FlightControl be4d51237b Improved the event handling
-- Removed the sort
-- Implemented the order in the existing table.
-- 5 levels
-- _DATABASE = 1
-- SET and SET_ derived classes = 2
-- UNIT = 3
-- GROUP = 4
-- all other = 5
2017-02-04 11:35:58 +01:00

840 lines
27 KiB
Lua

--- This module contains the EVENT class.
--
-- ===
--
-- Takes care of EVENT dispatching between DCS events and event handling functions defined in MOOSE classes.
--
-- ===
--
-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
--
-- ===
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
-- @module Event
--- The EVENT structure
-- @type EVENT
-- @field #EVENT.Events Events
EVENT = {
ClassName = "EVENT",
ClassID = 0,
}
local _EVENTCODES = {
"S_EVENT_SHOT",
"S_EVENT_HIT",
"S_EVENT_TAKEOFF",
"S_EVENT_LAND",
"S_EVENT_CRASH",
"S_EVENT_EJECTION",
"S_EVENT_REFUELING",
"S_EVENT_DEAD",
"S_EVENT_PILOT_DEAD",
"S_EVENT_BASE_CAPTURED",
"S_EVENT_MISSION_START",
"S_EVENT_MISSION_END",
"S_EVENT_TOOK_CONTROL",
"S_EVENT_REFUELING_STOP",
"S_EVENT_BIRTH",
"S_EVENT_HUMAN_FAILURE",
"S_EVENT_ENGINE_STARTUP",
"S_EVENT_ENGINE_SHUTDOWN",
"S_EVENT_PLAYER_ENTER_UNIT",
"S_EVENT_PLAYER_LEAVE_UNIT",
"S_EVENT_PLAYER_COMMENT",
"S_EVENT_SHOOTING_START",
"S_EVENT_SHOOTING_END",
"S_EVENT_MAX",
}
local _EVENTORDER = {
[world.event.S_EVENT_SHOT] = 1,
[world.event.S_EVENT_HIT] = 1,
[world.event.S_EVENT_TAKEOFF] = 1,
[world.event.S_EVENT_LAND] = 1,
[world.event.S_EVENT_CRASH] = -1,
[world.event.S_EVENT_EJECTION] = -1,
[world.event.S_EVENT_REFUELING] = 1,
[world.event.S_EVENT_DEAD] = -1,
[world.event.S_EVENT_PILOT_DEAD] = -1,
[world.event.S_EVENT_BASE_CAPTURED] = 1,
[world.event.S_EVENT_MISSION_START] = 1,
[world.event.S_EVENT_MISSION_END] = -1,
[world.event.S_EVENT_TOOK_CONTROL] = 1,
[world.event.S_EVENT_REFUELING_STOP] = 1,
[world.event.S_EVENT_BIRTH] = 1,
[world.event.S_EVENT_HUMAN_FAILURE] = 1,
[world.event.S_EVENT_ENGINE_STARTUP] = 1,
[world.event.S_EVENT_ENGINE_SHUTDOWN] = 1,
[world.event.S_EVENT_PLAYER_ENTER_UNIT] = 1,
[world.event.S_EVENT_PLAYER_LEAVE_UNIT] = -1,
[world.event.S_EVENT_PLAYER_COMMENT] = 1,
[world.event.S_EVENT_SHOOTING_START] = 1,
[world.event.S_EVENT_SHOOTING_END] = 1,
[world.event.S_EVENT_MAX] = 1,
}
--- The Event structure
-- @type EVENTDATA
-- @field id
-- @field initiator
-- @field target
-- @field weapon
-- @field IniDCSUnit
-- @field IniDCSUnitName
-- @field Wrapper.Unit#UNIT IniUnit
-- @field #string IniUnitName
-- @field IniDCSGroup
-- @field IniDCSGroupName
-- @field TgtDCSUnit
-- @field TgtDCSUnitName
-- @field Wrapper.Unit#UNIT TgtUnit
-- @field #string TgtUnitName
-- @field TgtDCSGroup
-- @field TgtDCSGroupName
-- @field Weapon
-- @field WeaponName
-- @field WeaponTgtDCSUnit
--- 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
function EVENT:EventText( EventID )
local EventText = _EVENTCODES[EventID]
return EventText
end
--- Initializes the Events structure for the event
-- @param #EVENT self
-- @param Dcs.DCSWorld#world.event EventID
-- @param #number EventPriority The priority of the EventClass.
-- @param Core.Base#BASE EventClass
-- @return #EVENT.Events
function EVENT:Init( EventID, EventClass )
self:F3( { _EVENTCODES[EventID], 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] = setmetatable( {}, { __mode = "k" } )
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] = {}
end
if not self.Events[EventID][EventClass] then
self.Events[EventID][EventClass] = setmetatable( {}, { __mode = "k" } )
end
return self.Events[EventID][EventClass]
end
--- Removes an Events entry
-- @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:F3( { EventClass, _EVENTCODES[EventID] } )
local EventClass = EventClass
local EventPriority = EventClass:GetEventPriority()
self.Events[EventID][EventPriority][EventClass] = nil
end
--- Clears all event subscriptions for a @{Core.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, OnEventFunction )
self:F2( EventTemplate.name )
for EventUnitID, EventUnit in pairs( EventTemplate.units ) do
OnEventFunction( self, EventUnit.name, EventFunction, EventClass )
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 Event = self:Init( EventID, EventClass )
Event.EventFunction = EventFunction
Event.EventClass = EventClass
return self
end
--- Set a new listener for an S_EVENT_X event
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @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.
-- @param EventID
-- @return #EVENT
function EVENT:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, EventID )
self:F2( EventDCSUnitName )
local Event = self:Init( EventID, EventClass )
if not Event.IniUnit then
Event.IniUnit = {}
end
Event.IniUnit[EventDCSUnitName] = {}
Event.IniUnit[EventDCSUnitName].EventFunction = EventFunction
Event.IniUnit[EventDCSUnitName].EventClass = EventClass
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, self.OnBirthForUnit )
return self
end
--- Set a new listener for an S_EVENT_BIRTH event, and registers the unit born.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnBirth( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_BIRTH )
return self
end
--- Set a new listener for an S_EVENT_BIRTH event.
-- @param #EVENT self
-- @param #string EventDCSUnitName The id of the unit for the event to be handled.
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnBirthForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_BIRTH )
return self
end
--- Stop listening to S_EVENT_BIRTH event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnBirthRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_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, self.OnCrashForUnit )
return self
end
--- Set a new listener for an S_EVENT_CRASH event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnCrash( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_CRASH )
return self
end
--- Set a new listener for an S_EVENT_CRASH event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnCrashForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_CRASH )
return self
end
--- Stop listening to S_EVENT_CRASH event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnCrashRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_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, self.OnDeadForUnit )
return self
end
--- Set a new listener for an S_EVENT_DEAD event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnDead( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_DEAD )
return self
end
--- Set a new listener for an S_EVENT_DEAD event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnDeadForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_DEAD )
return self
end
--- Stop listening to S_EVENT_DEAD event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnDeadRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_DEAD )
return self
end
end
do -- OnPilotDead
--- Set a new listener for an S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnPilotDead( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_PILOT_DEAD )
return self
end
--- Set a new listener for an S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPilotDeadForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_PILOT_DEAD )
return self
end
--- Stop listening to S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnPilotDeadRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_PILOT_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, self.OnLandForUnit )
return self
end
--- Set a new listener for an S_EVENT_LAND event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnLandForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_LAND )
return self
end
--- Stop listening to S_EVENT_LAND event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnLandRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_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, self.OnTakeOffForUnit )
return self
end
--- Set a new listener for an S_EVENT_TAKEOFF event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnTakeOffForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_TAKEOFF )
return self
end
--- Stop listening to S_EVENT_TAKEOFF event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnTakeOffRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_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, self.OnEngineShutDownForUnit )
return self
end
--- Set a new listener for an S_EVENT_ENGINE_SHUTDOWN event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineShutDownForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_ENGINE_SHUTDOWN )
return self
end
--- Stop listening to S_EVENT_ENGINE_SHUTDOWN event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnEngineShutDownRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_ENGINE_SHUTDOWN )
return self
end
end
do -- OnEngineStartUp
--- Set a new listener for an S_EVENT_ENGINE_STARTUP event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineStartUpForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_ENGINE_STARTUP )
return self
end
--- Stop listening to S_EVENT_ENGINE_STARTUP event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnEngineStartUpRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_ENGINE_STARTUP )
return self
end
end
do -- OnShot
--- Set a new listener for an S_EVENT_SHOT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnShot( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_SHOT )
return self
end
--- Set a new listener for an S_EVENT_SHOT event for a unit.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnShotForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_SHOT )
return self
end
--- Stop listening to S_EVENT_SHOT event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnShotRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_SHOT )
return self
end
end
do -- OnHit
--- Set a new listener for an S_EVENT_HIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnHit( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_HIT )
return self
end
--- Set a new listener for an S_EVENT_HIT event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventClass )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventClass, world.event.S_EVENT_HIT )
return self
end
--- Stop listening to S_EVENT_HIT event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnHitRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_HIT )
return self
end
end
do -- OnPlayerEnterUnit
--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerEnterUnit( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_PLAYER_ENTER_UNIT )
return self
end
--- Stop listening to S_EVENT_PLAYER_ENTER_UNIT event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnPlayerEnterRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_PLAYER_ENTER_UNIT )
return self
end
end
do -- OnPlayerLeaveUnit
--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventClass The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerLeaveUnit( EventFunction, EventClass )
self:F2()
self:OnEventGeneric( EventFunction, EventClass, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
return self
end
--- Stop listening to S_EVENT_PLAYER_LEAVE_UNIT event.
-- @param #EVENT self
-- @param Base#BASE EventClass
-- @return #EVENT
function EVENT:OnPlayerLeaveRemove( EventClass )
self:F2()
self:Remove( EventClass, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
return self
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
if self and self.Events and self.Events[Event.id] then
if Event.initiator and Event.initiator:getCategory() == Object.Category.UNIT then
Event.IniDCSUnit = Event.initiator
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
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 )
self:E( { IniGroup = Event.IniGroup } )
end
end
if Event.target then
if Event.target and Event.target:getCategory() == 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()
end
end
end
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
self:E( { _EVENTCODES[Event.id], Event, Event.IniDCSUnitName, Event.TgtDCSUnitName } )
local Order = _EVENTORDER[Event.id]
self:E( { Order = Order } )
for EventPriority = Order == -1 and 5 or 1, Order == -1 and 1 or 5, Order 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 the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT.
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName } )
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
local Result, Value = xpcall( function() return EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event ) end, ErrorHandler )
--EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventClass, Event )
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 Event.IniDCSUnit and not EventData.IniUnit then
if EventClass == EventData.EventClass then
self:E( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID() } )
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
local Result, Value = xpcall( function() return EventData.EventFunction( EventData.EventClass, Event ) end, ErrorHandler )
--EventData.EventFunction( EventData.EventClass, Event )
end
end
end
end
end
end
else
self:E( { _EVENTCODES[Event.id], Event } )
end
end