FlightControl ef217c0b19 Fix for CTD in DCS 2.1.
Destroyed scenery object cannot be inspected with all the methods.
SceneryObject:getTypeName() goes into CTD with the scenery has been
destroyed.
The problem was in the event handler (Event.lua).
This is fixed by checking if the SceneryObject exists before getting the
type name.
If it does not exist, the type name is filled with "SCENERY".
2017-06-18 09:00:48 +02:00

1060 lines
40 KiB
Lua

--- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
--
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
--
-- ===
--
-- # 1) Event Handling Overview
--
-- ![Objects](..\Presentations\EVENT\Dia2.JPG)
--
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission.
--
-- ![Objects](..\Presentations\EVENT\Dia3.JPG)
--
-- Objects can subscribe to different events. The Event dispatcher will publish the received DCS events to the subscribed MOOSE objects, in a specified order.
-- In this way, the subscribed MOOSE objects are kept in sync with your evolving running mission.
--
-- ## 1.1) Event Dispatching
--
-- ![Objects](..\Presentations\EVENT\Dia4.JPG)
--
-- The _EVENTDISPATCHER object is automatically created within MOOSE,
-- and handles the dispatching of DCS Events occurring
-- in the simulator to the subscribed objects
-- in the correct processing order.
--
-- ![Objects](..\Presentations\EVENT\Dia5.JPG)
--
-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services:
--
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
--
-- ![Objects](..\Presentations\EVENT\Dia6.JPG)
--
-- For most DCS events, the above order of updating will be followed.
--
-- ![Objects](..\Presentations\EVENT\Dia7.JPG)
--
-- But for some DCS events, the publishing order is reversed. This is due to the fact that objects need to be **erased** instead of added.
--
-- ## 1.2) Event Handling
--
-- ![Objects](..\Presentations\EVENT\Dia8.JPG)
--
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class.
-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
--
-- ![Objects](..\Presentations\EVENT\Dia9.JPG)
--
-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
--
-- ### 1.2.1 Subscribe / Unsubscribe to DCS Events
--
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event.
--
-- * @{Base#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
--
-- Note that for a UNIT, the event will be handled **for that UNIT only**!
-- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**!
--
-- For all objects of other classes, the subscribed events will be handled for **all UNITs within the Mission**!
-- So if a UNIT within the mission has the subscribed event for that object,
-- then the object event handler will receive the event for that UNIT!
--
-- ### 1.3.2 Event Handling of DCS Events
--
-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
-- about the event that occurred.
--
-- Find below an example of the prototype how to write an event handling function for two units:
--
-- local Tank1 = UNIT:FindByName( "Tank A" )
-- local Tank2 = UNIT:FindByName( "Tank B" )
--
-- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
-- Tank1:HandleEvent( EVENTS.Dead )
-- Tank2:HandleEvent( EVENTS.Dead )
--
-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
-- -- @param Wrapper.Unit#UNIT self
-- -- @param Core.Event#EVENTDATA EventData
-- function Tank1:OnEventDead( EventData )
--
-- self:SmokeGreen()
-- end
--
-- --- This function is an Event Handling function that will be called when Tank2 is Dead.
-- -- @param Wrapper.Unit#UNIT self
-- -- @param Core.Event#EVENTDATA EventData
-- function Tank2:OnEventDead( EventData )
--
-- self:SmokeBlue()
-- end
--
-- ### 1.3.3 Event Handling methods that are automatically called upon subscribed DCS events
--
-- ![Objects](..\Presentations\EVENT\Dia10.JPG)
--
-- The following list outlines which EVENTS item in the structure corresponds to which Event Handling method.
-- Always ensure that your event handling methods align with the events being subscribed to, or nothing will be executed.
--
-- # 2) EVENTS type
--
-- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
-- @{Base#BASE.HandleEvent}() method.
--
-- # 3) EVENTDATA type
--
-- The @{Event#EVENTDATA} structure contains all the fields that are populated with event information before
-- an Event Handler method is being called by the event dispatcher.
-- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
-- There are basically 4 main categories of information stored in the EVENTDATA structure:
--
-- * Initiator Unit data: Several fields documenting the initiator unit related to the event.
-- * Target Unit data: Several fields documenting the target unit related to the event.
-- * Weapon data: Certain events populate weapon information.
-- * Place data: Certain events populate place information.
--
-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
-- -- EventData is an EVENTDATA structure.
-- -- We use the EventData.IniUnit to smoke the tank Green.
-- -- @param Wrapper.Unit#UNIT self
-- -- @param Core.Event#EVENTDATA EventData
-- function Tank1:OnEventDead( EventData )
--
-- EventData.IniUnit:SmokeGreen()
-- end
--
--
-- Find below an overview which events populate which information categories:
--
-- ![Objects](..\Presentations\EVENT\Dia14.JPG)
--
-- **IMPORTANT NOTE:** Some events can involve not just UNIT objects, but also STATIC objects!!!
-- In that case the initiator or target unit fields will refer to a STATIC object!
-- In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
-- The fields **IniObjectCategory** and **TgtObjectCategory** contain the indicator which **kind of object is involved** in the event.
-- You can use the enumerator **Object.Category.UNIT** and **Object.Category.STATIC** to check on IniObjectCategory and TgtObjectCategory.
-- Example code snippet:
--
-- if Event.IniObjectCategory == Object.Category.UNIT then
-- ...
-- end
-- if Event.IniObjectCategory == Object.Category.STATIC then
-- ...
-- end
--
-- When a static object is involved in the event, the Group and Player fields won't be populated.
--
-- ====
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
--
-- Hereby the change log:
--
-- * 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.
--
-- * 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
--
-- @module Event
--- The EVENT structure
-- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
EVENT = {
ClassName = "EVENT",
ClassID = 0,
}
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
-- @type EVENTS
EVENTS = {
Shot = world.event.S_EVENT_SHOT,
Hit = world.event.S_EVENT_HIT,
Takeoff = world.event.S_EVENT_TAKEOFF,
Land = world.event.S_EVENT_LAND,
Crash = world.event.S_EVENT_CRASH,
Ejection = world.event.S_EVENT_EJECTION,
Refueling = world.event.S_EVENT_REFUELING,
Dead = world.event.S_EVENT_DEAD,
PilotDead = world.event.S_EVENT_PILOT_DEAD,
BaseCaptured = world.event.S_EVENT_BASE_CAPTURED,
MissionStart = world.event.S_EVENT_MISSION_START,
MissionEnd = world.event.S_EVENT_MISSION_END,
TookControl = world.event.S_EVENT_TOOK_CONTROL,
RefuelingStop = world.event.S_EVENT_REFUELING_STOP,
Birth = world.event.S_EVENT_BIRTH,
HumanFailure = world.event.S_EVENT_HUMAN_FAILURE,
EngineStartup = world.event.S_EVENT_ENGINE_STARTUP,
EngineShutdown = world.event.S_EVENT_ENGINE_SHUTDOWN,
PlayerEnterUnit = world.event.S_EVENT_PLAYER_ENTER_UNIT,
PlayerLeaveUnit = world.event.S_EVENT_PLAYER_LEAVE_UNIT,
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
ShootingStart = world.event.S_EVENT_SHOOTING_START,
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
}
--- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
--
-- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ
--
-- @type EVENTDATA
-- @field #number id The identifier of the event.
--
-- @field Dcs.DCSUnit#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{Dcs.DCSUnit#Unit} or @{Dcs.DCSStaticObject#StaticObject}.
-- @field Dcs.DCSObject#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field Dcs.DCSUnit#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Unit#UNIT} of the initiator Unit object.
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field Dcs.DCSGroup#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field Dcs.DCSUnit#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator.
--
-- @field Dcs.DCSUnit#Unit target (UNIT/STATIC) The target @{Dcs.DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
-- @field Dcs.DCSObject#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field Dcs.DCSUnit#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCSUnit#Unit} or @{DCSStaticObject#StaticObject}.
-- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name.
-- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Unit#UNIT} of the target Unit object.
-- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
-- @field Dcs.DCSGroup#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}.
-- @field #string TgtDCSGroupName (UNIT) The target Group name.
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field Dcs.DCScoalition#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field Dcs.DCSUnit#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field #string TgtTypeName (UNIT) The type name of the target.
--
-- @field weapon The weapon used during the event.
-- @field Weapon
-- @field WeaponName
-- @field WeaponTgtDCSUnit
local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = {
Order = 1,
Side = "I",
Event = "OnEventShot",
Text = "S_EVENT_SHOT"
},
[world.event.S_EVENT_HIT] = {
Order = 1,
Side = "T",
Event = "OnEventHit",
Text = "S_EVENT_HIT"
},
[world.event.S_EVENT_TAKEOFF] = {
Order = 1,
Side = "I",
Event = "OnEventTakeoff",
Text = "S_EVENT_TAKEOFF"
},
[world.event.S_EVENT_LAND] = {
Order = 1,
Side = "I",
Event = "OnEventLand",
Text = "S_EVENT_LAND"
},
[world.event.S_EVENT_CRASH] = {
Order = -1,
Side = "I",
Event = "OnEventCrash",
Text = "S_EVENT_CRASH"
},
[world.event.S_EVENT_EJECTION] = {
Order = 1,
Side = "I",
Event = "OnEventEjection",
Text = "S_EVENT_EJECTION"
},
[world.event.S_EVENT_REFUELING] = {
Order = 1,
Side = "I",
Event = "OnEventRefueling",
Text = "S_EVENT_REFUELING"
},
[world.event.S_EVENT_DEAD] = {
Order = -1,
Side = "I",
Event = "OnEventDead",
Text = "S_EVENT_DEAD"
},
[world.event.S_EVENT_PILOT_DEAD] = {
Order = 1,
Side = "I",
Event = "OnEventPilotDead",
Text = "S_EVENT_PILOT_DEAD"
},
[world.event.S_EVENT_BASE_CAPTURED] = {
Order = 1,
Side = "I",
Event = "OnEventBaseCaptured",
Text = "S_EVENT_BASE_CAPTURED"
},
[world.event.S_EVENT_MISSION_START] = {
Order = 1,
Side = "N",
Event = "OnEventMissionStart",
Text = "S_EVENT_MISSION_START"
},
[world.event.S_EVENT_MISSION_END] = {
Order = 1,
Side = "N",
Event = "OnEventMissionEnd",
Text = "S_EVENT_MISSION_END"
},
[world.event.S_EVENT_TOOK_CONTROL] = {
Order = 1,
Side = "N",
Event = "OnEventTookControl",
Text = "S_EVENT_TOOK_CONTROL"
},
[world.event.S_EVENT_REFUELING_STOP] = {
Order = 1,
Side = "I",
Event = "OnEventRefuelingStop",
Text = "S_EVENT_REFUELING_STOP"
},
[world.event.S_EVENT_BIRTH] = {
Order = 1,
Side = "I",
Event = "OnEventBirth",
Text = "S_EVENT_BIRTH"
},
[world.event.S_EVENT_HUMAN_FAILURE] = {
Order = 1,
Side = "I",
Event = "OnEventHumanFailure",
Text = "S_EVENT_HUMAN_FAILURE"
},
[world.event.S_EVENT_ENGINE_STARTUP] = {
Order = 1,
Side = "I",
Event = "OnEventEngineStartup",
Text = "S_EVENT_ENGINE_STARTUP"
},
[world.event.S_EVENT_ENGINE_SHUTDOWN] = {
Order = 1,
Side = "I",
Event = "OnEventEngineShutdown",
Text = "S_EVENT_ENGINE_SHUTDOWN"
},
[world.event.S_EVENT_PLAYER_ENTER_UNIT] = {
Order = 1,
Side = "I",
Event = "OnEventPlayerEnterUnit",
Text = "S_EVENT_PLAYER_ENTER_UNIT"
},
[world.event.S_EVENT_PLAYER_LEAVE_UNIT] = {
Order = -1,
Side = "I",
Event = "OnEventPlayerLeaveUnit",
Text = "S_EVENT_PLAYER_LEAVE_UNIT"
},
[world.event.S_EVENT_PLAYER_COMMENT] = {
Order = 1,
Side = "I",
Event = "OnEventPlayerComment",
Text = "S_EVENT_PLAYER_COMMENT"
},
[world.event.S_EVENT_SHOOTING_START] = {
Order = 1,
Side = "I",
Event = "OnEventShootingStart",
Text = "S_EVENT_SHOOTING_START"
},
[world.event.S_EVENT_SHOOTING_END] = {
Order = 1,
Side = "I",
Event = "OnEventShootingEnd",
Text = "S_EVENT_SHOOTING_END"
},
[EVENTS.NewCargo] = {
Order = 1,
Event = "OnEventNewCargo",
Text = "S_EVENT_NEW_CARGO"
},
[EVENTS.DeleteCargo] = {
Order = 1,
Event = "OnEventDeleteCargo",
Text = "S_EVENT_DELETE_CARGO"
},
}
--- The Events structure
-- @type EVENT.Events
-- @field #number IniUnit
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() )
self:F2()
self.EventHandler = world.addEventHandler( self )
return self
end
--- Initializes the Events structure for the event
-- @param #EVENT self
-- @param Dcs.DCSWorld#world.event EventID
-- @param Core.Base#BASE EventClass
-- @return #EVENT.Events
function EVENT:Init( EventID, EventClass )
self:F3( { _EVENTMETA[EventID].Text, EventClass } )
if not self.Events[EventID] then
-- Create a WEAK table to ensure that the garbage collector is cleaning the event links when the object usage is cleaned.
self.Events[EventID] = {}
end
-- Each event has a subtable of EventClasses, ordered by EventPriority.
local EventPriority = EventClass:GetEventPriority()
if not self.Events[EventID][EventPriority] then
self.Events[EventID][EventPriority] = setmetatable( {}, { __mode = "k" } )
end
if not self.Events[EventID][EventPriority][EventClass] then
self.Events[EventID][EventPriority][EventClass] = {}
end
return self.Events[EventID][EventPriority][EventClass]
end
--- Removes a subscription
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param Dcs.DCSWorld#world.event EventID
-- @return #EVENT.Events
function EVENT:Remove( EventClass, EventID )
self:E( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } )
local EventPriority = EventClass:GetEventPriority()
self.EventsDead = self.EventsDead or {}
self.EventsDead[EventID] = self.EventsDead[EventID] or {}
self.EventsDead[EventID][EventPriority] = self.EventsDead[EventID][EventPriority] or {}
self.EventsDead[EventID][EventPriority][EventClass] = self.Events[EventID][EventPriority][EventClass]
self.Events[EventID][EventPriority][EventClass] = nil
end
--- Resets subscriptions
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param Dcs.DCSWorld#world.event EventID
-- @return #EVENT.Events
function EVENT:Reset( EventObject ) --R2.1
self:E( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } )
local EventPriority = EventObject:GetEventPriority()
for EventID, EventData in pairs( self.Events ) do
if self.EventsDead then
if self.EventsDead[EventID] then
if self.EventsDead[EventID][EventPriority] then
if self.EventsDead[EventID][EventPriority][EventObject] then
self.Events[EventID][EventPriority][EventObject] = self.EventsDead[EventID][EventPriority][EventObject]
end
end
end
end
end
end
--- Clears all event subscriptions for a @{Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventObject
function EVENT:RemoveAll( EventObject )
self:F3( { EventObject:GetClassNameAndID() } )
local EventClass = EventObject:GetClassNameAndID()
local EventPriority = EventClass:GetEventPriority()
for EventID, EventData in pairs( self.Events ) do
self.Events[EventID][EventPriority][EventClass] = nil
end
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The instance of the class for which the event is.
-- @param #function OnEventFunction
-- @return #EVENT
function EVENT:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EventID )
self:F2( EventTemplate.name )
for EventUnitID, EventUnit in pairs( EventTemplate.units ) do
self:OnEventForUnit( EventUnit.name, EventFunction, EventClass, EventID )
end
return self
end
--- Set a new listener for an S_EVENT_X event independent from a unit or a weapon.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is captured. When the event happens, the event process will be called in this class provided.
-- @param EventID
-- @return #EVENT
function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
self:F2( { EventID } )
local EventData = self:Init( EventID, EventClass )
EventData.EventFunction = EventFunction
return self
end
--- Set a new listener for an S_EVENT_X event for a UNIT.
-- @param #EVENT self
-- @param #string UnitName The name of the UNIT.
-- @param #function EventFunction The function to be called when the event occurs for the GROUP.
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param EventID
-- @return #EVENT
function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID )
self:F2( UnitName )
local EventData = self:Init( EventID, EventClass )
EventData.EventUnit = true
EventData.EventFunction = EventFunction
return self
end
--- Set a new listener for an S_EVENT_X event for a GROUP.
-- @param #EVENT self
-- @param #string GroupName The name of the GROUP.
-- @param #function EventFunction The function to be called when the event occurs for the GROUP.
-- @param Core.Base#BASE EventClass The self instance of the class for which the event is.
-- @param EventID
-- @return #EVENT
function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID )
self:F2( GroupName )
local Event = self:Init( EventID, EventClass )
Event.EventGroup = true
Event.EventFunction = EventFunction
return self
end
do -- OnBirth
--- Create an OnBirth event handler for a group
-- @param #EVENT self
-- @param Wrapper.Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnBirthForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Birth )
return self
end
end
do -- OnCrash
--- Create an OnCrash event handler for a group
-- @param #EVENT self
-- @param Wrapper.Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnCrashForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Crash )
return self
end
end
do -- OnDead
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param Wrapper.Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnDeadForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Dead )
return self
end
end
do -- OnLand
--- Create an OnLand event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnLandForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Land )
return self
end
end
do -- OnTakeOff
--- Create an OnTakeOff event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnTakeOffForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Takeoff )
return self
end
end
do -- OnEngineShutDown
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineShutDownForTemplate( EventTemplate, EventFunction, EventClass )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.EngineShutdown )
return self
end
end
do -- Event Creation
--- Creation of a New Cargo Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventNewCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.NewCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
--- Creation of a Cargo Deletion Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventDeleteCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.DeleteCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
-- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit.
function EVENT:CreateEventPlayerEnterUnit( PlayerUnit )
self:F( { PlayerUnit } )
local Event = {
id = EVENTS.PlayerEnterUnit,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject()
}
world.onEvent( Event )
end
end
--- @param #EVENT self
-- @param #EVENTDATA Event
function EVENT:onEvent( Event )
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if debug ~= nil then
env.info( debug.traceback() )
end
return errmsg
end
local EventMeta = _EVENTMETA[Event.id]
if self and self.Events and self.Events[Event.id] then
if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory()
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
end
Event.IniDCSGroupName = ""
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
if Event.IniGroup then
Event.IniGroupName = Event.IniDCSGroupName
end
end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.STATIC then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = STATIC:FindByName( Event.IniDCSUnitName, false )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1!
end
end
if Event.target then
Event.TgtObjectCategory = Event.target:getCategory()
if Event.TgtObjectCategory == Object.Category.UNIT then
Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = UNIT:FindByName( Event.TgtDCSUnitName )
Event.TgtDCSGroupName = ""
if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
if Event.TgtGroup then
Event.TgtGroupName = Event.TgtDCSGroupName
end
end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName )
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.SCENERY then
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
local PriorityOrder = EventMeta.Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
if Event.IniObjectCategory ~= Object.Category.STATIC then
self:E( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } )
end
for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do
if self.Events[Event.id][EventPriority] then
-- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called.
for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do
if Event.IniObjectCategory ~= Object.Category.STATIC then
--self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } )
end
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
-- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if EventData.EventUnit then
-- So now the EventClass must be a UNIT class!!! We check if it is still "Alive".
if EventClass:IsAlive() or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead then
local UnitName = EventClass:GetName()
if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or
( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
self:Remove( EventClass, Event.id )
end
else
-- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP.
if EventData.EventGroup then
-- So now the EventClass must be a GROUP class!!! We check if it is still "Alive".
if EventClass:IsAlive() or
Event.id == EVENTS.Crash or
Event.id == EVENTS.Dead then
-- We can get the name of the EventClass, which is now always a GROUP object.
local GroupName = EventClass:GetName()
if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or
( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
end
end
else
-- The EventClass is not alive anymore, we remove it from the EventHandlers...
self:Remove( EventClass, Event.id )
end
else
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if not EventData.EventUnit then
-- First test if a EventFunction is Set, otherwise search for the default function
if EventData.EventFunction then
-- There is an EventFunction defined, so call the EventFunction.
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
-- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object.
local EventFunction = EventClass[ EventMeta.Event ]
if EventFunction and type( EventFunction ) == "function" then
-- Now call the default event function.
if Event.IniObjectCategory ~= 3 then
self:E( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )
end
end
end
end
end
end
end
end
else
self:E( { EventMeta.Text, Event } )
end
Event = nil
end
--- The EVENTHANDLER structure
-- @type EVENTHANDLER
-- @extends Core.Base#BASE
EVENTHANDLER = {
ClassName = "EVENTHANDLER",
ClassID = 0,
}
--- The EVENTHANDLER constructor
-- @param #EVENTHANDLER self
-- @return #EVENTHANDLER
function EVENTHANDLER:New()
self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER
return self
end