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# Conflicts: # Moose Development/Moose/AI/AI_A2A_Dispatcher.lua # Moose Development/Moose/AI/AI_A2G_Dispatcher.lua # Moose Development/Moose/AI/AI_CAP.lua # Moose Development/Moose/AI/AI_CAS.lua # Moose Development/Moose/AI/AI_Patrol.lua # Moose Development/Moose/Core/Base.lua # Moose Development/Moose/Core/Beacon.lua # Moose Development/Moose/Core/Database.lua # Moose Development/Moose/Core/Fsm.lua # Moose Development/Moose/Core/MarkerOps_Base.lua # Moose Development/Moose/Core/Menu.lua # Moose Development/Moose/Core/Message.lua # Moose Development/Moose/Core/Point.lua # Moose Development/Moose/Core/ScheduleDispatcher.lua # Moose Development/Moose/Core/Scheduler.lua # Moose Development/Moose/Core/Set.lua # Moose Development/Moose/Core/Spawn.lua # Moose Development/Moose/Core/Zone.lua # Moose Development/Moose/DCS.lua # Moose Development/Moose/Functional/Detection.lua # Moose Development/Moose/Functional/Mantis.lua # Moose Development/Moose/Functional/Range.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Functional/Sead.lua # Moose Development/Moose/Modules.lua # Moose Development/Moose/Ops/ATIS.lua # Moose Development/Moose/Ops/Airboss.lua # Moose Development/Moose/Sound/UserSound.lua # Moose Development/Moose/Utilities/Enums.lua # Moose Development/Moose/Utilities/FiFo.lua # Moose Development/Moose/Utilities/Profiler.lua # Moose Development/Moose/Utilities/Routines.lua # Moose Development/Moose/Utilities/STTS.lua # Moose Development/Moose/Utilities/Utils.lua # Moose Development/Moose/Wrapper/Airbase.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Development/Moose/Wrapper/Group.lua # Moose Development/Moose/Wrapper/Marker.lua # Moose Development/Moose/Wrapper/Positionable.lua # Moose Development/Moose/Wrapper/Unit.lua # Moose Setup/Moose.files
1712 lines
55 KiB
Lua
1712 lines
55 KiB
Lua
--- **Core** - Manages several databases containing templates, mission objects, and mission information.
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--
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-- ===
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--
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-- ## Features:
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--
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-- * During mission startup, scan the mission environment, and create / instantiate intelligently the different objects as defined within the mission.
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-- * Manage database of DCS Group templates (as modelled using the mission editor).
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-- - Group templates.
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-- - Unit templates.
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-- - Statics templates.
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-- * Manage database of @{Wrapper.Group#GROUP} objects alive in the mission.
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-- * Manage database of @{Wrapper.Unit#UNIT} objects alive in the mission.
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-- * Manage database of @{Wrapper.Static#STATIC} objects alive in the mission.
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-- * Manage database of players.
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-- * Manage database of client slots defined using the mission editor.
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-- * Manage database of airbases on the map, and from FARPs and ships as defined using the mission editor.
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-- * Manage database of countries.
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-- * Manage database of zone names.
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-- * Manage database of hits to units and statics.
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-- * Manage database of destroys of units and statics.
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-- * Manage database of @{Core.Zone#ZONE_BASE} objects.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions: **funkyfranky**
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--
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-- ===
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--
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-- @module Core.Database
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-- @image Core_Database.JPG
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--- @type DATABASE
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-- @field #string ClassName Name of the class.
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-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
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-- @field #table CLIENTS Clients.
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-- @extends Core.Base#BASE
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--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
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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 DATABASE 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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ZONES = {},
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ZONES_GOAL = {},
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WAREHOUSES = {},
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FLIGHTGROUPS = {},
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FLIGHTCONTROLS = {},
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}
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local _DATABASECoalition = {
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[1] = "Red",
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[2] = "Blue",
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[3] = "Neutral",
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}
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local _DATABASECategory = {
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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.RemoveUnit, self._EventOnDeadOrCrash )
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--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
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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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self:HandleEvent( EVENTS.NewZone )
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self:HandleEvent( EVENTS.DeleteZone )
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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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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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-- @param #string DCSUnitName Unit name.
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-- @return Wrapper.Unit#UNIT The added unit.
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function DATABASE:AddUnit( DCSUnitName )
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if not self.UNITS[DCSUnitName] then
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-- Debug info.
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self:T( { "Add UNIT:", DCSUnitName } )
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-- Register unit
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self.UNITS[DCSUnitName]=UNIT:Register(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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-- @param #string DCSStaticName Name of the static.
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-- @return Wrapper.Static#STATIC The static object.
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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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return self.STATICS[DCSStaticName]
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end
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return nil
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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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--- 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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-- @return Wrapper.Airbase#AIRBASE Airbase object.
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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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return self.AIRBASES[AirbaseName]
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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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do -- Zones
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--- Finds a @{Zone} based on the zone name.
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-- @param #DATABASE self
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-- @param #string ZoneName The name of the zone.
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-- @return Core.Zone#ZONE_BASE The found ZONE.
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function DATABASE:FindZone( ZoneName )
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local ZoneFound = self.ZONES[ZoneName]
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return ZoneFound
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end
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--- Adds a @{Zone} based on the zone name in the DATABASE.
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-- @param #DATABASE self
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-- @param #string ZoneName The name of the zone.
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-- @param Core.Zone#ZONE_BASE Zone The zone.
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function DATABASE:AddZone( ZoneName, Zone )
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if not self.ZONES[ZoneName] then
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self.ZONES[ZoneName] = Zone
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end
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end
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--- Deletes a @{Zone} from the DATABASE based on the zone name.
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-- @param #DATABASE self
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-- @param #string ZoneName The name of the zone.
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function DATABASE:DeleteZone( ZoneName )
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self.ZONES[ZoneName] = nil
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end
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--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
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-- @param #DATABASE self
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-- @return #DATABASE self
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function DATABASE:_RegisterZones()
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for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
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local ZoneName = ZoneData.name
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-- Color
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local color=ZoneData.color or {1, 0, 0, 0.15}
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-- Create new Zone
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local Zone=nil --Core.Zone#ZONE_BASE
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if ZoneData.type==0 then
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---
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-- Circular zone
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---
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self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
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Zone=ZONE:New(ZoneName)
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else
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---
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-- Quad-point zone
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---
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self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
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Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
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--for i,vec2 in pairs(ZoneData.verticies) do
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-- local coord=COORDINATE:NewFromVec2(vec2)
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-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
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--end
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end
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if Zone then
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-- Store color of zone.
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Zone.Color=color
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-- Store zone ID.
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Zone.ZoneID=ZoneData.zoneId
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-- Store zone properties (if any)
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local ZoneProperties = ZoneData.properties or nil
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Zone.Properties = {}
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if ZoneName and ZoneProperties then
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for _,ZoneProp in ipairs(ZoneProperties) do
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if ZoneProp.key then
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Zone.Properties[ZoneProp.key] = ZoneProp.value
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end
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end
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end
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-- Store in DB.
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self.ZONENAMES[ZoneName] = ZoneName
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-- Add zone.
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self:AddZone(ZoneName, Zone)
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end
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end
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-- Polygon zones defined by late activated groups.
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for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
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if ZoneGroupName:match("#ZONE_POLYGON") then
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local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
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local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
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local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
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-- Debug output
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self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
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-- Create a new polygon zone.
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local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
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-- Set color.
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Zone_Polygon:SetColor({1, 0, 0}, 0.15)
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-- Store name in DB.
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self.ZONENAMES[ZoneName] = ZoneName
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-- Add zone to DB.
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self:AddZone( ZoneName, Zone_Polygon )
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end
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end
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end
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end -- zone
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do -- Zone_Goal
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--- Finds a @{Zone} based on the zone name.
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-- @param #DATABASE self
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-- @param #string ZoneName The name of the zone.
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-- @return Core.Zone#ZONE_BASE The found ZONE.
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function DATABASE:FindZoneGoal( ZoneName )
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local ZoneFound = self.ZONES_GOAL[ZoneName]
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return ZoneFound
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end
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--- Adds a @{Zone} based on the zone name in the DATABASE.
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-- @param #DATABASE self
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-- @param #string ZoneName The name of the zone.
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-- @param Core.Zone#ZONE_BASE Zone The zone.
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function DATABASE:AddZoneGoal( ZoneName, Zone )
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if not self.ZONES_GOAL[ZoneName] then
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self.ZONES_GOAL[ZoneName] = Zone
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end
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end
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--- Deletes a @{Zone} from the DATABASE based on the zone name.
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-- @param #DATABASE self
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-- @param #string ZoneName The name of the zone.
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function DATABASE:DeleteZoneGoal( ZoneName )
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self.ZONES_GOAL[ZoneName] = nil
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end
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end -- Zone_Goal
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do -- cargo
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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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--- Checks if the Template name has a #CARGO tag.
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-- If yes, the group is a cargo.
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-- @param #DATABASE self
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-- @param #string TemplateName
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-- @return #boolean
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function DATABASE:IsCargo( TemplateName )
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TemplateName = env.getValueDictByKey( TemplateName )
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local Cargo = TemplateName:match( "#(CARGO)" )
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return Cargo and Cargo == "CARGO"
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end
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--- Private method that registers new Static Templates within the DATABASE Object.
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-- @param #DATABASE self
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-- @return #DATABASE self
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function DATABASE:_RegisterCargos()
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local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
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for CargoGroupName, CargoGroup in pairs( Groups ) do
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if self:IsCargo( CargoGroupName ) then
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local CargoInfo = CargoGroupName:match( "#CARGO(.*)" )
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local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)" )
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local CargoName1 = CargoGroupName:match( "(.*)#CARGO%(.*%)" )
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local CargoName2 = CargoGroupName:match( ".*#CARGO%(.*%)(.*)" )
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local CargoName = CargoName1 .. (CargoName2 or "")
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local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?" )
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local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?" ) or CargoName
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local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?" ) )
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local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?" ) )
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self:I( { "Register CargoGroup:", Type = Type, Name = Name, LoadRadius = LoadRadius, NearRadius = NearRadius } )
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CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
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end
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end
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for CargoStaticName, CargoStatic in pairs( self.STATICS ) do
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if self:IsCargo( CargoStaticName ) then
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local CargoInfo = CargoStaticName:match( "#CARGO(.*)" )
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local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)" )
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local CargoName = CargoStaticName:match( "(.*)#CARGO" )
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local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?" )
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local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?" )
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local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?" ) or CargoName
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local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?" ) )
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local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?" ) )
|
|
|
|
if Category == "SLING" then
|
|
self:I( { "Register CargoSlingload:", Type = Type, Name = Name, LoadRadius = LoadRadius, NearRadius = NearRadius } )
|
|
CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
|
else
|
|
if Category == "CRATE" then
|
|
self:I( { "Register CargoCrate:", Type = Type, Name = Name, LoadRadius = LoadRadius, NearRadius = NearRadius } )
|
|
CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end -- cargo
|
|
|
|
--- Finds a CLIENT based on the ClientName.
|
|
-- @param #DATABASE self
|
|
-- @param #string ClientName
|
|
-- @return Wrapper.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
|
|
-- @param #string ClientName Name of the Client unit.
|
|
-- @return Wrapper.Client#CLIENT The client object.
|
|
function DATABASE:AddClient( ClientName )
|
|
|
|
if not self.CLIENTS[ClientName] then
|
|
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
|
|
end
|
|
|
|
return self.CLIENTS[ClientName]
|
|
end
|
|
|
|
--- Finds a GROUP based on the GroupName.
|
|
-- @param #DATABASE self
|
|
-- @param #string GroupName
|
|
-- @return Wrapper.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( GroupName )
|
|
|
|
if not self.GROUPS[GroupName] then
|
|
self:T( { "Add GROUP:", GroupName } )
|
|
self.GROUPS[GroupName] = GROUP:Register( GroupName )
|
|
end
|
|
|
|
return self.GROUPS[GroupName]
|
|
end
|
|
|
|
--- Adds a player based on the Player Name in the DATABASE.
|
|
-- @param #DATABASE self
|
|
function DATABASE:AddPlayer( UnitName, PlayerName )
|
|
|
|
if PlayerName then
|
|
self:T( { "Add player for unit:", UnitName, PlayerName } )
|
|
self.PLAYERS[PlayerName] = UnitName
|
|
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
|
|
self.PLAYERSJOINED[PlayerName] = PlayerName
|
|
end
|
|
end
|
|
|
|
--- Deletes a player from the DATABASE based on the Player Name.
|
|
-- @param #DATABASE self
|
|
function DATABASE:DeletePlayer( UnitName, PlayerName )
|
|
|
|
if PlayerName then
|
|
self:T( { "Clean player:", PlayerName } )
|
|
self.PLAYERS[PlayerName] = nil
|
|
self.PLAYERUNITS[PlayerName] = nil
|
|
end
|
|
end
|
|
|
|
--- Get the player table from the DATABASE.
|
|
-- The player table contains all unit names with the key the name of the player (PlayerName).
|
|
-- @param #DATABASE self
|
|
-- @usage
|
|
-- local Players = _DATABASE:GetPlayers()
|
|
-- for PlayerName, UnitName in pairs( Players ) do
|
|
-- ..
|
|
-- end
|
|
function DATABASE:GetPlayers()
|
|
return self.PLAYERS
|
|
end
|
|
|
|
--- Get the player table from the DATABASE, which contains all UNIT objects.
|
|
-- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
|
|
-- @param #DATABASE self
|
|
-- @usage
|
|
-- local PlayerUnits = _DATABASE:GetPlayerUnits()
|
|
-- for PlayerName, PlayerUnit in pairs( PlayerUnits ) do
|
|
-- ..
|
|
-- end
|
|
function DATABASE:GetPlayerUnits()
|
|
return self.PLAYERUNITS
|
|
end
|
|
|
|
--- Get the player table from the DATABASE which have joined in the mission historically.
|
|
-- The player table contains all UNIT objects with the key the name of the player (PlayerName).
|
|
-- @param #DATABASE self
|
|
-- @usage
|
|
-- local PlayersJoined = _DATABASE:GetPlayersJoined()
|
|
-- for PlayerName, PlayerUnit in pairs( PlayersJoined ) do
|
|
-- ..
|
|
-- end
|
|
function DATABASE:GetPlayersJoined()
|
|
return self.PLAYERSJOINED
|
|
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 Template of the group to spawn.
|
|
-- @return Wrapper.Group#GROUP Spawned group.
|
|
function DATABASE:Spawn( SpawnTemplate )
|
|
self:F( SpawnTemplate.name )
|
|
|
|
self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
|
|
|
|
-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
|
|
local SpawnCoalitionID = SpawnTemplate.CoalitionID
|
|
local SpawnCountryID = SpawnTemplate.CountryID
|
|
local SpawnCategoryID = SpawnTemplate.CategoryID
|
|
|
|
-- Nullify
|
|
SpawnTemplate.CoalitionID = nil
|
|
SpawnTemplate.CountryID = nil
|
|
SpawnTemplate.CategoryID = nil
|
|
|
|
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
|
|
|
|
self:T3( SpawnTemplate )
|
|
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
|
|
|
|
-- Restore
|
|
SpawnTemplate.CoalitionID = SpawnCoalitionID
|
|
SpawnTemplate.CountryID = SpawnCountryID
|
|
SpawnTemplate.CategoryID = SpawnCategoryID
|
|
|
|
-- Ensure that for the spawned group and its units, there are GROUP and UNIT objects created in the DATABASE.
|
|
local SpawnGroup = self:AddGroup( SpawnTemplate.name )
|
|
for UnitID, UnitData in pairs( SpawnTemplate.units ) do
|
|
self:AddUnit( UnitData.name )
|
|
end
|
|
|
|
return SpawnGroup
|
|
end
|
|
|
|
--- Set a status to a Group within the Database, this to check crossing events for example.
|
|
-- @param #DATABASE self
|
|
-- @param #string GroupName Group name.
|
|
-- @param #string Status Status.
|
|
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.
|
|
-- @param #DATABASE self
|
|
-- @param #string GroupName Group name.
|
|
-- @return #string Status or an empty string "".
|
|
function DATABASE:GetStatusGroup( GroupName )
|
|
self:F2( GroupName )
|
|
|
|
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
|
|
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
|
|
-- @param DCS#Object.Category CategoryID The Object.category of the object.
|
|
-- @param DCS#country.id CountryID the country ID of the object.
|
|
-- @param #string GroupName (Optional) The name of the group. Default is `GroupTemplate.name`.
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
|
|
|
|
local GroupTemplateName = GroupName or 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
|
|
|
|
GroupTemplate.CategoryID = CategoryID
|
|
GroupTemplate.CoalitionID = CoalitionSide
|
|
GroupTemplate.CountryID = CountryID
|
|
|
|
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.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
|
|
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
|
|
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
|
|
|
|
local UnitNames = {}
|
|
|
|
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
|
|
|
|
UnitTemplate.name = env.getValueDictByKey( UnitTemplate.name )
|
|
|
|
self.Templates.Units[UnitTemplate.name] = {}
|
|
self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
|
|
self.Templates.Units[UnitTemplate.name].Template = UnitTemplate
|
|
self.Templates.Units[UnitTemplate.name].GroupName = GroupTemplateName
|
|
self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate
|
|
self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId
|
|
self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID
|
|
self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionSide
|
|
self.Templates.Units[UnitTemplate.name].CountryID = CountryID
|
|
|
|
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
|
|
self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate
|
|
self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID
|
|
self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionSide
|
|
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
|
|
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
|
end
|
|
|
|
UnitNames[#UnitNames + 1] = self.Templates.Units[UnitTemplate.name].UnitName
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
|
|
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
|
|
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
|
|
Country = self.Templates.Groups[GroupTemplateName].CountryID,
|
|
Units = UnitNames,
|
|
} )
|
|
end
|
|
|
|
--- Get group template.
|
|
-- @param #DATABASE self
|
|
-- @param #string GroupName Group name.
|
|
-- @return #table Group template table.
|
|
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 StaticTemplate Template table.
|
|
-- @param #number CoalitionID Coalition ID.
|
|
-- @param #number CategoryID Category ID.
|
|
-- @param #number CountryID Country ID.
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
|
|
|
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
|
|
|
|
local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
|
|
|
|
local StaticTemplateName=StaticTemplate.units[1].name
|
|
|
|
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
|
|
|
|
StaticTemplate.CategoryID = CategoryID
|
|
StaticTemplate.CoalitionID = CoalitionID
|
|
StaticTemplate.CountryID = CountryID
|
|
|
|
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateGroupName
|
|
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
|
|
|
|
-- Debug info.
|
|
self:T( { 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 )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Get static group template.
|
|
-- @param #DATABASE self
|
|
-- @param #string StaticName Name of the static.
|
|
-- @return #table Static template table.
|
|
function DATABASE:GetStaticGroupTemplate( StaticName )
|
|
if self.Templates.Statics[StaticName] then
|
|
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
|
|
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
|
else
|
|
self:E( "ERROR: Static group template does NOT exist for static " .. tostring( StaticName ) )
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Get static unit template.
|
|
-- @param #DATABASE self
|
|
-- @param #string StaticName Name of the static.
|
|
-- @return #table Static template table.
|
|
function DATABASE:GetStaticUnitTemplate( StaticName )
|
|
if self.Templates.Statics[StaticName] then
|
|
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
|
|
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
|
|
else
|
|
self:E("ERROR: Static unit template does NOT exist for static "..tostring(StaticName))
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Get group name from unit name.
|
|
-- @param #DATABASE self
|
|
-- @param #string UnitName Name of the unit.
|
|
-- @return #string Group name.
|
|
function DATABASE:GetGroupNameFromUnitName( UnitName )
|
|
if self.Templates.Units[UnitName] then
|
|
return self.Templates.Units[UnitName].GroupName
|
|
else
|
|
self:E( "ERROR: Unit template does not exist for unit " .. tostring( UnitName ) )
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Get group template from unit name.
|
|
-- @param #DATABASE self
|
|
-- @param #string UnitName Name of the unit.
|
|
-- @return #table Group template.
|
|
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
|
|
if self.Templates.Units[UnitName] then
|
|
return self.Templates.Units[UnitName].GroupTemplate
|
|
else
|
|
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Get group template from unit name.
|
|
-- @param #DATABASE self
|
|
-- @param #string UnitName Name of the unit.
|
|
-- @return #table Group template.
|
|
function DATABASE:GetUnitTemplateFromUnitName( UnitName )
|
|
if self.Templates.Units[UnitName] then
|
|
return self.Templates.Units[UnitName]
|
|
else
|
|
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
|
|
return nil
|
|
end
|
|
end
|
|
|
|
|
|
--- Get coalition ID from client name.
|
|
-- @param #DATABASE self
|
|
-- @param #string ClientName Name of the Client.
|
|
-- @return #number Coalition ID.
|
|
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
|
|
return self.Templates.ClientsByName[ClientName].CoalitionID
|
|
end
|
|
|
|
--- Get category ID from client name.
|
|
-- @param #DATABASE self
|
|
-- @param #string ClientName Name of the Client.
|
|
-- @return #number Category ID.
|
|
function DATABASE:GetCategoryFromClientTemplate( ClientName )
|
|
return self.Templates.ClientsByName[ClientName].CategoryID
|
|
end
|
|
|
|
--- Get country ID from client name.
|
|
-- @param #DATABASE self
|
|
-- @param #string ClientName Name of the Client.
|
|
-- @return #number Country ID.
|
|
function DATABASE:GetCountryFromClientTemplate( ClientName )
|
|
return self.Templates.ClientsByName[ClientName].CountryID
|
|
end
|
|
|
|
--- Airbase
|
|
|
|
--- Get coalition ID from airbase name.
|
|
-- @param #DATABASE self
|
|
-- @param #string AirbaseName Name of the airbase.
|
|
-- @return #number Coalition ID.
|
|
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
|
|
return self.AIRBASES[AirbaseName]:GetCoalition()
|
|
end
|
|
|
|
--- Get category from airbase name.
|
|
-- @param #DATABASE self
|
|
-- @param #string AirbaseName Name of the airbase.
|
|
-- @return #number Category.
|
|
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 ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL ) }
|
|
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:I( { "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 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 ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
|
|
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
|
|
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
|
|
|
|
if DCSGroup:isExist() then
|
|
|
|
-- Group name.
|
|
local DCSGroupName = DCSGroup:getName()
|
|
|
|
-- Add group.
|
|
self:I( string.format( "Register Group: %s", tostring( DCSGroupName ) ) )
|
|
self:AddGroup( DCSGroupName )
|
|
|
|
-- Loop over units in group.
|
|
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
|
|
|
|
-- Get unit name.
|
|
local DCSUnitName = DCSUnit:getName()
|
|
|
|
-- Add unit.
|
|
self:I( string.format( "Register Unit: %s", tostring( 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 the mission.
|
|
-- @param #DATABASE self
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterClients()
|
|
|
|
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
|
self:I(string.format("Register Client: %s", tostring(ClientName)))
|
|
local client=self:AddClient( ClientName )
|
|
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Private method that registeres all static objects.
|
|
-- @param #DATABASE self
|
|
function DATABASE:_RegisterStatics()
|
|
|
|
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ), GroupsNeutral = coalition.getStaticObjects( coalition.side.NEUTRAL ) }
|
|
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
|
|
|
|
if DCSStatic:isExist() then
|
|
local DCSStaticName = DCSStatic:getName()
|
|
|
|
self:I( string.format( "Register Static: %s", tostring( DCSStaticName ) ) )
|
|
self:AddStatic( DCSStaticName )
|
|
else
|
|
self:E( { "Static does not exist: ", DCSStatic } )
|
|
end
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Register all world airbases.
|
|
-- @param #DATABASE self
|
|
-- @return #DATABASE self
|
|
function DATABASE:_RegisterAirbases()
|
|
|
|
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
|
|
|
|
-- Get the airbase name.
|
|
local DCSAirbaseName = DCSAirbase:getName()
|
|
|
|
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
|
|
local airbaseID = DCSAirbase:getID()
|
|
|
|
-- Add and register airbase.
|
|
local airbase=self:AddAirbase( DCSAirbaseName )
|
|
|
|
-- Unique ID.
|
|
local airbaseUID=airbase:GetID(true)
|
|
|
|
-- Debug output.
|
|
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
|
|
for _,terminalType in pairs(AIRBASE.TerminalType) do
|
|
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
|
|
text = text .. string.format( "%d=%d ", terminalType, airbase.NparkingTerminal[terminalType] )
|
|
end
|
|
end
|
|
text=text.."]"
|
|
self:I(text)
|
|
|
|
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:F( { 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 )
|
|
|
|
-- Add airbase if it was spawned later in the mission.
|
|
local DCSAirbase = Airbase.getByName( Event.IniDCSUnitName )
|
|
if DCSAirbase then
|
|
self:I( string.format( "Adding airbase %s", tostring( Event.IniDCSUnitName ) ) )
|
|
self:AddAirbase( Event.IniDCSUnitName )
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
if Event.IniObjectCategory == 1 then
|
|
|
|
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
|
|
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
|
|
|
|
-- Client
|
|
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
|
|
|
|
if client then
|
|
-- TODO: create event ClientAlive
|
|
end
|
|
|
|
-- Get player name.
|
|
local PlayerName = Event.IniUnit:GetPlayerName()
|
|
|
|
if PlayerName then
|
|
|
|
-- Debug info.
|
|
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
|
|
|
|
-- Add client in case it does not exist already.
|
|
if not client then
|
|
client = self:AddClient( Event.IniDCSUnitName )
|
|
end
|
|
|
|
-- Add player.
|
|
client:AddPlayer(PlayerName)
|
|
|
|
-- Add player.
|
|
if not self.PLAYERS[PlayerName] then
|
|
self:AddPlayer( Event.IniUnitName, PlayerName )
|
|
end
|
|
|
|
-- Player settings.
|
|
local Settings = SETTINGS:Set( PlayerName )
|
|
Settings:SetPlayerMenu(Event.IniUnit)
|
|
|
|
-- Create an event.
|
|
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
|
|
|
|
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 )
|
|
|
|
if Event.IniDCSUnit then
|
|
|
|
local name=Event.IniDCSUnitName
|
|
|
|
if Event.IniObjectCategory == 3 then
|
|
|
|
---
|
|
-- STATICS
|
|
---
|
|
|
|
if self.STATICS[Event.IniDCSUnitName] then
|
|
self:DeleteStatic( Event.IniDCSUnitName )
|
|
end
|
|
|
|
---
|
|
-- Maybe a UNIT?
|
|
---
|
|
|
|
-- Delete unit.
|
|
if self.UNITS[Event.IniDCSUnitName] then
|
|
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
|
|
local DCSUnit = _DATABASE:FindUnit( Event.IniDCSUnitName )
|
|
self:T({DCSUnit})
|
|
if DCSUnit then
|
|
--self:I("Creating DEAD Event for UNIT "..tostring(Event.IniDCSUnitName))
|
|
--DCSUnit:Destroy(true)
|
|
return
|
|
end
|
|
end
|
|
|
|
else
|
|
|
|
if Event.IniObjectCategory == 1 then
|
|
|
|
---
|
|
-- UNITS
|
|
---
|
|
|
|
-- Delete unit.
|
|
if self.UNITS[Event.IniDCSUnitName] then
|
|
self:DeleteUnit( Event.IniDCSUnitName )
|
|
end
|
|
|
|
-- Remove client players.
|
|
local client=self.CLIENTS[name] --Wrapper.Client#CLIENT
|
|
|
|
if client then
|
|
client:RemovePlayers()
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Add airbase if it was spawned later in the mission.
|
|
local airbase = self.AIRBASES[Event.IniDCSUnitName] -- Wrapper.Airbase#AIRBASE
|
|
if airbase and (airbase:IsHelipad() or airbase:IsShip()) then
|
|
self:DeleteAirbase( Event.IniDCSUnitName )
|
|
end
|
|
|
|
end
|
|
|
|
-- Account destroys.
|
|
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
|
|
|
|
-- Add unit.
|
|
self:AddUnit( Event.IniDCSUnitName )
|
|
|
|
-- Ini unit.
|
|
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
|
|
|
|
-- Add group.
|
|
self:AddGroup( Event.IniDCSGroupName )
|
|
|
|
-- Get player unit.
|
|
local PlayerName = Event.IniDCSUnit:getPlayerName()
|
|
|
|
if PlayerName then
|
|
|
|
if not self.PLAYERS[PlayerName] then
|
|
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
|
|
end
|
|
|
|
local Settings = SETTINGS:Set( PlayerName )
|
|
Settings:SetPlayerMenu( Event.IniUnit )
|
|
|
|
else
|
|
self:E( "ERROR: getPlayerName() returned nil for event PlayerEnterUnit" )
|
|
end
|
|
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
|
|
|
|
-- Try to get the player name. This can be buggy for multicrew aircraft!
|
|
local PlayerName = Event.IniUnit:GetPlayerName()
|
|
|
|
if PlayerName then --and self.PLAYERS[PlayerName] then
|
|
|
|
-- Debug info.
|
|
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
|
|
|
|
-- Remove player menu.
|
|
local Settings = SETTINGS:Set( PlayerName )
|
|
Settings:RemovePlayerMenu(Event.IniUnit)
|
|
|
|
-- Delete player.
|
|
self:DeletePlayer(Event.IniUnit, PlayerName)
|
|
|
|
-- Client stuff.
|
|
local client = self.CLIENTS[Event.IniDCSUnitName] -- Wrapper.Client#CLIENT
|
|
if client then
|
|
client:RemovePlayer( PlayerName )
|
|
end
|
|
|
|
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 )
|
|
Schedule()
|
|
|
|
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
|
|
|
|
--- Handles the OnEventNewZone event.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function DATABASE:OnEventNewZone( EventData )
|
|
self:F2( { EventData } )
|
|
|
|
if EventData.Zone then
|
|
self:AddZone( EventData.Zone.ZoneName, EventData.Zone )
|
|
end
|
|
end
|
|
|
|
--- Handles the OnEventDeleteZone.
|
|
-- @param #DATABASE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function DATABASE:OnEventDeleteZone( EventData )
|
|
self:F2( { EventData } )
|
|
|
|
if EventData.Zone then
|
|
self:DeleteZone( EventData.Zone.ZoneName )
|
|
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
|
|
|
|
--- Add an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) to the data base.
|
|
-- @param #DATABASE self
|
|
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group added to the DB.
|
|
function DATABASE:AddOpsGroup(opsgroup)
|
|
--env.info("Adding OPSGROUP "..tostring(opsgroup.groupname))
|
|
self.FLIGHTGROUPS[opsgroup.groupname]=opsgroup
|
|
end
|
|
|
|
--- Get an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) from the data base.
|
|
-- @param #DATABASE self
|
|
-- @param #string groupname Group name of the group. Can also be passed as GROUP object.
|
|
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
|
|
function DATABASE:GetOpsGroup(groupname)
|
|
|
|
-- Get group and group name.
|
|
if type(groupname)=="string" then
|
|
else
|
|
groupname=groupname:GetName()
|
|
end
|
|
|
|
--env.info("Getting OPSGROUP "..tostring(groupname))
|
|
return self.FLIGHTGROUPS[groupname]
|
|
end
|
|
|
|
--- Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base.
|
|
-- @param #DATABASE self
|
|
-- @param #string groupname Group name of the group. Can also be passed as GROUP object.
|
|
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
|
|
function DATABASE:FindOpsGroup(groupname)
|
|
|
|
-- Get group and group name.
|
|
if type( groupname ) == "string" then
|
|
else
|
|
groupname = groupname:GetName()
|
|
end
|
|
|
|
--env.info("Getting OPSGROUP "..tostring(groupname))
|
|
return self.FLIGHTGROUPS[groupname]
|
|
end
|
|
|
|
--- Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base for a given unit.
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-- @param #DATABASE self
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-- @param #string unitname Unit name. Can also be passed as UNIT object.
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-- @return Ops.OpsGroup#OPSGROUP OPS group object.
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function DATABASE:FindOpsGroupFromUnit(unitname)
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local unit=nil --Wrapper.Unit#UNIT
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local groupname
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|
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-- Get group and group name.
|
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if type(unitname)=="string" then
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unit=UNIT:FindByName(unitname)
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else
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unit=unitname
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end
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|
|
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if unit then
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groupname=unit:GetGroup():GetName()
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end
|
|
|
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if groupname then
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return self.FLIGHTGROUPS[groupname]
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else
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Add a flight control to the data base.
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|
-- @param #DATABASE self
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|
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
|
|
function DATABASE:AddFlightControl( flightcontrol )
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|
self:F2( { flightcontrol } )
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self.FLIGHTCONTROLS[flightcontrol.airbasename] = flightcontrol
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|
end
|
|
|
|
--- Get a flight control object from the data base.
|
|
-- @param #DATABASE self
|
|
-- @param #string airbasename Name of the associated airbase.
|
|
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
|
|
function DATABASE:GetFlightControl( airbasename )
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|
return self.FLIGHTCONTROLS[airbasename]
|
|
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
|
|
self:T({CoalitionName=CoalitionName})
|
|
|
|
if (CoalitionName == 'red' or CoalitionName == 'blue' or CoalitionName == 'neutrals') and type(coa_data) == 'table' then
|
|
--self.Units[coa_name] = {}
|
|
|
|
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
|
|
if CoalitionName=="red" then
|
|
CoalitionSide=coalition.side.RED
|
|
elseif CoalitionName=="blue" then
|
|
CoalitionSide=coalition.side.BLUE
|
|
else
|
|
CoalitionSide=coalition.side.NEUTRAL
|
|
end
|
|
|
|
-- 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
|
|
|
|
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.WeaponCoalition 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
|
|
|
|
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
|