1369 lines
44 KiB
Lua

--- **Core** -- DATABASE manages the database of mission objects.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Core.Database
-- @image Core_Database.JPG
--- @type DATABASE
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
--
-- Mission designers can use the DATABASE class to refer to:
--
-- * STATICS
-- * UNITS
-- * GROUPS
-- * CLIENTS
-- * AIRBASES
-- * PLAYERSJOINED
-- * PLAYERS
-- * CARGOS
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
--
-- @field #DATABASE
DATABASE = {
ClassName = "DATABASE",
Templates = {
Units = {},
Groups = {},
Statics = {},
ClientsByName = {},
ClientsByID = {},
},
UNITS = {},
UNITS_Index = {},
STATICS = {},
GROUPS = {},
PLAYERS = {},
PLAYERSJOINED = {},
PLAYERUNITS = {},
CLIENTS = {},
CARGOS = {},
AIRBASES = {},
COUNTRY_ID = {},
COUNTRY_NAME = {},
NavPoints = {},
PLAYERSETTINGS = {},
ZONENAMES = {},
HITS = {},
DESTROYS = {},
ZONES = {},
}
local _DATABASECoalition =
{
[1] = "Red",
[2] = "Blue",
[3] = "Neutral",
}
local _DATABASECategory =
{
["plane"] = Unit.Category.AIRPLANE,
["helicopter"] = Unit.Category.HELICOPTER,
["vehicle"] = Unit.Category.GROUND_UNIT,
["ship"] = Unit.Category.SHIP,
["static"] = Unit.Category.STRUCTURE,
}
--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #DATABASE self
-- @return #DATABASE
-- @usage
-- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
-- DBObject = DATABASE:New()
function DATABASE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
self:HandleEvent( EVENTS.NewZone )
self:HandleEvent( EVENTS.DeleteZone )
-- Follow alive players and clients
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
self:_RegisterClients()
self:_RegisterStatics()
--self:_RegisterPlayers()
self:_RegisterAirbases()
self.UNITS_Position = 0
--- @param #DATABASE self
local function CheckPlayers( self )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
--self:E( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
local PlayerUnit = UNIT:Find( UnitData )
--self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
if PlayerName and PlayerName ~= "" then
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
--self:E( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( PlayerUnit )
end
end
end
end
end
end
--self:E( "Scheduling" )
--PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self
end
--- Finds a Unit based on the Unit Name.
-- @param #DATABASE self
-- @param #string UnitName
-- @return Wrapper.Unit#UNIT The found Unit.
function DATABASE:FindUnit( UnitName )
local UnitFound = self.UNITS[UnitName]
return UnitFound
end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
local UnitRegister = UNIT:Register( DCSUnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
table.insert( self.UNITS_Index, DCSUnitName )
end
return self.UNITS[DCSUnitName]
end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
self.UNITS[DCSUnitName] = nil
end
--- Adds a Static based on the Static Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
end
end
--- Deletes a Static from the DATABASE based on the Static Name.
-- @param #DATABASE self
function DATABASE:DeleteStatic( DCSStaticName )
--self.STATICS[DCSStaticName] = nil
end
--- Finds a STATIC based on the StaticName.
-- @param #DATABASE self
-- @param #string StaticName
-- @return Wrapper.Static#STATIC The found STATIC.
function DATABASE:FindStatic( StaticName )
local StaticFound = self.STATICS[StaticName]
return StaticFound
end
--- Finds a AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase
function DATABASE:AddAirbase( AirbaseName )
if not self.AIRBASES[AirbaseName] then
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
end
end
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase
function DATABASE:DeleteAirbase( AirbaseName )
self.AIRBASES[AirbaseName] = nil
end
--- Finds an AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
do -- Zones
--- Finds a @{Zone} based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE.
function DATABASE:FindZone( ZoneName )
local ZoneFound = self.ZONES[ZoneName]
return ZoneFound
end
--- Adds a @{Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone.
function DATABASE:AddZone( ZoneName, Zone )
if not self.ZONES[ZoneName] then
self.ZONES[ZoneName] = Zone
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZone( ZoneName )
self.ZONES[ZoneName] = nil
end
--- Finds an @{Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName
-- @return Core.Zone#ZONE_BASE The found @{Zone}.
function DATABASE:FindZone( ZoneName )
local ZoneFound = self.ZONES[ZoneName]
return ZoneFound
end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterZones()
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
local ZoneName = ZoneData.name
self:I( { "Register ZONE:", Name = ZoneName } )
local Zone = ZONE:New( ZoneName )
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone )
end
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("~ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)~ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*~ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } )
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone_Polygon )
end
end
end
end -- zone
do -- cargo
--- Adds a Cargo based on the Cargo Name in the DATABASE.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:AddCargo( Cargo )
if not self.CARGOS[Cargo.Name] then
self.CARGOS[Cargo.Name] = Cargo
end
end
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:DeleteCargo( CargoName )
self.CARGOS[CargoName] = nil
end
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName]
return CargoFound
end
--- Checks if the Template name has a ~CARGO tag.
-- If yes, the group is a cargo.
-- @param #DATABASE self
-- @param #string TemplateName
-- @return #boolean
function DATABASE:IsCargo( TemplateName )
TemplateName = env.getValueDictByKey( TemplateName )
local Cargo = TemplateName:match( "~(CARGO)" )
return Cargo and Cargo == "CARGO"
end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterCargos()
local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
for CargoGroupName, CargoGroup in pairs( Groups ) do
self:I( { Cargo = CargoGroupName } )
if self:IsCargo( CargoGroupName ) then
local CargoInfo = CargoGroupName:match("~CARGO(.*)")
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
local CargoName1 = CargoGroupName:match("(.*)~CARGO%(.*%)")
local CargoName2 = CargoGroupName:match(".*~CARGO%(.*%)(.*)")
local CargoName = CargoName1 .. ( CargoName2 or "" )
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?")
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
self:I({"Register CargoGroup:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
end
end
for CargoStaticName, CargoStatic in pairs( self.STATICS ) do
if self:IsCargo( CargoStaticName ) then
local CargoInfo = CargoStaticName:match("~CARGO(.*)")
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
local CargoName = CargoStaticName:match("(.*)~CARGO")
local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?")
local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?")
local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName
local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") )
local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") )
if Category == "SLING" then
self:I({"Register CargoSlingload:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
else
if Category == "CRATE" then
self:I({"Register CargoCrate:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius})
CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
end
end
end
end
end
end -- cargo
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
-- @param #string ClientName
-- @return Wrapper.Client#CLIENT The found CLIENT.
function DATABASE:FindClient( ClientName )
local ClientFound = self.CLIENTS[ClientName]
return ClientFound
end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddClient( ClientName )
if not self.CLIENTS[ClientName] then
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
end
return self.CLIENTS[ClientName]
end
--- Finds a GROUP based on the GroupName.
-- @param #DATABASE self
-- @param #string GroupName
-- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName )
local GroupFound = self.GROUPS[GroupName]
return GroupFound
end
--- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddGroup( GroupName )
if not self.GROUPS[GroupName] then
self:I( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
return self.GROUPS[GroupName]
end
--- Adds a player based on the Player Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then
self:I( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
end
end
--- Deletes a player from the DATABASE based on the Player Name.
-- @param #DATABASE self
function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then
self:I( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[PlayerName] = nil
end
end
--- Get the player table from the DATABASE.
-- The player table contains all unit names with the key the name of the player (PlayerName).
-- @param #DATABASE self
-- @usage
-- local Players = _DATABASE:GetPlayers()
-- for PlayerName, UnitName in pairs( Players ) do
-- ..
-- end
function DATABASE:GetPlayers()
return self.PLAYERS
end
--- Get the player table from the DATABASE, which contains all UNIT objects.
-- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
-- @param #DATABASE self
-- @usage
-- local PlayerUnits = _DATABASE:GetPlayerUnits()
-- for PlayerName, PlayerUnit in pairs( PlayerUnits ) do
-- ..
-- end
function DATABASE:GetPlayerUnits()
return self.PLAYERUNITS
end
--- Get the player table from the DATABASE which have joined in the mission historically.
-- The player table contains all UNIT objects with the key the name of the player (PlayerName).
-- @param #DATABASE self
-- @usage
-- local PlayersJoined = _DATABASE:GetPlayersJoined()
-- for PlayerName, PlayerUnit in pairs( PlayersJoined ) do
-- ..
-- end
function DATABASE:GetPlayersJoined()
return self.PLAYERSJOINED
end
--- Instantiate new Groups within the DCSRTE.
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID
-- This method is used by the SPAWN class.
-- @param #DATABASE self
-- @param #table SpawnTemplate
-- @return #DATABASE self
function DATABASE:Spawn( SpawnTemplate )
self:F( SpawnTemplate.name )
self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
local SpawnCoalitionID = SpawnTemplate.CoalitionID
local SpawnCountryID = SpawnTemplate.CountryID
local SpawnCategoryID = SpawnTemplate.CategoryID
-- Nullify
SpawnTemplate.CoalitionID = nil
SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
-- Restore
SpawnTemplate.CoalitionID = SpawnCoalitionID
SpawnTemplate.CountryID = SpawnCountryID
SpawnTemplate.CategoryID = SpawnCategoryID
-- Ensure that for the spawned group and its units, there are GROUP and UNIT objects created in the DATABASE.
local SpawnGroup = self:AddGroup( SpawnTemplate.name )
for UnitID, UnitData in pairs( SpawnTemplate.units ) do
self:AddUnit( UnitData.name )
end
return SpawnGroup
end
--- Set a status to a Group within the Database, this to check crossing events for example.
function DATABASE:SetStatusGroup( GroupName, Status )
self:F2( Status )
self.Templates.Groups[GroupName].Status = Status
end
--- Get a status to a Group within the Database, this to check crossing events for example.
function DATABASE:GetStatusGroup( GroupName )
self:F2( Status )
if self.Templates.Groups[GroupName] then
return self.Templates.Groups[GroupName].Status
else
return ""
end
end
--- Private method that registers new Group Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
-- @param DCS#Object.Category CategoryID The Object.category of the object.
-- @param DCS#country.id CountryID the country.id of the object
-- @return #DATABASE self
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
if not self.Templates.Groups[GroupTemplateName] then
self.Templates.Groups[GroupTemplateName] = {}
self.Templates.Groups[GroupTemplateName].Status = nil
end
-- Delete the spans from the route, it is not needed and takes memory.
if GroupTemplate.route and GroupTemplate.route.spans then
GroupTemplate.route.spans = nil
end
GroupTemplate.CategoryID = CategoryID
GroupTemplate.CoalitionID = CoalitionSide
GroupTemplate.CountryID = CountryID
self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name)
self.Templates.Units[UnitTemplate.name] = {}
self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
self.Templates.Units[UnitTemplate.name].Template = UnitTemplate
self.Templates.Units[UnitTemplate.name].GroupName = GroupTemplateName
self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate
self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId
self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID
self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionSide
self.Templates.Units[UnitTemplate.name].CountryID = CountryID
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate
self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID
self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionSide
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
}
)
end
function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
return GroupTemplate
end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
StaticTemplate.CategoryID = CategoryID
StaticTemplate.CoalitionID = CoalitionID
StaticTemplate.CountryID = CountryID
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
}
)
self:AddStatic( StaticTemplateName )
end
--- @param #DATABASE self
function DATABASE:GetStaticUnitTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
end
function DATABASE:GetGroupNameFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupName
end
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupTemplate
end
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CoalitionID
end
function DATABASE:GetCategoryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CategoryID
end
function DATABASE:GetCountryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CountryID
end
--- Airbase
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCoalition()
end
function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory()
end
--- Private method that registers all alive players in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterPlayers()
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for UnitId, UnitData in pairs( CoalitionData ) do
self:T3( { "UnitData:", UnitData } )
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
if not self.PLAYERS[PlayerName] then
self:I( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
end
end
end
end
return self
end
--- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterGroupsAndUnits()
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
local DCSGroupName = DCSGroup:getName()
self:I( { "Register Group:", DCSGroupName } )
self:AddGroup( DCSGroupName )
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
local DCSUnitName = DCSUnit:getName()
self:I( { "Register Unit:", DCSUnitName } )
self:AddUnit( DCSUnitName )
end
else
self:E( { "Group does not exist: ", DCSGroup } )
end
end
end
self:I("Groups:")
for GroupName, Group in pairs( self.GROUPS ) do
self:I( { "Group:", GroupName } )
end
return self
end
--- Private method that registers all Units of skill Client or Player within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I( { "Register Client:", ClientName } )
self:AddClient( ClientName )
end
return self
end
--- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
self:I( { Statics = CoalitionsData } )
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
if DCSStatic:isExist() then
local DCSStaticName = DCSStatic:getName()
self:I( { "Register Static:", DCSStaticName } )
self:AddStatic( DCSStaticName )
else
self:E( { "Static does not exist: ", DCSStatic } )
end
end
end
return self
end
--- @param #DATABASE self
function DATABASE:_RegisterAirbases()
local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
local DCSAirbaseName = DCSAirbase:getName()
self:I( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } )
self:AddAirbase( DCSAirbaseName )
end
end
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnBirth( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
self:AddStatic( Event.IniDCSUnitName )
else
if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
end
end
if Event.IniObjectCategory == 1 then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then
self:I( { "Player Joined:", PlayerName } )
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
--MENU_INDEX:Refresh( Event.IniGroup )
end
end
end
end
--- Handles the OnDead or OnCrash event for alive units set.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName )
end
else
if Event.IniObjectCategory == 1 then
if self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit( Event.IniDCSUnitName )
end
end
end
end
self:AccountDestroys( Event )
end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
local PlayerName = Event.IniDCSUnit:getPlayerName()
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
end
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName and self.PLAYERS[PlayerName] then
self:I( { "Player Left:", PlayerName } )
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( Event.IniUnit, PlayerName )
end
end
end
end
--- Iterators
--- Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database.
-- @return #DATABASE self
function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
self:F2( arg )
local function CoRoutine()
local Count = 0
for ObjectID, Object in pairs( Set ) do
self:T2( Object )
IteratorFunction( Object, unpack( arg ) )
Count = Count + 1
-- if Count % 100 == 0 then
-- coroutine.yield( false )
-- end
end
return true
end
-- local co = coroutine.create( CoRoutine )
local co = CoRoutine
local function Schedule()
-- local status, res = coroutine.resume( co )
local status, res = co()
self:T3( { status, res } )
if status == false then
error( res )
end
if res == false then
return true -- resume next time the loop
end
if FinalizeFunction then
FinalizeFunction( unpack( arg ) )
end
return false
end
local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 )
return self
end
--- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
-- @return #DATABASE self
function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS )
return self
end
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.UNITS )
return self
end
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
-- @return #DATABASE self
function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.GROUPS )
return self
end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERS )
return self
end
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayerJoined( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERSJOINED )
return self
end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player UNIT, providing the player UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERUNITS )
return self
end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CLIENTS )
return self
end
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS )
return self
end
--- Handles the OnEventNewCargo event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventNewCargo( EventData )
self:F2( { EventData } )
if EventData.Cargo then
self:AddCargo( EventData.Cargo )
end
end
--- Handles the OnEventDeleteCargo.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventDeleteCargo( EventData )
self:F2( { EventData } )
if EventData.Cargo then
self:DeleteCargo( EventData.Cargo.Name )
end
end
--- Handles the OnEventNewZone event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventNewZone( EventData )
self:F2( { EventData } )
if EventData.Zone then
self:AddZone( EventData.Zone )
end
end
--- Handles the OnEventDeleteZone.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventDeleteZone( EventData )
self:F2( { EventData } )
if EventData.Zone then
self:DeleteZone( EventData.Zone.ZoneName )
end
end
--- Gets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
-- @return Core.Settings#SETTINGS
function DATABASE:GetPlayerSettings( PlayerName )
self:F2( { PlayerName } )
return self.PLAYERSETTINGS[PlayerName]
end
--- Sets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
-- @param Core.Settings#SETTINGS Settings
-- @return Core.Settings#SETTINGS
function DATABASE:SetPlayerSettings( PlayerName, Settings )
self:F2( { PlayerName, Settings } )
self.PLAYERSETTINGS[PlayerName] = Settings
end
--- @param #DATABASE self
function DATABASE:_RegisterTemplates()
self:F2()
self.Navpoints = {}
self.UNITS = {}
--Build routines.db.units and self.Navpoints
for CoalitionName, coa_data in pairs(env.mission.coalition) do
self:T({CoalitionName=CoalitionName})
if (CoalitionName == 'red' or CoalitionName == 'blue' or CoalitionName == 'neutrals') and type(coa_data) == 'table' then
--self.Units[coa_name] = {}
local CoalitionSide = coalition.side[string.upper(CoalitionName)]
if CoalitionName=="red" then
CoalitionSide=coalition.side.NEUTRAL
elseif CoalitionName=="blue" then
CoalitionSide=coalition.side.BLUE
else
CoalitionSide=coalition.side.NEUTRAL
end
-- build nav points DB
self.Navpoints[CoalitionName] = {}
if coa_data.nav_points then --navpoints
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x
self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
end
end
end
-------------------------------------------------
if coa_data.country then --there is a country table
for cntry_id, cntry_data in pairs(coa_data.country) do
local CountryName = string.upper(cntry_data.name)
local CountryID = cntry_data.id
self.COUNTRY_ID[CountryName] = CountryID
self.COUNTRY_NAME[CountryID] = CountryName
--self.Units[coa_name][countryName] = {}
--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
if type(cntry_data) == 'table' then --just making sure
for obj_type_name, obj_type_data in pairs(cntry_data) do
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
local CategoryName = obj_type_name
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
--self.Units[coa_name][countryName][category] = {}
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
else
self:_RegisterStaticTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
end --if type(cntry_data) == 'table' then
end --for cntry_id, cntry_data in pairs(coa_data.country) do
end --if coa_data.country then --there is a country table
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
end --for coa_name, coa_data in pairs(mission.coalition) do
return self
end
--- Account the Hits of the Players.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountHits( Event )
self:F( { Event } )
if Event.IniPlayerName ~= nil then -- It is a player that is hitting something
self:T( "Hitting Something" )
-- What is he hitting?
if Event.TgtCategory then
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.IniPlayerName] = true
end
end
-- It is a weapon initiated by a player, that is hitting something
-- This seems to occur only with scenery and static objects.
if Event.WeaponPlayerName ~= nil then
self:T( "Hitting Scenery" )
-- What is he hitting?
if Event.TgtCategory then
if Event.IniCoalition then -- A coalition object was hit, probably a static.
-- A target got hit
self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {}
local Hit = self.HITS[Event.TgtUnitName]
Hit.Players = Hit.Players or {}
Hit.Players[Event.WeaponPlayerName] = true
else -- A scenery object was hit.
end
end
end
end
--- Account the destroys.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:AccountDestroys( Event )
self:F( { Event } )
local TargetUnit = nil
local TargetGroup = nil
local TargetUnitName = ""
local TargetGroupName = ""
local TargetPlayerName = ""
local TargetCoalition = nil
local TargetCategory = nil
local TargetType = nil
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
if Event.IniDCSUnit then
TargetUnit = Event.IniUnit
TargetUnitName = Event.IniDCSUnitName
TargetGroup = Event.IniDCSGroup
TargetGroupName = Event.IniDCSGroupName
TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName
TargetUnitType = TargetType
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
end
self:T( "Something got destroyed" )
local Destroyed = false
-- What is the player destroying?
if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
self.DESTROYS[Event.IniUnitName] = true
end
end