mirror of
https://github.com/FlightControl-Master/MOOSE.git
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455 lines
13 KiB
Lua
455 lines
13 KiB
Lua
--- The CLIENT models client units in multi player missions.
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-- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
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-- Note that clients are NOT the same as groups, they are NOT necessarily alive.
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-- @module Client
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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( "Cargo" )
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Include.File( "Message" )
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--- The CLIENT class
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-- @type CLIENT
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-- @extends Base#BASE
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CLIENT = {
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ONBOARDSIDE = {
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NONE = 0,
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LEFT = 1,
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RIGHT = 2,
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BACK = 3,
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FRONT = 4
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},
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ClassName = "CLIENT",
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ClientName = nil,
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ClientAlive = false,
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ClientTransport = false,
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ClientBriefingShown = false,
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_Menus = {},
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_Tasks = {},
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Messages = {
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}
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}
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--- Use this method to register new Clients within the MOF.
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-- @param #CLIENT self
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-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
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-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
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-- @return #CLIENT
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-- @usage
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-- -- Create new Clients.
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-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
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-- Mission:AddGoal( DeploySA6TroopsGoal )
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--
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-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
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-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
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-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
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-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
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function CLIENT:New( ClientName, ClientBriefing )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( ClientName, ClientBriefing )
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self.ClientName = ClientName
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self:AddBriefing( ClientBriefing )
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self.MessageSwitch = true
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return self
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end
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--- Transport defines that the Client is a Transport. Transports show cargo.
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-- @param #CLIENT self
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-- @return #CLIENT
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function CLIENT:Transport()
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self:F()
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self.ClientTransport = true
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return self
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end
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--- AddBriefing adds a briefing to a CLIENT when a player joins a mission.
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-- @param #CLIENT self
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-- @param #string ClientBriefing is the text defining the Mission briefing.
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-- @return #CLIENT
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function CLIENT:AddBriefing( ClientBriefing )
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self:F()
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self.ClientBriefing = ClientBriefing
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return self
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end
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--- Resets a CLIENT.
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-- @param #CLIENT self
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-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
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function CLIENT:Reset( ClientName )
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self:F()
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self._Menus = {}
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end
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--- Checks for a client alive event and calls a function on a continuous basis.
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-- @param #CLIENT self
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-- @param #function CallBack Function.
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-- @return #CLIENT
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function CLIENT:Alive( CallBack )
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self:F()
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self.ClientAlive2 = false
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self.ClientCallBack = CallBack
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self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
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return self
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end
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-- Is Functions
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--- Checks if the CLIENT is a multi-seated UNIT.
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-- @param #CLIENT self
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-- @return #boolean true if multi-seated.
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function CLIENT:IsMultiSeated()
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self:F( self.ClientName )
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local ClientMultiSeatedTypes = {
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["Mi-8MT"] = "Mi-8MT",
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["UH-1H"] = "UH-1H",
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["P-51B"] = "P-51B"
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}
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if self:IsAlive() then
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local ClientTypeName = self:GetClientGroupUnit():GetTypeName()
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if ClientMultiSeatedTypes[ClientTypeName] then
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return true
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end
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end
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return false
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end
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--- Checks if client is alive and returns true or false.
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-- @param #CLIENT self
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-- @returns #boolean Returns true if client is alive.
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function CLIENT:IsAlive()
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self:F( self.ClientName )
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local ClientDCSGroup = self:GetDCSGroup()
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if ClientDCSGroup then
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self:T("true")
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return true
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end
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self:T( "false" )
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return false
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end
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--- @param #CLIENT self
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function CLIENT:_AliveCheckScheduler()
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self:F( { self.ClientName, self.ClientAlive2 } )
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if self:IsAlive() then
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if self.ClientAlive2 == false then
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self:T("Calling Callback function")
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self.ClientCallBack( self )
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self.ClientAlive2 = true
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end
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else
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if self.ClientAlive2 == true then
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self.ClientAlive2 = false
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end
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end
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end
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--- Return the DCSGroup of a Client.
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-- This function is modified to deal with a couple of bugs in DCS 1.5.3
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-- @param #CLIENT self
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-- @return DCSGroup#Group
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function CLIENT:GetDCSGroup()
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self:F3()
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-- local ClientData = Group.getByName( self.ClientName )
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-- if ClientData and ClientData:isExist() then
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-- self:T( self.ClientName .. " : group found!" )
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-- return ClientData
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-- else
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-- return nil
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-- end
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local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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self:T3( { "CoalitionData:", CoalitionData } )
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for UnitId, UnitData in pairs( CoalitionData ) do
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self:T3( { "UnitData:", UnitData } )
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if UnitData and UnitData:isExist() then
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local ClientGroup = Group.getByName( self.ClientName )
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() then
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if ClientGroup:getID() == UnitData:getGroup():getID() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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return ClientGroup
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end
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else
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-- Now we need to resolve the bugs in DCS 1.5 ...
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-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
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self:T3( "Bug 1.5 logic" )
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local ClientUnits = _Database.Groups[self.ClientName].Units
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self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } )
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for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do
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self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } )
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if tonumber(UnitData:getID()) == ClientUnitData.unitId then
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local ClientGroupTemplate = _Database.Groups[self.ClientName].Template
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self.ClientID = ClientGroupTemplate.groupId
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self.ClientGroupUnit = UnitData
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self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
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return ClientGroup
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end
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end
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end
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-- else
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-- error( "Client " .. self.ClientName .. " not found!" )
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end
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end
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end
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end
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-- For non player clients
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local ClientGroup = Group.getByName( self.ClientName )
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if ClientGroup then
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self:T3( "ClientGroup = " .. self.ClientName )
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if ClientGroup:isExist() then
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self:T3( "Normal logic" )
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self:T3( self.ClientName .. " : group found!" )
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return ClientGroup
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end
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end
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self.ClientGroupID = nil
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self.ClientGroupUnit = nil
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return nil
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end
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-- TODO: Check DCSTypes#Group.ID
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--- Get the group ID of the client.
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-- @param #CLIENT self
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-- @return DCSTypes#Group.ID
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function CLIENT:GetClientGroupID()
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if not self.ClientGroupID then
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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self.ClientGroupID = ClientGroup:getID()
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else
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self.ClientGroupID = self.ClientID
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end
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end
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self:T( self.ClientGroupID )
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return self.ClientGroupID
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end
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--- Get the name of the group of the client.
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-- @param #CLIENT self
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-- @return #string
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function CLIENT:GetClientGroupName()
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if not self.ClientGroupName then
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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self.ClientGroupName = ClientGroup:getName()
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else
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self.ClientGroupName = self.ClientName
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end
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end
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self:T( self.ClientGroupName )
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return self.ClientGroupName
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end
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--- Returns the UNIT of the CLIENT.
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-- @param #CLIENT self
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-- @return Unit#UNIT
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function CLIENT:GetClientGroupUnit()
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self:F()
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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return UNIT:New( ClientGroup:getUnit(1) )
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else
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return UNIT:New( self.ClientGroupUnit )
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end
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end
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--- Returns the DCSUnit of the CLIENT.
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-- @param #CLIENT self
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-- @return DCSTypes#Unit
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function CLIENT:GetClientGroupDCSUnit()
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self:F2()
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local ClientGroup = self:GetDCSGroup()
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if ClientGroup and ClientGroup:isExist() then
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return ClientGroup:getUnit(1)
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else
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return self.ClientGroupUnit
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end
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end
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-- TODO what is this??? check. possible double function.
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function CLIENT:GetUnit()
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self:F()
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return UNIT:New( self:GetClientGroupDCSUnit() )
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end
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--- Returns the position of the CLIENT in @{DCSTypes#Vec2} format..
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-- @param #CLIENT self
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-- @return DCSTypes#Vec2
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function CLIENT:GetPointVec2()
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self:F()
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ClientGroupUnit = self:GetClientGroupDCSUnit()
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if ClientGroupUnit then
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if ClientGroupUnit:isExist() then
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local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
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local PointVec2 = {} --DCSTypes#Vec2
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PointVec2.x = PointVec3.x
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PointVec2.y = PointVec3.z
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self:T( { PointVec2 } )
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return PointVec2
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end
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end
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return nil
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end
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--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
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-- @param #CLIENT self
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-- @return DCSTypes#Vec3
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function CLIENT:ClientPosition()
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self:F()
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ClientGroupUnit = self:GetClientGroupDCSUnit()
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if ClientGroupUnit then
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if ClientGroupUnit:isExist() then
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return ClientGroupUnit:getPosition()
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end
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end
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return nil
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end
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--- Returns the altitude of the CLIENT.
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-- @param #CLIENT self
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-- @return DCSTypes#Distance
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function CLIENT:GetAltitude()
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self:F()
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ClientGroupUnit = self:GetClientGroupDCSUnit()
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if ClientGroupUnit then
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if ClientGroupUnit:isExist() then
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local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
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return PointVec3.y
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end
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end
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return nil
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end
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--- Evaluates if the CLIENT is a transport.
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-- @param #CLIENT self
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-- @return #boolean true is a transport.
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function CLIENT:IsTransport()
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self:F()
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return self.ClientTransport
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end
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--- Shows the @{Cargo#CARGO} contained within the CLIENT to the player as a message.
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-- The @{Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system.
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-- @param #CLIENT self
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function CLIENT:ShowCargo()
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self:F()
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local CargoMsg = ""
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for CargoName, Cargo in pairs( CARGOS ) do
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if self == Cargo:IsLoadedInClient() then
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CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n"
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end
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end
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if CargoMsg == "" then
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CargoMsg = "empty"
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end
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self:Message( CargoMsg, 15, self.ClientName .. "/Cargo", "Co-Pilot: Cargo Status", 30 )
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end
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-- TODO (1) I urgently need to revise this.
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--- A local function called by the DCS World Menu system to switch off messages.
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function CLIENT.SwitchMessages( PrmTable )
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PrmTable[1].MessageSwitch = PrmTable[2]
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end
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--- The main message driver for the CLIENT.
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-- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system.
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-- @param #CLIENT self
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-- @param #string Message is the text describing the message.
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-- @param #number MessageDuration is the duration in seconds that the Message should be displayed.
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-- @param #string MessageId is a text identifying the Message in the MessageQueue. The Message system overwrites Messages with the same MessageId
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-- @param #string MessageCategory is the category of the message (the title).
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-- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air.
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function CLIENT:Message( Message, MessageDuration, MessageId, MessageCategory, MessageInterval )
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self:F()
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if not self.MenuMessages then
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if self:GetClientGroupID() then
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self.MenuMessages = MENU_CLIENT:New( self, 'Messages' )
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self.MenuRouteMessageOn = MENU_CLIENT_COMMAND:New( self, 'Messages On', self.MenuMessages, CLIENT.SwitchMessages, { self, true } )
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self.MenuRouteMessageOff = MENU_CLIENT_COMMAND:New( self,'Messages Off', self.MenuMessages, CLIENT.SwitchMessages, { self, false } )
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end
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end
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if self.MessageSwitch == true then
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if MessageCategory == nil then
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MessageCategory = "Messages"
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end
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if self.Messages[MessageId] == nil then
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self.Messages[MessageId] = {}
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self.Messages[MessageId].MessageId = MessageId
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self.Messages[MessageId].MessageTime = timer.getTime()
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self.Messages[MessageId].MessageDuration = MessageDuration
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if MessageInterval == nil then
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self.Messages[MessageId].MessageInterval = 600
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else
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self.Messages[MessageId].MessageInterval = MessageInterval
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end
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MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self )
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else
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if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then
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if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + 10 then
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MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self )
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self.Messages[MessageId].MessageTime = timer.getTime()
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end
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else
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if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + self.Messages[MessageId].MessageInterval then
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MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self )
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self.Messages[MessageId].MessageTime = timer.getTime()
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end
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end
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end
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end
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end
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