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1188 lines
38 KiB
Lua
1188 lines
38 KiB
Lua
--- **Core** -- DATABASE manages the database of mission objects.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Database
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--- @type DATABASE
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-- @extends Core.Base#BASE
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--- # DATABASE class, extends @{Base#BASE}
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--
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-- Mission designers can use the DATABASE class to refer to:
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--
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-- * STATICS
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-- * UNITS
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-- * GROUPS
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-- * CLIENTS
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-- * AIRBASES
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-- * PLAYERSJOINED
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-- * PLAYERS
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-- * CARGOS
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--
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-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
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--
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-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
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-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
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--
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-- @field #DATABASE
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DATABASE = {
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ClassName = "DATABASE",
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Templates = {
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Units = {},
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Groups = {},
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Statics = {},
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ClientsByName = {},
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ClientsByID = {},
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},
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UNITS = {},
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UNITS_Index = {},
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STATICS = {},
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GROUPS = {},
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PLAYERS = {},
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PLAYERSJOINED = {},
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PLAYERUNITS = {},
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CLIENTS = {},
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CARGOS = {},
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AIRBASES = {},
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COUNTRY_ID = {},
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COUNTRY_NAME = {},
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NavPoints = {},
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PLAYERSETTINGS = {},
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ZONENAMES = {},
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HITS = {},
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DESTROYS = {},
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}
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local _DATABASECoalition =
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{
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[1] = "Red",
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[2] = "Blue",
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}
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local _DATABASECategory =
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{
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["plane"] = Unit.Category.AIRPLANE,
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["helicopter"] = Unit.Category.HELICOPTER,
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["vehicle"] = Unit.Category.GROUND_UNIT,
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["ship"] = Unit.Category.SHIP,
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["static"] = Unit.Category.STRUCTURE,
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}
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--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
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-- @param #DATABASE self
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-- @return #DATABASE
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-- @usage
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-- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
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-- DBObject = DATABASE:New()
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function DATABASE:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
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self:SetEventPriority( 1 )
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self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Hit, self.AccountHits )
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self:HandleEvent( EVENTS.NewCargo )
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self:HandleEvent( EVENTS.DeleteCargo )
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-- Follow alive players and clients
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--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
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self:_RegisterTemplates()
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self:_RegisterGroupsAndUnits()
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self:_RegisterClients()
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self:_RegisterStatics()
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--self:_RegisterPlayers()
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self:_RegisterAirbases()
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self.UNITS_Position = 0
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--- @param #DATABASE self
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local function CheckPlayers( self )
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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:E( { "CoalitionData:", CoalitionData } )
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for UnitId, UnitData in pairs( CoalitionData ) do
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if UnitData and UnitData:isExist() then
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local UnitName = UnitData:getName()
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local PlayerName = UnitData:getPlayerName()
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local PlayerUnit = UNIT:Find( UnitData )
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--self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
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if PlayerName and PlayerName ~= "" then
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if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
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--self:E( { "Add player for unit:", UnitName, PlayerName } )
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self:AddPlayer( UnitName, PlayerName )
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--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
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local Settings = SETTINGS:Set( PlayerName )
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Settings:SetPlayerMenu( PlayerUnit )
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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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end
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--self:E( "Scheduling" )
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--PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
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return self
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end
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--- Finds a Unit based on the Unit Name.
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-- @param #DATABASE self
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-- @param #string UnitName
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-- @return Wrapper.Unit#UNIT The found Unit.
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function DATABASE:FindUnit( UnitName )
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local UnitFound = self.UNITS[UnitName]
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return UnitFound
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end
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--- Adds a Unit based on the Unit Name in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddUnit( DCSUnitName )
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if not self.UNITS[DCSUnitName] then
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local UnitRegister = UNIT:Register( DCSUnitName )
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self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
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table.insert( self.UNITS_Index, DCSUnitName )
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end
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return self.UNITS[DCSUnitName]
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end
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--- Deletes a Unit from the DATABASE based on the Unit Name.
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-- @param #DATABASE self
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function DATABASE:DeleteUnit( DCSUnitName )
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self.UNITS[DCSUnitName] = nil
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end
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--- Adds a Static based on the Static Name in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddStatic( DCSStaticName )
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if not self.STATICS[DCSStaticName] then
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self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
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end
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end
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--- Deletes a Static from the DATABASE based on the Static Name.
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-- @param #DATABASE self
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function DATABASE:DeleteStatic( DCSStaticName )
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--self.STATICS[DCSStaticName] = nil
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end
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--- Finds a STATIC based on the StaticName.
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-- @param #DATABASE self
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-- @param #string StaticName
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-- @return Wrapper.Static#STATIC The found STATIC.
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function DATABASE:FindStatic( StaticName )
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local StaticFound = self.STATICS[StaticName]
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return StaticFound
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end
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--- Finds a AIRBASE based on the AirbaseName.
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-- @param #DATABASE self
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-- @param #string AirbaseName
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-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
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function DATABASE:FindAirbase( AirbaseName )
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local AirbaseFound = self.AIRBASES[AirbaseName]
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return AirbaseFound
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end
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--- Adds a Airbase based on the Airbase Name in the DATABASE.
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-- @param #DATABASE self
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-- @param #string AirbaseName The name of the airbase
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function DATABASE:AddAirbase( AirbaseName )
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if not self.AIRBASES[AirbaseName] then
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self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
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end
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end
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--- Deletes a Airbase from the DATABASE based on the Airbase Name.
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-- @param #DATABASE self
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-- @param #string AirbaseName The name of the airbase
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function DATABASE:DeleteAirbase( AirbaseName )
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self.AIRBASES[AirbaseName] = nil
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end
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--- Finds an AIRBASE based on the AirbaseName.
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-- @param #DATABASE self
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-- @param #string AirbaseName
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-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
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function DATABASE:FindAirbase( AirbaseName )
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local AirbaseFound = self.AIRBASES[AirbaseName]
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return AirbaseFound
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end
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--- Adds a Cargo based on the Cargo Name in the DATABASE.
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-- @param #DATABASE self
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-- @param #string CargoName The name of the airbase
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function DATABASE:AddCargo( Cargo )
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if not self.CARGOS[Cargo.Name] then
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self.CARGOS[Cargo.Name] = Cargo
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end
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end
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--- Deletes a Cargo from the DATABASE based on the Cargo Name.
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-- @param #DATABASE self
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-- @param #string CargoName The name of the airbase
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function DATABASE:DeleteCargo( CargoName )
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self.CARGOS[CargoName] = nil
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end
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--- Finds an CARGO based on the CargoName.
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-- @param #DATABASE self
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-- @param #string CargoName
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-- @return Wrapper.Cargo#CARGO The found CARGO.
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function DATABASE:FindCargo( CargoName )
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local CargoFound = self.CARGOS[CargoName]
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return CargoFound
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end
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--- Finds a CLIENT based on the ClientName.
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-- @param #DATABASE self
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-- @param #string ClientName
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-- @return Wrapper.Client#CLIENT The found CLIENT.
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function DATABASE:FindClient( ClientName )
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local ClientFound = self.CLIENTS[ClientName]
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return ClientFound
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end
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--- Adds a CLIENT based on the ClientName in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddClient( ClientName )
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if not self.CLIENTS[ClientName] then
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self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
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end
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return self.CLIENTS[ClientName]
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end
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--- Finds a GROUP based on the GroupName.
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-- @param #DATABASE self
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-- @param #string GroupName
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-- @return Wrapper.Group#GROUP The found GROUP.
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function DATABASE:FindGroup( GroupName )
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local GroupFound = self.GROUPS[GroupName]
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return GroupFound
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end
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--- Adds a GROUP based on the GroupName in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddGroup( GroupName )
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if not self.GROUPS[GroupName] then
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self:E( { "Add GROUP:", GroupName } )
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self.GROUPS[GroupName] = GROUP:Register( GroupName )
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end
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return self.GROUPS[GroupName]
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end
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--- Adds a player based on the Player Name in the DATABASE.
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-- @param #DATABASE self
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function DATABASE:AddPlayer( UnitName, PlayerName )
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if PlayerName then
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self:E( { "Add player for unit:", UnitName, PlayerName } )
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self.PLAYERS[PlayerName] = UnitName
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self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
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self.PLAYERSJOINED[PlayerName] = PlayerName
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end
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end
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--- Deletes a player from the DATABASE based on the Player Name.
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-- @param #DATABASE self
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function DATABASE:DeletePlayer( UnitName, PlayerName )
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if PlayerName then
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self:E( { "Clean player:", PlayerName } )
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self.PLAYERS[PlayerName] = nil
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self.PLAYERUNITS[PlayerName] = nil
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end
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end
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--- Get the player table from the DATABASE.
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-- The player table contains all unit names with the key the name of the player (PlayerName).
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-- @param #DATABASE self
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-- @usage
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-- local Players = _DATABASE:GetPlayers()
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-- for PlayerName, UnitName in pairs( Players ) do
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-- ..
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-- end
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function DATABASE:GetPlayers()
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return self.PLAYERS
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end
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--- Get the player table from the DATABASE, which contains all UNIT objects.
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-- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
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-- @param #DATABASE self
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-- @usage
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-- local PlayerUnits = _DATABASE:GetPlayerUnits()
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-- for PlayerName, PlayerUnit in pairs( PlayerUnits ) do
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-- ..
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-- end
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function DATABASE:GetPlayerUnits()
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return self.PLAYERUNITS
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end
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--- Get the player table from the DATABASE which have joined in the mission historically.
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-- The player table contains all UNIT objects with the key the name of the player (PlayerName).
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-- @param #DATABASE self
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-- @usage
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-- local PlayersJoined = _DATABASE:GetPlayersJoined()
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-- for PlayerName, PlayerUnit in pairs( PlayersJoined ) do
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-- ..
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-- end
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function DATABASE:GetPlayersJoined()
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return self.PLAYERSJOINED
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end
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--- Instantiate new Groups within the DCSRTE.
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-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
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-- SpawnCountryID, SpawnCategoryID
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-- This method is used by the SPAWN class.
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-- @param #DATABASE self
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-- @param #table SpawnTemplate
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-- @return #DATABASE self
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function DATABASE:Spawn( SpawnTemplate )
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self:F( SpawnTemplate.name )
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self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
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-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
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local SpawnCoalitionID = SpawnTemplate.CoalitionID
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local SpawnCountryID = SpawnTemplate.CountryID
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local SpawnCategoryID = SpawnTemplate.CategoryID
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-- Nullify
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SpawnTemplate.CoalitionID = nil
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SpawnTemplate.CountryID = nil
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SpawnTemplate.CategoryID = nil
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self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
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self:T3( SpawnTemplate )
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coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
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-- Restore
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SpawnTemplate.CoalitionID = SpawnCoalitionID
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SpawnTemplate.CountryID = SpawnCountryID
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SpawnTemplate.CategoryID = SpawnCategoryID
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-- Ensure that for the spawned group and its units, there are GROUP and UNIT objects created in the DATABASE.
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local SpawnGroup = self:AddGroup( SpawnTemplate.name )
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for UnitID, UnitData in pairs( SpawnTemplate.units ) do
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self:AddUnit( UnitData.name )
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end
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return SpawnGroup
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end
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--- Set a status to a Group within the Database, this to check crossing events for example.
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function DATABASE:SetStatusGroup( GroupName, Status )
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self:F2( Status )
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self.Templates.Groups[GroupName].Status = Status
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end
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--- Get a status to a Group within the Database, this to check crossing events for example.
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function DATABASE:GetStatusGroup( GroupName )
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self:F2( Status )
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if self.Templates.Groups[GroupName] then
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return self.Templates.Groups[GroupName].Status
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else
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return ""
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end
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end
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--- Private method that registers new Group Templates within the DATABASE Object.
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-- @param #DATABASE self
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-- @param #table GroupTemplate
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-- @param Dcs.DCScoalition#coalition.side CoalitionSide The coalition.side of the object.
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-- @param Dcs.DCSObject#Object.Category CategoryID The Object.category of the object.
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-- @param Dcs.DCScountry#country.id CountryID the country.id of the object
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-- @return #DATABASE self
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function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
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local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
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if not self.Templates.Groups[GroupTemplateName] then
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self.Templates.Groups[GroupTemplateName] = {}
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self.Templates.Groups[GroupTemplateName].Status = nil
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end
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-- Delete the spans from the route, it is not needed and takes memory.
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if GroupTemplate.route and GroupTemplate.route.spans then
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GroupTemplate.route.spans = nil
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end
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GroupTemplate.CategoryID = CategoryID
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GroupTemplate.CoalitionID = CoalitionSide
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GroupTemplate.CountryID = CountryID
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self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
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self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
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self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
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self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
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self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
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self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
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self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
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self.Templates.Groups[GroupTemplateName].CountryID = CountryID
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local UnitNames = {}
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for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
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UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name)
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self.Templates.Units[UnitTemplate.name] = {}
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self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
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self.Templates.Units[UnitTemplate.name].Template = UnitTemplate
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self.Templates.Units[UnitTemplate.name].GroupName = GroupTemplateName
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self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate
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self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId
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self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID
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self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionSide
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self.Templates.Units[UnitTemplate.name].CountryID = CountryID
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if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
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self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate
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self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID
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self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionSide
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self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
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self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
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end
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UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
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end
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self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
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Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
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Category = self.Templates.Groups[GroupTemplateName].CategoryID,
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Country = self.Templates.Groups[GroupTemplateName].CountryID,
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Units = UnitNames
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}
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)
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end
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function DATABASE:GetGroupTemplate( GroupName )
|
|
local GroupTemplate = self.Templates.Groups[GroupName].Template
|
|
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
|
|
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
|
|
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
|
|
return GroupTemplate
|
|
end
|
|
|
|
--- Private method that registers new Static Templates within the DATABASE Object.
|
|
-- @param #DATABASE self
|
|
-- @param #table GroupTemplate
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
|
|
|
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
|
|
|
|
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
|
|
|
StaticTemplate.CategoryID = CategoryID
|
|
StaticTemplate.CoalitionID = CoalitionID
|
|
StaticTemplate.CountryID = CountryID
|
|
|
|
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
|
|
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
|
|
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
|
|
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
|
|
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
|
|
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
|
|
|
|
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
|
|
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
|
|
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
|
|
Country = self.Templates.Statics[StaticTemplateName].CountryID
|
|
}
|
|
)
|
|
|
|
self:AddStatic( StaticTemplateName )
|
|
|
|
end
|
|
|
|
|
|
--- @param #DATABASE self
|
|
function DATABASE:GetStaticUnitTemplate( StaticName )
|
|
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
|
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
|
end
|
|
|
|
|
|
function DATABASE:GetGroupNameFromUnitName( UnitName )
|
|
return self.Templates.Units[UnitName].GroupName
|
|
end
|
|
|
|
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
|
|
return self.Templates.Units[UnitName].GroupTemplate
|
|
end
|
|
|
|
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
|
|
return self.Templates.ClientsByName[ClientName].CoalitionID
|
|
end
|
|
|
|
function DATABASE:GetCategoryFromClientTemplate( ClientName )
|
|
return self.Templates.ClientsByName[ClientName].CategoryID
|
|
end
|
|
|
|
function DATABASE:GetCountryFromClientTemplate( ClientName )
|
|
return self.Templates.ClientsByName[ClientName].CountryID
|
|
end
|
|
|
|
--- Airbase
|
|
|
|
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
|
|
return self.AIRBASES[AirbaseName]:GetCoalition()
|
|
end
|
|
|
|
function DATABASE:GetCategoryFromAirbase( AirbaseName )
|
|
return self.AIRBASES[AirbaseName]:GetCategory()
|
|
end
|
|
|
|
|
|
|
|
--- Private method that registers all alive players in the mission.
|
|
-- @param #DATABASE self
|
|
-- @return #DATABASE self
|
|
function DATABASE:_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()
|
|
local PlayerName = UnitData:getPlayerName()
|
|
if not self.PLAYERS[PlayerName] then
|
|
self:E( { "Add player for unit:", UnitName, PlayerName } )
|
|
self:AddPlayer( UnitName, PlayerName )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Private method that registers all Groups and Units within in the mission.
|
|
-- @param #DATABASE self
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterGroupsAndUnits()
|
|
|
|
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ) }
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
|
|
|
if DCSGroup:isExist() then
|
|
local DCSGroupName = DCSGroup:getName()
|
|
|
|
self:E( { "Register Group:", DCSGroupName } )
|
|
self:AddGroup( DCSGroupName )
|
|
|
|
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
|
|
|
local DCSUnitName = DCSUnit:getName()
|
|
self:E( { "Register Unit:", DCSUnitName } )
|
|
self:AddUnit( DCSUnitName )
|
|
end
|
|
else
|
|
self:E( { "Group does not exist: ", DCSGroup } )
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Private method that registers all Units of skill Client or Player within in the mission.
|
|
-- @param #DATABASE self
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterClients()
|
|
|
|
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
|
self:E( { "Register Client:", ClientName } )
|
|
self:AddClient( ClientName )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- @param #DATABASE self
|
|
function DATABASE:_RegisterStatics()
|
|
|
|
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
|
|
self:E( { Statics = CoalitionsData } )
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
|
|
|
|
if DCSStatic:isExist() then
|
|
local DCSStaticName = DCSStatic:getName()
|
|
|
|
self:E( { "Register Static:", DCSStaticName } )
|
|
self:AddStatic( DCSStaticName )
|
|
else
|
|
self:E( { "Static does not exist: ", DCSStatic } )
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- @param #DATABASE self
|
|
function DATABASE:_RegisterAirbases()
|
|
|
|
local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
|
|
|
|
local DCSAirbaseName = DCSAirbase:getName()
|
|
|
|
self:E( { "Register Airbase:", DCSAirbaseName } )
|
|
self:AddAirbase( DCSAirbaseName )
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Events
|
|
|
|
--- Handles the OnBirth event for the alive units set.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA Event
|
|
function DATABASE:_EventOnBirth( Event )
|
|
self:F2( { Event } )
|
|
|
|
if Event.IniDCSUnit then
|
|
if Event.IniObjectCategory == 3 then
|
|
self:AddStatic( Event.IniDCSUnitName )
|
|
else
|
|
if Event.IniObjectCategory == 1 then
|
|
self:AddUnit( Event.IniDCSUnitName )
|
|
self:AddGroup( Event.IniDCSGroupName )
|
|
end
|
|
end
|
|
if Event.IniObjectCategory == 1 then
|
|
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
|
|
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
|
|
local PlayerName = Event.IniUnit:GetPlayerName()
|
|
self:E( { "PlayerName:", PlayerName } )
|
|
if PlayerName ~= "" then
|
|
self:E( { "Player Joined:", PlayerName } )
|
|
if not self.PLAYERS[PlayerName] then
|
|
self:AddPlayer( Event.IniUnitName, PlayerName )
|
|
end
|
|
local Settings = SETTINGS:Set( PlayerName )
|
|
Settings:SetPlayerMenu( Event.IniUnit )
|
|
--MENU_INDEX:Refresh( Event.IniGroup )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- Handles the OnDead or OnCrash event for alive units set.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA Event
|
|
function DATABASE:_EventOnDeadOrCrash( Event )
|
|
self:F2( { Event } )
|
|
|
|
if Event.IniDCSUnit then
|
|
if Event.IniObjectCategory == 3 then
|
|
if self.STATICS[Event.IniDCSUnitName] then
|
|
self:DeleteStatic( Event.IniDCSUnitName )
|
|
end
|
|
else
|
|
if Event.IniObjectCategory == 1 then
|
|
if self.UNITS[Event.IniDCSUnitName] then
|
|
self:DeleteUnit( Event.IniDCSUnitName )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
self:AccountDestroys( Event )
|
|
end
|
|
|
|
|
|
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA Event
|
|
function DATABASE:_EventOnPlayerEnterUnit( Event )
|
|
self:F2( { Event } )
|
|
|
|
if Event.IniDCSUnit then
|
|
if Event.IniObjectCategory == 1 then
|
|
self:AddUnit( Event.IniDCSUnitName )
|
|
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
|
|
self:AddGroup( Event.IniDCSGroupName )
|
|
local PlayerName = Event.IniDCSUnit:getPlayerName()
|
|
if not self.PLAYERS[PlayerName] then
|
|
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
|
|
end
|
|
local Settings = SETTINGS:Set( PlayerName )
|
|
Settings:SetPlayerMenu( Event.IniUnit )
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA Event
|
|
function DATABASE:_EventOnPlayerLeaveUnit( Event )
|
|
self:F2( { Event } )
|
|
|
|
if Event.IniUnit then
|
|
if Event.IniObjectCategory == 1 then
|
|
local PlayerName = Event.IniUnit:GetPlayerName()
|
|
if self.PLAYERS[PlayerName] then
|
|
self:E( { "Player Left:", PlayerName } )
|
|
local Settings = SETTINGS:Set( PlayerName )
|
|
Settings:RemovePlayerMenu( Event.IniUnit )
|
|
self:DeletePlayer( Event.IniUnit, PlayerName )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Iterators
|
|
|
|
--- Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
|
|
self:F2( arg )
|
|
|
|
local function CoRoutine()
|
|
local Count = 0
|
|
for ObjectID, Object in pairs( Set ) do
|
|
self:T2( Object )
|
|
IteratorFunction( Object, unpack( arg ) )
|
|
Count = Count + 1
|
|
-- if Count % 100 == 0 then
|
|
-- coroutine.yield( false )
|
|
-- end
|
|
end
|
|
return true
|
|
end
|
|
|
|
-- local co = coroutine.create( CoRoutine )
|
|
local co = CoRoutine
|
|
|
|
local function Schedule()
|
|
|
|
-- local status, res = coroutine.resume( co )
|
|
local status, res = co()
|
|
self:T3( { status, res } )
|
|
|
|
if status == false then
|
|
error( res )
|
|
end
|
|
if res == false then
|
|
return true -- resume next time the loop
|
|
end
|
|
if FinalizeFunction then
|
|
FinalizeFunction( unpack( arg ) )
|
|
end
|
|
return false
|
|
end
|
|
|
|
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.UNITS )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.GROUPS )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERS )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachPlayerJoined( IteratorFunction, FinalizeFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERSJOINED )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player UNIT, providing the player UNIT and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERUNITS )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachClient( IteratorFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, arg, self.CLIENTS )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
|
|
-- @param #DATABASE self
|
|
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
|
|
-- @return #DATABASE self
|
|
function DATABASE:ForEachCargo( IteratorFunction, ... )
|
|
self:F2( arg )
|
|
|
|
self:ForEach( IteratorFunction, arg, self.CARGOS )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Handles the OnEventNewCargo event.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function DATABASE:OnEventNewCargo( EventData )
|
|
self:F2( { EventData } )
|
|
|
|
if EventData.Cargo then
|
|
self:AddCargo( EventData.Cargo )
|
|
end
|
|
end
|
|
|
|
|
|
--- Handles the OnEventDeleteCargo.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function DATABASE:OnEventDeleteCargo( EventData )
|
|
self:F2( { EventData } )
|
|
|
|
if EventData.Cargo then
|
|
self:DeleteCargo( EventData.Cargo.Name )
|
|
end
|
|
end
|
|
|
|
|
|
--- Gets the player settings
|
|
-- @param #DATABASE self
|
|
-- @param #string PlayerName
|
|
-- @return Core.Settings#SETTINGS
|
|
function DATABASE:GetPlayerSettings( PlayerName )
|
|
self:F2( { PlayerName } )
|
|
return self.PLAYERSETTINGS[PlayerName]
|
|
end
|
|
|
|
|
|
--- Sets the player settings
|
|
-- @param #DATABASE self
|
|
-- @param #string PlayerName
|
|
-- @param Core.Settings#SETTINGS Settings
|
|
-- @return Core.Settings#SETTINGS
|
|
function DATABASE:SetPlayerSettings( PlayerName, Settings )
|
|
self:F2( { PlayerName, Settings } )
|
|
self.PLAYERSETTINGS[PlayerName] = Settings
|
|
end
|
|
|
|
|
|
|
|
|
|
--- @param #DATABASE self
|
|
function DATABASE:_RegisterTemplates()
|
|
self:F2()
|
|
|
|
self.Navpoints = {}
|
|
self.UNITS = {}
|
|
--Build routines.db.units and self.Navpoints
|
|
for CoalitionName, coa_data in pairs(env.mission.coalition) do
|
|
|
|
if (CoalitionName == 'red' or CoalitionName == 'blue') and type(coa_data) == 'table' then
|
|
--self.Units[coa_name] = {}
|
|
|
|
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
|
|
|
|
----------------------------------------------
|
|
-- build nav points DB
|
|
self.Navpoints[CoalitionName] = {}
|
|
if coa_data.nav_points then --navpoints
|
|
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
|
|
|
if type(nav_data) == 'table' then
|
|
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
|
|
|
|
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
|
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
|
self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x
|
|
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
|
|
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
|
|
end
|
|
end
|
|
end
|
|
-------------------------------------------------
|
|
if coa_data.country then --there is a country table
|
|
for cntry_id, cntry_data in pairs(coa_data.country) do
|
|
|
|
local CountryName = string.upper(cntry_data.name)
|
|
local CountryID = cntry_data.id
|
|
|
|
self.COUNTRY_ID[CountryName] = CountryID
|
|
self.COUNTRY_NAME[CountryID] = CountryName
|
|
|
|
--self.Units[coa_name][countryName] = {}
|
|
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
|
|
|
if type(cntry_data) == 'table' then --just making sure
|
|
|
|
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
|
|
|
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
|
|
|
local CategoryName = obj_type_name
|
|
|
|
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
|
|
|
--self.Units[coa_name][countryName][category] = {}
|
|
|
|
for group_num, Template in pairs(obj_type_data.group) do
|
|
|
|
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
|
|
self:_RegisterGroupTemplate(
|
|
Template,
|
|
CoalitionSide,
|
|
_DATABASECategory[string.lower(CategoryName)],
|
|
CountryID
|
|
)
|
|
else
|
|
self:_RegisterStaticTemplate(
|
|
Template,
|
|
CoalitionSide,
|
|
_DATABASECategory[string.lower(CategoryName)],
|
|
CountryID
|
|
)
|
|
end --if GroupTemplate and GroupTemplate.units then
|
|
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
|
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
|
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
|
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
|
end --if type(cntry_data) == 'table' then
|
|
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
|
end --if coa_data.country then --there is a country table
|
|
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
|
end --for coa_name, coa_data in pairs(mission.coalition) do
|
|
|
|
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
|
|
local ZoneName = ZoneData.name
|
|
self.ZONENAMES[ZoneName] = ZoneName
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Account the Hits of the Players.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA Event
|
|
function DATABASE:AccountHits( Event )
|
|
self:F( { Event } )
|
|
|
|
if Event.IniPlayerName ~= nil then -- It is a player that is hitting something
|
|
self:T( "Hitting Something" )
|
|
|
|
-- What is he hitting?
|
|
if Event.TgtCategory then
|
|
|
|
-- A target got hit
|
|
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
|
|
local Hit = self.HITS[Event.TgtUnitName]
|
|
|
|
Hit.Players = Hit.Players or {}
|
|
Hit.Players[Event.IniPlayerName] = true
|
|
end
|
|
end
|
|
|
|
-- It is a weapon initiated by a player, that is hitting something
|
|
-- This seems to occur only with scenery and static objects.
|
|
if Event.WeaponPlayerName ~= nil then
|
|
self:T( "Hitting Scenery" )
|
|
|
|
-- What is he hitting?
|
|
if Event.TgtCategory then
|
|
|
|
if Event.IniCoalition then -- A coalition object was hit, probably a static.
|
|
-- A target got hit
|
|
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
|
|
local Hit = self.HITS[Event.TgtUnitName]
|
|
|
|
Hit.Players = Hit.Players or {}
|
|
Hit.Players[Event.WeaponPlayerName] = true
|
|
else -- A scenery object was hit.
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Account the destroys.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA Event
|
|
function DATABASE:AccountDestroys( Event )
|
|
self:F( { Event } )
|
|
|
|
local TargetUnit = nil
|
|
local TargetGroup = nil
|
|
local TargetUnitName = ""
|
|
local TargetGroupName = ""
|
|
local TargetPlayerName = ""
|
|
local TargetCoalition = nil
|
|
local TargetCategory = nil
|
|
local TargetType = nil
|
|
local TargetUnitCoalition = nil
|
|
local TargetUnitCategory = nil
|
|
local TargetUnitType = nil
|
|
|
|
if Event.IniDCSUnit then
|
|
|
|
TargetUnit = Event.IniUnit
|
|
TargetUnitName = Event.IniDCSUnitName
|
|
TargetGroup = Event.IniDCSGroup
|
|
TargetGroupName = Event.IniDCSGroupName
|
|
TargetPlayerName = Event.IniPlayerName
|
|
|
|
TargetCoalition = Event.IniCoalition
|
|
--TargetCategory = TargetUnit:getCategory()
|
|
--TargetCategory = TargetUnit:getDesc().category -- Workaround
|
|
TargetCategory = Event.IniCategory
|
|
TargetType = Event.IniTypeName
|
|
|
|
TargetUnitType = TargetType
|
|
|
|
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
|
|
end
|
|
|
|
self:T( "Something got destroyed" )
|
|
|
|
local Destroyed = false
|
|
|
|
-- What is the player destroying?
|
|
if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
|
|
|
|
|
|
self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
|
|
|
|
self.DESTROYS[Event.IniUnitName] = true
|
|
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
|