net.send_chat(string message, bool all)
Send chat message. If not all, then send to my coalition (side) only.
net.send_chat_to(string message, playerID to)
Send direct chat message to a player
Server-side only:
net.send_chat_to(string message, playerID to[, playerID from])
net.recv_chat(message[, int from=0])
Receive chat message locally[, pretending it was sent by another player].
from = 0 means from the system
net.load_mission(miz_filename)
Loads a specified mission, temporarily overriding the server mission list.
SERVER ONLY
net.load_next_mission() -> bool
Load the next mission from the server mission list. Returns false if list end is reached
SERVER ONLY
net.get_player_list() -> array of playerID
Returns the list of currently connected players
net.get_my_player_id() -> playerID
Returns the playerID of the local player. Currently always 1 for the server.
net.get_server_id() -> playerID
Returns playerID of the server. Currently, always 1.
net.get_player_info(playerID) -> table
Returns a table of all player attributes or nil if playerID is invalid
net.get_player_info(playerID, attrName) -> value
Returns a value of a given attribute for the playerID.
Currently defined attributes are:
'id': playerID
'name': player name
'side': 0 - spectators, 1 - red, 2 - blue
'slot': slotID of the player or ''
'ping': ping of the player in ms
'ipaddr': IP address of the player, SERVER ONLY
'ucid': Unique Client Identifier, SERVER ONLY
net.kick(id, message)
Kick a player.
net.get_stat(playerID, statID) -> integer
Get statistics for player. statIDs are:
net.PS_PING (0) - ping (in ms)
net.PS_CRASH (1) - number of crashes
net.PS_CAR (2) - number of destroyed vehicles
net.PS_PLANE (3) - ... planes/helicopters
net.PS_SHIP (4) - ... ships
net.PS_SCORE (5) - total score
net.PS_LAND (6) - number of landings
net.PS_EJECT (7) - of ejects
net.get_name(playerID) -> string
The same as net.get_player_info(playerID, 'name')
FIXME: implement in ServMan_compat.lua ?
net.get_slot(playerID) -> sideID, slotID
The same as:
net.get_player_info(playerID, 'side'), net.get_player_info(playerID, 'slot')
FIXME: implement in ServMan_compat.lua ?
net.set_slot(sideID, slotID)
Try to set the local player's slot. Empty slotID ('') puts the player into spectators.
net.force_player_slot(playerID, sideID, slotID) -> boolean
Forces a player to occupy a set slot. Slot '' means no slot (moves player to spectators)
SideID: 0 - spectators, 1 - red, 2 - blue
net.set_name(playerID, name) -- OBSOLETE, works only locally
net.lua2json(value) -> string
Convert a Lua value to JSON string
net.json2lua(json_string) -> value
Convert JSON string to a Lua value
LuaExport API 'Export.Lo*'
----------------------------------------------------------------
See Scripts/Export.lua for the documentation. Note that all export
API functions are available here in the Export. namespace, not the global one.
In multiplayer the availability of the API on clients depends on the server setting.
The calls to check export capabilities:
Export.LoIsObjectExportAllowed() -- returns the value of server.advanced.allow_object_export
Export.LoIsSensorExportAllowed() -- returns the value of server.advanced.allow_sensor_export
Export.LoIsOwnshipExportAllowed() -- returns the value of server.advanced.allow_ownship_export
These calls are only available on clients when LoIsObjectExportAllowed() is true:
Export.LoGetObjectById
Export.LoGetWorldObjects
These calls are only available on clients when LoIsSensorExportAllowed() is true:
Export.LoGetTWSInfo
Export.LoGetTargetInformation
Export.LoGetLockedTargetInformation
Export.LoGetF15_TWS_Contacts
Export.LoGetSightingSystemInfo
Export.LoGetWingTargets
These calls are only available on clients when LoIsOwnshipExportAllowed() is true:
Export.LoGetPlayerPlaneId
Export.LoGetIndicatedAirSpeed
Export.LoGetAngleOfAttack
Export.LoGetAngleOfSideSlip
Export.LoGetAccelerationUnits
Export.LoGetVerticalVelocity
Export.LoGetADIPitchBankYaw
Export.LoGetTrueAirSpeed
Export.LoGetAltitudeAboveSeaLevel
Export.LoGetAltitudeAboveGroundLevel
Export.LoGetMachNumber
Export.LoGetRadarAltimeter
Export.LoGetMagneticYaw
Export.LoGetGlideDeviation
Export.LoGetSideDeviation
Export.LoGetSlipBallPosition
Export.LoGetBasicAtmospherePressure
Export.LoGetControlPanel_HSI
Export.LoGetEngineInfo
Export.LoGetSelfData
Export.LoGetCameraPosition
Export.LoSetCameraPosition
Export.LoSetCommand
Export.LoGetMCPState
Export.LoGetRoute
Export.LoGetNavigationInfo
Export.LoGetPayloadInfo
Export.LoGetWingInfo
Export.LoGetMechInfo
Export.LoGetRadioBeaconsStatus
Export.LoGetVectorVelocity
Export.LoGetVectorWindVelocity
Export.LoGetSnares
Export.LoGetAngularVelocity
Export.LoGetHeightWithObjects
Export.LoGetFMData
These functions are always available:
Export.LoGetPilotName
Export.LoGetAltitude
Export.LoGetNameByType
Export.LoGeoCoordinatesToLoCoordinates
Export.LoCoordinatesToGeoCoordinates
Export.LoGetVersionInfo
Export.LoGetWindAtPoint
Export.LoGetModelTime
Export.LoGetMissionStartTime
These are not available in the *GameGUI state:
-- Export.LoSetSharedTexture
-- Export.LoRemoveSharedTexture
-- Export.LoUpdateSharedTexture
-------------------------------------------------------------------------------------------
--- The Callbacks.
-------------------------------------------------------------------------------------------
function onMissionLoadBegin()
end
function onMissionLoadProgress(progress, message)
end
function onMissionLoadEnd()
end
function onSimulationStart()
end
function onSimulationStop()
end
function onSimulationFrame()
end
function onSimulationPause()
end
function onSimulationResume()
end
function onGameEvent(eventName,arg1,arg2,arg3,arg4)
--"friendly_fire", playerID, weaponName, victimPlayerID
--"mission_end", winner, msg
--"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName
--"self_kill", playerID
--"change_slot", playerID, slotID, prevSide
--"connect", playerID, name
--"disconnect", playerID, name, playerSide, reason_code
--"crash", playerID, unit_missionID
--"eject", playerID, unit_missionID
--"takeoff", playerID, unit_missionID, airdromeName
--"landing", playerID, unit_missionID, airdromeName
--"pilot_death", playerID, unit_missionID
end
function onNetConnect(localPlayerID)
end
function onNetMissionChanged(newMissionName)
end
function onNetDisconnect(reason_msg, err_code)
end
-- disconnect reason codes:
net.ERR_INVALID_ADDRESS
net.ERR_CONNECT_FAILED
net.ERR_WRONG_VERSION
net.ERR_PROTOCOL_ERROR
net.ERR_TAINTED_CLIENT
net.ERR_INVALID_PASSWORD
net.ERR_BANNED
net.ERR_BAD_CALLSIGN
net.ERR_TIMEOUT
net.ERR_KICKED
function onPlayerConnect(id)
end
function onPlayerDisconnect(id, err_code)
-- this is never called for local playerID
end
function onPlayerStart(id)
-- a player entered the simulation
-- this is never called for local playerID
end
function onPlayerStop(id)
-- a player left the simulation (happens right before a disconnect, if player exited by desire)
-- this is never called for local playerID
end
function onPlayerChangeSlot(id)
-- a player successfully changed the slot
-- this will also come as onGameEvent('change_slot', playerID, slotID),
-- if allowed by server.advanced.event_Connect setting
end
--- These 3 functions are different from the rest:
--- 1. they are called directly from the network code, so try to make them as fast as possible
--- 2. they return a result
-- The code shows the default implementations.
function onPlayerTryConnect(addr, name, ucid, playerID) --> true | false, "disconnect reason"
return true
end
function onPlayerTrySendChat(playerID, msg, all) -- -> filteredMessage | "" - empty string drops the message
return msg
end
function onPlayerTryChangeSlot(playerID, side, slotID) -- -> true | false
return true
end
-- GUI callbacks
function onChatMessage(message, from)
-- this one may be useful for chat archiving
end
function onShowRadioMenu(a_h)
end
function onShowPool()
end
function onShowGameMenu()
end
function onShowBriefing()
end
function onShowChatAll()
end
function onShowChatTeam()
end
function onShowChatRead()
end
function onShowMessage(a_text, a_duration)
end
function onTriggerMessage(message, duration, clearView)
end
function onRadioMessage(message, duration)
end
function onRadioCommand(command_message)
end
===================================================================================================
Happy hacking!
Sincerely,
dsb at eagle dot ru