FlightControl 645d074a7d GROUPSET and UNITSET are working now !!
- GROUPSET and UNITSET inherit SET
- DATABASE optimized
- Tracing levels tuned.
2016-05-27 11:32:49 +02:00

696 lines
24 KiB
Lua

--- Manage sets of units and groups.
--
-- @{#Database} class
-- ==================
-- Mission designers can use the DATABASE class to build sets of units belonging to certain:
--
-- * Coalitions
-- * Categories
-- * Countries
-- * Unit types
-- * Starting with certain prefix strings.
--
-- This list will grow over time. Planned developments are to include filters and iterators.
-- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ...
-- More iterators will be implemented in the near future ...
--
-- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
--
-- DATABASE construction methods:
-- =================================
-- Create a new DATABASE object with the @{#DATABASE.New} method:
--
-- * @{#DATABASE.New}: Creates a new DATABASE object.
--
--
-- DATABASE filter criteria:
-- =========================
-- You can set filter criteria to define the set of units within the database.
-- Filter criteria are defined by:
--
-- * @{#DATABASE.FilterCoalitions}: Builds the DATABASE with the units belonging to the coalition(s).
-- * @{#DATABASE.FilterCategories}: Builds the DATABASE with the units belonging to the category(ies).
-- * @{#DATABASE.FilterTypes}: Builds the DATABASE with the units belonging to the unit type(s).
-- * @{#DATABASE.FilterCountries}: Builds the DATABASE with the units belonging to the country(ies).
-- * @{#DATABASE.FilterUnitPrefixes}: Builds the DATABASE with the units starting with the same prefix string(s).
--
-- Once the filter criteria have been set for the DATABASE, you can start filtering using:
--
-- * @{#DATABASE.FilterStart}: Starts the filtering of the units within the database.
--
-- Planned filter criteria within development are (so these are not yet available):
--
-- * @{#DATABASE.FilterGroupPrefixes}: Builds the DATABASE with the groups of the units starting with the same prefix string(s).
-- * @{#DATABASE.FilterZones}: Builds the DATABASE with the units within a @{Zone#ZONE}.
--
--
-- DATABASE iterators:
-- ===================
-- Once the filters have been defined and the DATABASE has been built, you can iterate the database with the available iterator methods.
-- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the DATABASE:
--
-- * @{#DATABASE.ForEachAliveUnit}: Calls a function for each alive unit it finds within the DATABASE.
--
-- Planned iterators methods in development are (so these are not yet available):
--
-- * @{#DATABASE.ForEachUnit}: Calls a function for each unit contained within the DATABASE.
-- * @{#DATABASE.ForEachGroup}: Calls a function for each group contained within the DATABASE.
-- * @{#DATABASE.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the DATABASE.
--
-- ====
-- @module Database
-- @author FlightControl
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Menu" )
Include.File( "Group" )
Include.File( "Unit" )
Include.File( "Event" )
Include.File( "Client" )
--- DATABASE class
-- @type DATABASE
-- @extends Base#BASE
DATABASE = {
ClassName = "DATABASE",
Templates = {
Units = {},
Groups = {},
ClientsByName = {},
ClientsByID = {},
},
DCSUnits = {},
DCSGroups = {},
UNITS = {},
GROUPS = {},
NavPoints = {},
Statics = {},
Players = {},
PlayersAlive = {},
CLIENTS = {},
ClientsAlive = {},
Filter = {
Coalitions = nil,
Categories = nil,
Types = nil,
Countries = nil,
UnitPrefixes = nil,
GroupPrefixes = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
Categories = {
plane = Unit.Category.AIRPLANE,
helicopter = Unit.Category.HELICOPTER,
ground = Unit.Category.GROUND_UNIT,
ship = Unit.Category.SHIP,
structure = Unit.Category.STRUCTURE,
},
},
}
local _DATABASECoalition =
{
[1] = "Red",
[2] = "Blue",
}
local _DATABASECategory =
{
[Unit.Category.AIRPLANE] = "Plane",
[Unit.Category.HELICOPTER] = "Helicopter",
[Unit.Category.GROUND_UNIT] = "Vehicle",
[Unit.Category.SHIP] = "Ship",
[Unit.Category.STRUCTURE] = "Structure",
}
--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #DATABASE self
-- @return #DATABASE
-- @usage
-- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
-- DBObject = DATABASE:New()
function DATABASE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
-- Add database with registered clients and already alive players
-- Follow alive players and clients
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
return self
end
--- Finds a Unit based on the Unit Name.
-- @param #DATABASE self
-- @param #string UnitName
-- @return Unit#UNIT The found Unit.
function DATABASE:FindUnit( UnitName )
local UnitFound = self.UNITS[UnitName]
return UnitFound
end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddUnit( DCSUnit, DCSUnitName )
self.DCSUnits[DCSUnitName] = DCSUnit
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
self.DCSUnits[DCSUnitName] = nil
end
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
-- @param #string ClientName
-- @return Client#CLIENT The found CLIENT.
function DATABASE:FindClient( ClientName )
local ClientFound = self.CLIENTS[ClientName]
return ClientFound
end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddClient( ClientName )
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
self:E( self.CLIENTS[ClientName]:GetClassNameAndID() )
end
--- Finds a GROUP based on the GroupName.
-- @param #DATABASE self
-- @param #string GroupName
-- @return Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName )
local GroupFound = self.GROUPS[GroupName]
return GroupFound
end
--- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddGroup( DCSGroup, GroupName )
self.DCSGroups[GroupName] = DCSGroup
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
--- Instantiate new Groups within the DCSRTE.
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID
-- This method is used by the SPAWN class.
-- @param #DATABASE self
-- @param #table SpawnTemplate
-- @return #DATABASE self
function DATABASE:Spawn( SpawnTemplate )
self:F2( SpawnTemplate.name )
self:T2( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
local SpawnCoalitionID = SpawnTemplate.SpawnCoalitionID
local SpawnCountryID = SpawnTemplate.SpawnCountryID
local SpawnCategoryID = SpawnTemplate.SpawnCategoryID
-- Nullify
SpawnTemplate.SpawnCoalitionID = nil
SpawnTemplate.SpawnCountryID = nil
SpawnTemplate.SpawnCategoryID = nil
self:_RegisterTemplate( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
-- Restore
SpawnTemplate.SpawnCoalitionID = SpawnCoalitionID
SpawnTemplate.SpawnCountryID = SpawnCountryID
SpawnTemplate.SpawnCategoryID = SpawnCategoryID
local SpawnGroup = GROUP:Register( SpawnTemplate.name )
return SpawnGroup
end
--- Set a status to a Group within the Database, this to check crossing events for example.
function DATABASE:SetStatusGroup( GroupName, Status )
self:F2( Status )
self.Templates.Groups[GroupName].Status = Status
end
--- Get a status to a Group within the Database, this to check crossing events for example.
function DATABASE:GetStatusGroup( GroupName )
self:F2( Status )
if self.Templates.Groups[GroupName] then
return self.Templates.Groups[GroupName].Status
else
return ""
end
end
--- Private method that registers new Group Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterTemplate( GroupTemplate )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
if not self.Templates.Groups[GroupTemplateName] then
self.Templates.Groups[GroupTemplateName] = {}
self.Templates.Groups[GroupTemplateName].Status = nil
end
-- Delete the spans from the route, it is not needed and takes memory.
if GroupTemplate.route and GroupTemplate.route.spans then
GroupTemplate.route.spans = nil
end
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
self:T2( { "Group", self.Templates.Groups[GroupTemplateName].GroupName, self.Templates.Groups[GroupTemplateName].UnitCount } )
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name)
self.Templates.Units[UnitTemplateName] = {}
self.Templates.Units[UnitTemplateName].UnitName = UnitTemplateName
self.Templates.Units[UnitTemplateName].Template = UnitTemplate
self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
self:E( {"skill",UnitTemplate.skill})
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
self:E( { "Unit", self.Templates.Units[UnitTemplateName].UnitName } )
end
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()
if not self.PlayersAlive[UnitName] then
self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
self.PlayersAlive[UnitName] = UnitData:getPlayerName()
end
end
end
end
return self
end
--- Private method that registers all datapoints within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterDatabase()
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:", DCSGroup, DCSGroupName } )
self:AddGroup( DCSGroup, DCSGroupName )
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
self:AddUnit( DCSUnit, DCSUnitName )
end
else
self:E( { "Group does not exist: ", DCSGroup } )
end
end
end
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:E( { "Adding Client:", ClientName } )
self:AddClient( ClientName )
end
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
-- @param #DATABASE self
-- @param Event#EVENTDATA Event
function DATABASE:_EventOnBirth( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
self:AddUnit( Event.IniDCSUnit, Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroup, Event.IniDCSGroupName )
self:_EventOnPlayerEnterUnit( Event )
end
end
end
--- Handles the OnDead or OnCrash event for alive units set.
-- @param #DATABASE self
-- @param Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if self.DCSUnits[Event.IniDCSUnitName] then
self:DeleteUnit( Event.IniDCSUnitName )
-- add logic to correctly remove a group once all units are destroyed...
end
end
end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #DATABASE self
-- @param Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if not self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
self.ClientsAlive[Event.IniDCSUnitName] = self.CLIENTS[ Event.IniDCSUnitName ]
end
end
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self
-- @param Event#EVENTDATA Event
function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
if self.PlayersAlive[Event.IniDCSUnitName] then
self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
self.PlayersAlive[Event.IniDCSUnitName] = nil
self.ClientsAlive[Event.IniDCSUnitName] = nil
end
end
end
end
--- Iterators
--- Interate the DATABASE and call an interator 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, 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 % 10 == 0 then
coroutine.yield( false )
end
end
return true
end
local co = coroutine.create( CoRoutine )
local function Schedule()
local status, res = coroutine.resume( co )
self:T2( { status, res } )
if status == false then
error( res )
end
if res == false then
return true -- resume next time the loop
end
return false
end
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
return self
end
--- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachDCSUnit( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.DCSUnits )
return self
end
--- Interate the DATABASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
return self
end
--- Interate the DATABASE and call an interator 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 when there is an alive player 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
function DATABASE:ScanEnvironment()
self:F2()
self.Navpoints = {}
self.UNITS = {}
--Build routines.db.units and self.Navpoints
for coa_name, coa_data in pairs(env.mission.coalition) do
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
----------------------------------------------
-- build nav points DB
self.Navpoints[coa_name] = {}
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[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
self.Navpoints[coa_name][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.lower(cntry_data.name)
--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 category = 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, GroupTemplate in pairs(obj_type_data.group) do
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
self:_RegisterTemplate( GroupTemplate )
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
self:_RegisterDatabase()
self:_RegisterPlayers()
return self
end
---
-- @param #DATABASE self
-- @param DCSUnit#Unit DCSUnit
-- @return #DATABASE self
function DATABASE:_IsIncludeDCSUnit( DCSUnit )
self:F2( DCSUnit )
local DCSUnitInclude = true
if self.Filter.Coalitions then
local DCSUnitCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
self:T2( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then
DCSUnitCoalition = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition
end
if self.Filter.Categories then
local DCSUnitCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
self:T2( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then
DCSUnitCategory = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCategory
end
if self.Filter.Types then
local DCSUnitType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T2( { "Type:", DCSUnit:getTypeName(), TypeName } )
if TypeName == DCSUnit:getTypeName() then
DCSUnitType = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitType
end
if self.Filter.Countries then
local DCSUnitCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do
self:T2( { "Country:", DCSUnit:getCountry(), CountryName } )
if country.id[CountryName] == DCSUnit:getCountry() then
DCSUnitCountry = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitCountry
end
if self.Filter.UnitPrefixes then
local DCSUnitPrefix = false
for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do
self:T2( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } )
if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then
DCSUnitPrefix = true
end
end
DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix
end
self:T2( DCSUnitInclude )
return DCSUnitInclude
end
---
-- @param #DATABASE self
-- @param DCSUnit#Unit DCSUnit
-- @return #DATABASE self
function DATABASE:_IsAliveDCSUnit( DCSUnit )
self:F2( DCSUnit )
local DCSUnitAlive = false
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
if self.DCSUnits[DCSUnit:getName()] then
DCSUnitAlive = true
end
end
self:T2( DCSUnitAlive )
return DCSUnitAlive
end
---
-- @param #DATABASE self
-- @param DCSGroup#Group DCSGroup
-- @return #DATABASE self
function DATABASE:_IsAliveDCSGroup( DCSGroup )
self:F2( DCSGroup )
local DCSGroupAlive = false
if DCSGroup and DCSGroup:isExist() then
if self.DCSGroups[DCSGroup:getName()] then
DCSGroupAlive = true
end
end
self:T2( DCSGroupAlive )
return DCSGroupAlive
end