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https://github.com/FlightControl-Master/MOOSE.git
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759 lines
25 KiB
Lua
759 lines
25 KiB
Lua
--- Manage sets of units and groups.
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--
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-- @{#Set} class
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-- ==================
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-- Mission designers can use the SET class to build sets of units belonging to certain:
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--
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-- * Coalitions
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-- * Categories
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-- * Countries
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-- * Unit types
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-- * Starting with certain prefix strings.
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--
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-- This list will grow over time. Planned developments are to include filters and iterators.
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-- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ...
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-- More iterators will be implemented in the near future ...
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--
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-- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
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--
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-- SET construction methods:
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-- =================================
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-- Create a new SET object with the @{#SET.New} method:
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--
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-- * @{#SET.New}: Creates a new SET object.
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--
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--
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-- SET filter criteria:
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-- =========================
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-- You can set filter criteria to define the set of units within the SET.
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-- Filter criteria are defined by:
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--
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-- * @{#SET.FilterCoalitions}: Builds the SET with the units belonging to the coalition(s).
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-- * @{#SET.FilterCategories}: Builds the SET with the units belonging to the category(ies).
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-- * @{#SET.FilterTypes}: Builds the SET with the units belonging to the unit type(s).
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-- * @{#SET.FilterCountries}: Builds the SET with the units belonging to the country(ies).
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-- * @{#SET.FilterUnitPrefixes}: Builds the SET with the units starting with the same prefix string(s).
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--
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-- Once the filter criteria have been set for the SET, you can start filtering using:
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--
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-- * @{#SET.FilterStart}: Starts the filtering of the units within the SET.
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--
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-- Planned filter criteria within development are (so these are not yet available):
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--
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-- * @{#SET.FilterGroupPrefixes}: Builds the SET with the groups of the units starting with the same prefix string(s).
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-- * @{#SET.FilterZones}: Builds the SET with the units within a @{Zone#ZONE}.
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--
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--
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-- SET iterators:
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-- ===================
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-- Once the filters have been defined and the SET has been built, you can iterate the SET with the available iterator methods.
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-- The iterator methods will walk the SET set, and call for each element within the set a function that you provide.
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-- The following iterator methods are currently available within the SET:
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--
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-- * @{#SET.ForEachAliveUnit}: Calls a function for each alive unit it finds within the SET.
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--
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-- Planned iterators methods in development are (so these are not yet available):
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--
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-- * @{#SET.ForEachUnit}: Calls a function for each unit contained within the SET.
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-- * @{#SET.ForEachGroup}: Calls a function for each group contained within the SET.
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-- * @{#SET.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the SET.
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--
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-- ====
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-- @module Set
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-- @author FlightControl
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Include.File( "Routines" )
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Include.File( "Base" )
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Include.File( "Menu" )
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Include.File( "Group" )
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Include.File( "Unit" )
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Include.File( "Event" )
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Include.File( "Client" )
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--- SET class
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-- @type SET
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-- @extends Base#BASE
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SET = {
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ClassName = "SET",
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Templates = {
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Units = {},
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Groups = {},
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ClientsByName = {},
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ClientsByID = {},
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},
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DCSUnits = {},
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DCSUnitsAlive = {},
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DCSGroups = {},
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DCSGroupsAlive = {},
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Units = {},
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UnitsAlive = {},
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Groups = {},
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GroupsAlive = {},
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NavPoints = {},
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Statics = {},
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Players = {},
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PlayersAlive = {},
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Clients = {},
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ClientsAlive = {},
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Filter = {
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Coalitions = nil,
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Categories = nil,
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Types = nil,
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Countries = nil,
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UnitPrefixes = nil,
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GroupPrefixes = nil,
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},
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FilterMeta = {
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Coalitions = {
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red = coalition.side.RED,
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blue = coalition.side.BLUE,
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neutral = coalition.side.NEUTRAL,
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},
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Categories = {
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plane = Unit.Category.AIRPLANE,
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helicopter = Unit.Category.HELICOPTER,
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ground = Unit.Category.GROUND_UNIT,
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ship = Unit.Category.SHIP,
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structure = Unit.Category.STRUCTURE,
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},
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},
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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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[Unit.Category.AIRPLANE] = "Plane",
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[Unit.Category.HELICOPTER] = "Helicopter",
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[Unit.Category.GROUND_UNIT] = "Vehicle",
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[Unit.Category.SHIP] = "Ship",
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[Unit.Category.STRUCTURE] = "Structure",
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}
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--- Creates a new SET object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
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-- @param #SET self
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-- @return #SET
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-- @usage
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-- -- Define a new SET 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 = SET:New()
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function SET:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
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_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
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_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
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-- Add SET with registered clients and already alive players
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-- Follow alive players and clients
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_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
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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 #SET self
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-- @param #string UnitName
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-- @return Unit#UNIT The found Unit.
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function SET: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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--- Finds a Unit based on the Unit Name.
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-- @param #SET self
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-- @param Unit#UNIT UnitToAdd
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-- @return Unit#UNIT The added Unit.
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function SET:AddUnit( UnitToAdd )
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self.Units[UnitToAdd.UnitName] = UnitToAdd
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return self.Units[UnitToAdd.UnitName]
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end
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--- Builds a set of units of coalitons.
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-- Possible current coalitions are red, blue and neutral.
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-- @param #SET self
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-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
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-- @return #SET self
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function SET:FilterCoalitions( Coalitions )
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if not self.Filter.Coalitions then
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self.Filter.Coalitions = {}
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end
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if type( Coalitions ) ~= "table" then
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Coalitions = { Coalitions }
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end
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for CoalitionID, Coalition in pairs( Coalitions ) do
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self.Filter.Coalitions[Coalition] = Coalition
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end
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return self
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end
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--- Builds a set of units out of categories.
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-- Possible current categories are plane, helicopter, ground, ship.
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-- @param #SET self
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-- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship".
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-- @return #SET self
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function SET:FilterCategories( Categories )
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if not self.Filter.Categories then
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self.Filter.Categories = {}
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end
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if type( Categories ) ~= "table" then
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Categories = { Categories }
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end
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for CategoryID, Category in pairs( Categories ) do
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self.Filter.Categories[Category] = Category
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end
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return self
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end
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--- Builds a set of units of defined unit types.
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-- Possible current types are those types known within DCS world.
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-- @param #SET self
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-- @param #string Types Can take those type strings known within DCS world.
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-- @return #SET self
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function SET:FilterTypes( Types )
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if not self.Filter.Types then
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self.Filter.Types = {}
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end
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if type( Types ) ~= "table" then
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Types = { Types }
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end
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for TypeID, Type in pairs( Types ) do
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self.Filter.Types[Type] = Type
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end
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return self
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end
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--- Builds a set of units of defined countries.
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-- Possible current countries are those known within DCS world.
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-- @param #SET self
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-- @param #string Countries Can take those country strings known within DCS world.
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-- @return #SET self
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function SET:FilterCountries( Countries )
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if not self.Filter.Countries then
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self.Filter.Countries = {}
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end
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if type( Countries ) ~= "table" then
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Countries = { Countries }
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end
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for CountryID, Country in pairs( Countries ) do
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self.Filter.Countries[Country] = Country
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end
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return self
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end
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--- Builds a set of units of defined unit prefixes.
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-- All the units starting with the given prefixes will be included within the set.
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-- @param #SET self
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-- @param #string Prefixes The prefix of which the unit name starts with.
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-- @return #SET self
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function SET:FilterUnitPrefixes( Prefixes )
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if not self.Filter.UnitPrefixes then
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self.Filter.UnitPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.UnitPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Builds a set of units of defined group prefixes.
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-- All the units starting with the given group prefixes will be included within the set.
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-- @param #SET self
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-- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with.
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-- @return #SET self
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function SET:FilterGroupPrefixes( Prefixes )
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if not self.Filter.GroupPrefixes then
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self.Filter.GroupPrefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.GroupPrefixes[Prefix] = Prefix
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end
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return self
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end
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--- Starts the filtering.
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-- @param #SET self
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-- @return #SET self
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function SET:FilterStart()
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if _DATABASE then
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-- OK, we have a _DATABASE
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-- Now use the different filters to build the set.
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-- We first take ALL of the Units of the _DATABASE.
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self:E( { "Adding Set Datapoints with filters" } )
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for DCSUnitName, DCSUnit in pairs( _DATABASE.DCSUnits ) do
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if self:_IsIncludeDCSUnit( DCSUnit ) then
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self:E( { "Adding Unit:", DCSUnitName } )
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self.DCSUnits[DCSUnitName] = _DATABASE.DCSUnits[DCSUnitName]
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self.Units[DCSUnitName] = _DATABASE:FindUnit( DCSUnitName )
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if _DATABASE.DCSUnitsAlive[DCSUnitName] then
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self.DCSUnitsAlive[DCSUnitName] = _DATABASE.DCSUnitsAlive[DCSUnitName]
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self.UnitsAlive[DCSUnitName] = _DATABASE.UnitsAlive[DCSUnitName]
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end
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end
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end
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for DCSGroupName, DCSGroup in pairs( _DATABASE.DCSGroups ) do
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--if self:_IsIncludeDCSGroup( DCSGroup ) then
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self:E( { "Adding Group:", DCSGroupName } )
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self.DCSGroups[DCSGroupName] = _DATABASE.DCSGroups[DCSGroupName]
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self.Groups[DCSGroupName] = _DATABASE:FindGroups( DCSGroupName )
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--end
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if _DATABASE.DCSGroupsAlive[DCSGroupName] then
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self.DCSGroupsAlive[DCSGroupName] = _DATABASE.DCSGroupsAlive[DCSGroupName]
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self.GroupsAlive[DCSGroupName] = _DATABASE.GroupsAlive[DCSGroupName]
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end
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end
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for DCSUnitName, Client in pairs( _DATABASE.CLIENTS ) do
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self:E( { "Adding Client for Unit:", DCSUnitName } )
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self.Clients[DCSUnitName] = _DATABASE.Clients[DCSUnitName]
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end
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else
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self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom SET." )
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end
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return self
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end
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--- Private method that registers all alive players in the mission.
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-- @param #SET self
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-- @return #SET self
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function SET:_RegisterPlayers()
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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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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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local UnitName = UnitData:getName()
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if not self.PlayersAlive[UnitName] then
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self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } )
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self.PlayersAlive[UnitName] = UnitData:getPlayerName()
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end
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end
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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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--- Private method that registers all datapoints within in the mission.
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-- @param #SET self
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-- @return #SET self
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function SET:_RegisterDatabase()
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local CoalitionsData = { AlivePlayersRed = coalition.getGroups( coalition.side.RED ), AlivePlayersBlue = coalition.getGroups( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
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if DCSGroup:isExist() then
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local DCSGroupName = DCSGroup:getName()
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self:E( { "Register Group:", DCSGroup, DCSGroupName } )
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self.DCSGroups[DCSGroupName] = DCSGroup
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self.Groups[DCSGroupName] = GROUP:New( DCSGroup )
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if self:_IsAliveDCSGroup(DCSGroup) then
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self:E( { "Register Alive Group:", DCSGroup, DCSGroupName } )
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self.DCSGroupsAlive[DCSGroupName] = DCSGroup
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self.GroupsAlive[DCSGroupName] = self.Groups[DCSGroupName]
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end
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for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
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local DCSUnitName = DCSUnit:getName()
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self:E( { "Register Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnits[DCSUnitName] = DCSUnit
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self:AddUnit( UNIT:Find( DCSUnit ) )
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--self.Units[DCSUnitName] = UNIT:Register( DCSUnit )
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if self:_IsAliveDCSUnit(DCSUnit) then
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self:E( { "Register Alive Unit:", DCSUnit, DCSUnitName } )
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self.DCSUnitsAlive[DCSUnitName] = DCSUnit
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self.UnitsAlive[DCSUnitName] = self.Units[DCSUnitName]
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end
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end
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else
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self:E( "Group does not exist: " .. DCSGroup )
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end
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for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
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self.Clients[ClientName] = CLIENT:Find( ClientName )
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end
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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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--- Events
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--- Handles the OnBirth event for the alive units set.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnBirth( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit
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self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit
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self:AddUnit( UNIT:Register( Event.IniDCSUnit ) )
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--self.Units[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnit )
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--if not self.DCSGroups[Event.IniDCSGroupName] then
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-- self.DCSGroups[Event.IniDCSGroupName] = Event.IniDCSGroupName
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-- self.DCSGroupsAlive[Event.IniDCSGroupName] = Event.IniDCSGroupName
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-- self.Groups[Event.IniDCSGroupName] = GROUP:New( Event.IniDCSGroup )
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--end
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self:_EventOnPlayerEnterUnit( Event )
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end
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end
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end
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--- Handles the OnDead or OnCrash event for alive units set.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnDeadOrCrash( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self.DCSUnitsAlive[Event.IniDCSUnitName] then
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self.DCSUnits[Event.IniDCSUnitName] = nil
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self.DCSUnitsAlive[Event.IniDCSUnitName] = nil
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end
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end
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end
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--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnPlayerEnterUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if not self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
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self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
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end
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end
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end
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end
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--- Handles the OnPlayerLeaveUnit event to clean the active players table.
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-- @param #SET self
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-- @param Event#EVENTDATA Event
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function SET:_EventOnPlayerLeaveUnit( Event )
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self:F( { Event } )
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if Event.IniDCSUnit then
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if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then
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if self.PlayersAlive[Event.IniDCSUnitName] then
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self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
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self.PlayersAlive[Event.IniDCSUnitName] = nil
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self.ClientsAlive[Event.IniDCSUnitName] = nil
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end
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end
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end
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end
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--- Iterators
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--- Interate the SET and call an interator function for the given set, providing the Object for each element within the set and optional parameters.
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-- @param #SET self
|
|
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET.
|
|
-- @return #SET self
|
|
function SET:ForEach( IteratorFunction, arg, Set )
|
|
self:F( 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:T( { 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 SET and call an interator function for each **alive** unit, providing the Unit and optional parameters.
|
|
-- @param #SET self
|
|
-- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET. The function needs to accept a UNIT parameter.
|
|
-- @return #SET self
|
|
function SET:ForEachDCSUnitAlive( IteratorFunction, ... )
|
|
self:F( arg )
|
|
|
|
self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Interate the SET and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
|
|
-- @param #SET self
|
|
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET. The function needs to accept a UNIT parameter.
|
|
-- @return #SET self
|
|
function SET:ForEachPlayer( IteratorFunction, ... )
|
|
self:F( arg )
|
|
|
|
self:ForEach( IteratorFunction, arg, self.PlayersAlive )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Interate the SET and call an interator function for each client, providing the Client to the function and optional parameters.
|
|
-- @param #SET self
|
|
-- @param #function IteratorFunction The function that will be called when there is an alive player in the SET. The function needs to accept a CLIENT parameter.
|
|
-- @return #SET self
|
|
function SET:ForEachClient( IteratorFunction, ... )
|
|
self:F( arg )
|
|
|
|
self:ForEach( IteratorFunction, arg, self.Clients )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function SET:ScanEnvironment()
|
|
self:F()
|
|
|
|
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:_RegisterGroup( 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 #SET self
|
|
-- @param DCSUnit#Unit DCSUnit
|
|
-- @return #SET self
|
|
function SET:_IsIncludeDCSUnit( DCSUnit )
|
|
self:F( DCSUnit )
|
|
local DCSUnitInclude = true
|
|
|
|
if self.Filter.Coalitions then
|
|
local DCSUnitCoalition = false
|
|
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
|
|
self:T( { "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:T( { "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:T( { "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:T( { "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:T( { "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:T( DCSUnitInclude )
|
|
return DCSUnitInclude
|
|
end
|
|
|
|
---
|
|
-- @param #SET self
|
|
-- @param DCSUnit#Unit DCSUnit
|
|
-- @return #SET self
|
|
function SET:_IsAliveDCSUnit( DCSUnit )
|
|
self:F( DCSUnit )
|
|
local DCSUnitAlive = false
|
|
if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then
|
|
if self.DCSUnits[DCSUnit:getName()] then
|
|
DCSUnitAlive = true
|
|
end
|
|
end
|
|
self:T( DCSUnitAlive )
|
|
return DCSUnitAlive
|
|
end
|
|
|
|
---
|
|
-- @param #SET self
|
|
-- @param DCSGroup#Group DCSGroup
|
|
-- @return #SET self
|
|
function SET:_IsAliveDCSGroup( DCSGroup )
|
|
self:F( DCSGroup )
|
|
local DCSGroupAlive = false
|
|
if DCSGroup and DCSGroup:isExist() then
|
|
if self.DCSGroups[DCSGroup:getName()] then
|
|
DCSGroupAlive = true
|
|
end
|
|
end
|
|
self:T( DCSGroupAlive )
|
|
return DCSGroupAlive
|
|
end
|
|
|
|
|
|
--- Traces the current SET contents in the log ... (for debug reasons).
|
|
-- @param #SET self
|
|
-- @return #SET self
|
|
function SET:TraceDatabase()
|
|
self:F()
|
|
|
|
self:T( { "DCSUnits:", self.DCSUnits } )
|
|
self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } )
|
|
end
|
|
|
|
|