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486 lines
16 KiB
Lua
486 lines
16 KiB
Lua
--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Wrapper.Client
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-- @image Wrapper_Client.JPG
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--- The CLIENT class
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-- @type CLIENT
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-- @extends Wrapper.Unit#UNIT
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--- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
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-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
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-- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
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--
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-- * Wraps the DCS Unit objects with skill level set to Player or Client.
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-- * Support all DCS Unit APIs.
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-- * Enhance with Unit specific APIs not in the DCS Group API set.
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-- * When player joins Unit, execute alive init logic.
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-- * Handles messages to players.
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-- * Manage the "state" of the DCS Unit.
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--
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-- Clients are being used by the @{MISSION} class to follow players and register their successes.
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--
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-- ## CLIENT reference methods
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--
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-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
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-- This is done at the beginning of the mission (when the mission starts).
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--
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-- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
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-- using the DCS Unit or the DCS UnitName.
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--
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-- Another thing to know is that CLIENT objects do not "contain" the DCS Unit object.
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-- The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution.
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-- If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.
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--
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-- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:
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--
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-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
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-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
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--
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-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
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--
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-- @field #CLIENT
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CLIENT = {
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ONBOARDSIDE = {
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NONE = 0,
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LEFT = 1,
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RIGHT = 2,
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BACK = 3,
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FRONT = 4
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},
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ClassName = "CLIENT",
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ClientName = nil,
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ClientAlive = false,
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ClientTransport = false,
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ClientBriefingShown = false,
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_Menus = {},
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_Tasks = {},
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Messages = {
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}
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}
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--- Finds a CLIENT from the _DATABASE using the relevant DCS Unit.
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-- @param #CLIENT self
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-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
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-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
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-- @return #CLIENT
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-- @usage
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-- -- Create new Clients.
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-- 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' )
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-- Mission:AddGoal( DeploySA6TroopsGoal )
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--
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
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function CLIENT:Find( DCSUnit, Error )
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local ClientName = DCSUnit:getName()
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local ClientFound = _DATABASE:FindClient( ClientName )
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if ClientFound then
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ClientFound:F( ClientName )
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return ClientFound
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end
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if not Error then
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error( "CLIENT not found for: " .. ClientName )
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end
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end
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--- Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.
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-- As an optional parameter, a briefing text can be given also.
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-- @param #CLIENT self
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-- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor.
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-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
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-- @param #boolean Error A flag that indicates whether an error should be raised if the CLIENT cannot be found. By default an error will be raised.
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-- @return #CLIENT
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-- @usage
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-- -- Create new Clients.
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-- 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' )
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-- Mission:AddGoal( DeploySA6TroopsGoal )
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--
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
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-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
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function CLIENT:FindByName( ClientName, ClientBriefing, Error )
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local ClientFound = _DATABASE:FindClient( ClientName )
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if ClientFound then
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ClientFound:F( { ClientName, ClientBriefing } )
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ClientFound:AddBriefing( ClientBriefing )
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ClientFound.MessageSwitch = true
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return ClientFound
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end
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if not Error then
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error( "CLIENT not found for: " .. ClientName )
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end
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end
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function CLIENT:Register( ClientName )
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local self = BASE:Inherit( self, UNIT:Register( ClientName ) )
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self:F( ClientName )
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self.ClientName = ClientName
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self.MessageSwitch = true
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self.ClientAlive2 = false
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--self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
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self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. ClientName }, 1, 5 )
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self:F( self )
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return self
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end
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--- Transport defines that the Client is a Transport. Transports show cargo.
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-- @param #CLIENT self
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-- @return #CLIENT
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function CLIENT:Transport()
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self:F()
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self.ClientTransport = true
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return self
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end
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--- AddBriefing adds a briefing to a CLIENT when a player joins a mission.
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-- @param #CLIENT self
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-- @param #string ClientBriefing is the text defining the Mission briefing.
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-- @return #CLIENT self
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function CLIENT:AddBriefing( ClientBriefing )
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self:F( ClientBriefing )
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self.ClientBriefing = ClientBriefing
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self.ClientBriefingShown = false
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return self
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end
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--- Show the briefing of a CLIENT.
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-- @param #CLIENT self
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-- @return #CLIENT self
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function CLIENT:ShowBriefing()
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self:F( { self.ClientName, self.ClientBriefingShown } )
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if not self.ClientBriefingShown then
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self.ClientBriefingShown = true
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local Briefing = ""
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if self.ClientBriefing and self.ClientBriefing ~= "" then
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Briefing = Briefing .. self.ClientBriefing
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self:Message( Briefing, 60, "Briefing" )
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end
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end
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return self
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end
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--- Show the mission briefing of a MISSION to the CLIENT.
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-- @param #CLIENT self
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-- @param #string MissionBriefing
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-- @return #CLIENT self
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function CLIENT:ShowMissionBriefing( MissionBriefing )
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self:F( { self.ClientName } )
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if MissionBriefing then
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self:Message( MissionBriefing, 60, "Mission Briefing" )
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end
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return self
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end
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--- Resets a CLIENT.
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-- @param #CLIENT self
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-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
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function CLIENT:Reset( ClientName )
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self:F()
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self._Menus = {}
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end
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-- Is Functions
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--- Checks if the CLIENT is a multi-seated UNIT.
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-- @param #CLIENT self
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-- @return #boolean true if multi-seated.
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function CLIENT:IsMultiSeated()
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self:F( self.ClientName )
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local ClientMultiSeatedTypes = {
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["Mi-8MT"] = "Mi-8MT",
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["UH-1H"] = "UH-1H",
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["P-51B"] = "P-51B"
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}
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if self:IsAlive() then
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local ClientTypeName = self:GetClientGroupUnit():GetTypeName()
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if ClientMultiSeatedTypes[ClientTypeName] then
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return true
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end
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end
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return false
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end
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--- Checks for a client alive event and calls a function on a continuous basis.
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-- @param #CLIENT self
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-- @param #function CallBackFunction Create a function that will be called when a player joins the slot.
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-- @return #CLIENT
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function CLIENT:Alive( CallBackFunction, ... )
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self:F()
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self.ClientCallBack = CallBackFunction
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self.ClientParameters = arg
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return self
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end
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--- @param #CLIENT self
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function CLIENT:_AliveCheckScheduler( SchedulerName )
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self:F3( { SchedulerName, self.ClientName, self.ClientAlive2, self.ClientBriefingShown, self.ClientCallBack } )
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if self:IsAlive() then
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if self.ClientAlive2 == false then
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self:ShowBriefing()
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if self.ClientCallBack then
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self:T("Calling Callback function")
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self.ClientCallBack( self, unpack( self.ClientParameters ) )
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end
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self.ClientAlive2 = true
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end
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else
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if self.ClientAlive2 == true then
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self.ClientAlive2 = false
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end
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end
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return true
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end
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--- Return the DCSGroup of a Client.
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-- This function is modified to deal with a couple of bugs in DCS 1.5.3
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-- @param #CLIENT self
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-- @return Dcs.DCSWrapper.Group#Group
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function CLIENT:GetDCSGroup()
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self:F3()
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-- local ClientData = Group.getByName( self.ClientName )
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-- if ClientData and ClientData:isExist() then
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-- self:T( self.ClientName .. " : group found!" )
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-- return ClientData
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-- else
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-- return nil
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-- end
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local ClientUnit = Unit.getByName( self.ClientName )
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local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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self:T3( { "CoalitionData:", CoalitionData } )
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for UnitId, UnitData in pairs( CoalitionData ) do
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self:T3( { "UnitData:", UnitData } )
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if UnitData and UnitData:isExist() then
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--self:F(self.ClientName)
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if ClientUnit then
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local ClientGroup = ClientUnit:getGroup()
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() and UnitData:getGroup():isExist() then
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if ClientGroup:getID() == UnitData:getGroup():getID() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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self.ClientGroupID = ClientGroup:getID()
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self.ClientGroupName = ClientGroup:getName()
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return ClientGroup
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end
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else
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-- Now we need to resolve the bugs in DCS 1.5 ...
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-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
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self:T3( "Bug 1.5 logic" )
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local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
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self.ClientGroupID = ClientGroupTemplate.groupId
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self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
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self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
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return ClientGroup
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end
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-- else
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-- error( "Client " .. self.ClientName .. " not found!" )
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end
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else
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--self:F( { "Client not found!", self.ClientName } )
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end
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end
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end
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end
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-- For non player clients
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if ClientUnit then
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local ClientGroup = ClientUnit:getGroup()
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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return ClientGroup
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end
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end
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end
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self.ClientGroupID = nil
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self.ClientGroupUnit = nil
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return nil
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end
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-- TODO: Check Dcs.DCSTypes#Group.ID
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--- Get the group ID of the client.
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-- @param #CLIENT self
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-- @return Dcs.DCSTypes#Group.ID
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function CLIENT:GetClientGroupID()
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local ClientGroup = self:GetDCSGroup()
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--self:F( self.ClientGroupID ) -- Determined in GetDCSGroup()
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return self.ClientGroupID
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end
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--- Get the name of the group of the client.
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-- @param #CLIENT self
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-- @return #string
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function CLIENT:GetClientGroupName()
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local ClientGroup = self:GetDCSGroup()
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self:T( self.ClientGroupName ) -- Determined in GetDCSGroup()
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return self.ClientGroupName
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end
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--- Returns the UNIT of the CLIENT.
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-- @param #CLIENT self
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-- @return Wrapper.Unit#UNIT
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function CLIENT:GetClientGroupUnit()
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self:F2()
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local ClientDCSUnit = Unit.getByName( self.ClientName )
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self:T( self.ClientDCSUnit )
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if ClientDCSUnit and ClientDCSUnit:isExist() then
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local ClientUnit = _DATABASE:FindUnit( self.ClientName )
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self:T2( ClientUnit )
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return ClientUnit
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end
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end
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--- Returns the DCSUnit of the CLIENT.
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-- @param #CLIENT self
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-- @return Dcs.DCSTypes#Unit
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function CLIENT:GetClientGroupDCSUnit()
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self:F2()
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local ClientDCSUnit = Unit.getByName( self.ClientName )
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if ClientDCSUnit and ClientDCSUnit:isExist() then
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self:T2( ClientDCSUnit )
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return ClientDCSUnit
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end
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end
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--- Evaluates if the CLIENT is a transport.
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-- @param #CLIENT self
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-- @return #boolean true is a transport.
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function CLIENT:IsTransport()
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self:F()
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return self.ClientTransport
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end
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--- Shows the @{AI_Cargo#CARGO} contained within the CLIENT to the player as a message.
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-- The @{AI_Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system.
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-- @param #CLIENT self
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function CLIENT:ShowCargo()
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self:F()
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local CargoMsg = ""
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for CargoName, Cargo in pairs( CARGOS ) do
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if self == Cargo:IsLoadedInClient() then
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CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n"
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end
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end
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if CargoMsg == "" then
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CargoMsg = "empty"
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end
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self:Message( CargoMsg, 15, "Co-Pilot: Cargo Status", 30 )
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end
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-- TODO (1) I urgently need to revise this.
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--- A local function called by the DCS World Menu system to switch off messages.
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function CLIENT.SwitchMessages( PrmTable )
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PrmTable[1].MessageSwitch = PrmTable[2]
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end
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--- The main message driver for the CLIENT.
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-- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system.
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-- @param #CLIENT self
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-- @param #string Message is the text describing the message.
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-- @param #number MessageDuration is the duration in seconds that the Message should be displayed.
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-- @param #string MessageCategory is the category of the message (the title).
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-- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air.
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-- @param #string MessageID is the identifier of the message when displayed with intervals.
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function CLIENT:Message( Message, MessageDuration, MessageCategory, MessageInterval, MessageID )
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self:F( { Message, MessageDuration, MessageCategory, MessageInterval } )
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if self.MessageSwitch == true then
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if MessageCategory == nil then
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MessageCategory = "Messages"
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end
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if MessageID ~= nil then
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if self.Messages[MessageID] == nil then
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self.Messages[MessageID] = {}
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self.Messages[MessageID].MessageId = MessageID
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self.Messages[MessageID].MessageTime = timer.getTime()
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self.Messages[MessageID].MessageDuration = MessageDuration
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if MessageInterval == nil then
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self.Messages[MessageID].MessageInterval = 600
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else
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self.Messages[MessageID].MessageInterval = MessageInterval
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end
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MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
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else
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if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then
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if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + 10 then
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MESSAGE:New( Message, MessageDuration , MessageCategory):ToClient( self )
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self.Messages[MessageID].MessageTime = timer.getTime()
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end
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else
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if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + self.Messages[MessageID].MessageInterval then
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MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
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self.Messages[MessageID].MessageTime = timer.getTime()
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end
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end
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end
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else
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MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
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end
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end
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end
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