mirror of
https://github.com/ciribob/DCS-CTLD.git
synced 2025-08-15 06:17:22 +00:00
Added option to drop unarmed JTAC Changed spawnableCrates config to make added new sections and adding / removing units much easier
2404 lines
67 KiB
Lua
2404 lines
67 KiB
Lua
--[[
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Combat Troop and Logistics Drop
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Allows Huey, Mi-8 and C130 to transport troops internally and Helicopters to transport Logistic / Vehicle units to the field via sling-loads
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without requiring external mods.
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Supports some of the original CTTS functionality such as AI auto troop load and unload as well as group spawning and preloading of troops into units.
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See https://github.com/ciribob/DCS-CTLD for a user manual and the latest version
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]]
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ctld = {}
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-- ************************************************************************
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-- ********************* USER CONFIGURATION ******************************
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-- ************************************************************************
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ctld.disableAllSmoke = false -- if true, all smoke is diabled regardless of settings below. Leave false to respect settings below
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ctld.enableCrates = true -- if false, Helis will not be able to spawn or unpack crates so will be normal CTTS
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ctld.enableSmokeDrop = true -- if false, helis and c-130 will not be able to drop smoke
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ctld.maxExtractDistance = 125 -- max distance from vehicle to troops to allow a group extraction
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ctld.maximumDistanceLogistic = 200 -- max distance from vehicle to logistics to allow a loading or spawning operation
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ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy
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ctld.maximumMoveDistance = 1000 -- max distance for troops to move from drop point if no enemy is nearby
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ctld.numberOfTroops = 10 -- default number of troops to load on a transport heli or C-130
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ctld.vehiclesForTransport = { "M1045 HMMWV TOW", "M1043 HMMWV Armament" } -- vehicles to load onto c130
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ctld.spawnRPGWithCoalition = true --spawns a friendly RPG unit with Coalition forces
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-- ***************** JTAC CONFIGURATION *****************
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ctld.JTAC_LIMIT_RED = 5 -- max number of JTAC Crates for the RED Side
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ctld.JTAC_LIMIT_BLUE = 5 -- max number of JTAC Crates for the BLUE Side
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ctld.JTAC_dropEnabled = true -- allow JTAC SPAWN
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ctld.JTAC_maxDistance = 2500 -- How far a JTAC can "see" in meters (with Line of Sight)
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ctld.JTAC_smokeOn_RED = true -- enables marking of target with smoke
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ctld.JTAC_smokeOn_BLUE = true -- enables marking of target with smoke
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ctld.JTAC_smokeColour_RED = 1 -- RED side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
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ctld.JTAC_smokeColour_BLUE = 1 -- BLUE side smoke colour -- Green = 0 , Red = 1, White = 2, Orange = 3, Blue = 4
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ctld.JTAC_jtacStatusF10 = true -- enables F10 JTAC Status menu
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ctld.JTAC_location = true -- shows location in JTAC message
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ctld.JTAC_lock = "all" -- "vehicle" OR "troop" OR "all" forces JTAC to only lock vehicles or troops or all ground units
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-- ***************** Pickup and dropoff zones *****************
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-- Available colors (anything else like "none" disables smoke): "green", "red", "white", "orange", "blue", "none",
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-- Use any of the predefined names or set your own ones
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ctld.pickupZones = {
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{ "pickzone1", "blue" },
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{ "pickzone2", "blue" },
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{ "pickzone3", "none" },
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{ "pickzone4", "none" },
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{ "pickzone5", "none" },
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{ "pickzone6", "none" },
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{ "pickzone7", "none" },
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{ "pickzone8", "none" },
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{ "pickzone9", "none" },
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{ "pickzone10", "none" },
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}
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ctld.dropOffZones = {
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{ "dropzone1", "red" },
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{ "dropzone2", "blue" },
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{ "dropzone3", "none" },
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{ "dropzone4", "none" },
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{ "dropzone5", "none" },
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{ "dropzone6", "none" },
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{ "dropzone7", "none" },
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{ "dropzone8", "none" },
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{ "dropzone9", "none" },
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{ "dropzone10", "none" },
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}
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-- ******************** Transports names **********************
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-- Use any of the predefined names or set your own ones
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ctld.transportPilotNames = {
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"helicargo1",
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"helicargo2",
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"helicargo3",
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"helicargo4",
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"helicargo5",
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"helicargo6",
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"helicargo7",
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"helicargo8",
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"helicargo9",
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"helicargo10",
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"helicargo11",
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"helicargo12",
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"helicargo13",
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"helicargo14",
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"helicargo15",
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"helicargo16",
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"helicargo17",
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"helicargo18",
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"helicargo19",
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"helicargo20",
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"helicargo21",
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"helicargo22",
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"helicargo23",
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"helicargo24",
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"helicargo25",
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-- *** AI transports names (different names only to ease identification in mission) ***
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-- Use any of the predefined names or set your own ones
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"transport1",
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"transport2",
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"transport3",
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"transport4",
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"transport5",
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"transport6",
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"transport7",
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"transport8",
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"transport9",
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"transport10",
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"transport11",
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"transport12",
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"transport13",
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"transport14",
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"transport15",
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"transport16",
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"transport17",
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"transport18",
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"transport19",
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"transport20",
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"transport21",
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"transport22",
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"transport23",
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"transport24",
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"transport25",
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}
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-- *************** Optional Extractable GROUPS *****************
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-- Use any of the predefined names or set your own ones
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ctld.extractableGroups = {
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"extract1",
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"extract2",
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"extract3",
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"extract4",
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"extract5",
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"extract6",
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"extract7",
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"extract8",
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"extract9",
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"extract10",
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"extract11",
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"extract12",
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"extract13",
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"extract14",
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"extract15",
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"extract16",
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"extract17",
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"extract18",
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"extract19",
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"extract20",
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"extract21",
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"extract22",
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"extract23",
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"extract24",
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"extract25",
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}
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-- ************** Logistics UNITS FOR CRATE SPAWNING ******************
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-- Use any of the predefined names or set your own ones
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ctld.logisticUnits = {
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"logistic1",
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"logistic2",
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"logistic3",
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"logistic4",
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"logistic5",
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"logistic6",
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"logistic7",
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"logistic8",
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"logistic9",
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"logistic10",
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}
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-- ************** UNITS ABLE TO TRANSPORT VEHICLES ******************
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ctld.vehicleTransportEnabled = {
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"C-130",
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}
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-- ***************************************************************
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-- **************** BE CAREFUL BELOW HERE ************************
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-- ***************************************************************
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assert(mist ~= nil, "\n\n** HEY MISSION-DESIGNER! **\n\nMiST has not been loaded!\n\nMake sure MiST 3.6 or higher is running\n*before* running this script!\n")
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ctld.addedTo = {}
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ctld.spawnedCratesRED = {} -- use to store crates that have been spawned
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ctld.spawnedCratesBLUE = {} -- use to store crates that have been spawned
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ctld.droppedTroopsRED = {} -- stores dropped troop groups
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ctld.droppedTroopsBLUE = {} -- stores dropped troop groups
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ctld.droppedVehiclesRED = {} -- stores vehicle groups for c-130 / hercules
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ctld.droppedVehiclesBLUE = {} -- stores vehicle groups for c-130 / hercules
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ctld.inTransitTroops = {}
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ctld.completeHawkSystems = {} -- stores complete spawned groups from multiple crates
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-- Weights must be unique as we use the weight to change the cargo to the correct unit
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-- when we unpack
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--
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ctld.spawnableCrates = {
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-- name of the sub menu for spawning crates
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["Ground Forces"] = {
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--crates you can spawn
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-- weight in KG
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-- Desc is the description on the F10 MENU
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-- unit is the model name of the unit to spawn
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{ weight = 1400, desc = "HMMWV - TOW", unit = "M1045 HMMWV TOW" },
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{ weight = 1200, desc = "HMMWV - MG", unit = "M1043 HMMWV Armament" },
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{ weight = 1100, desc = "HMMWV - JTAC", unit = "Hummer" }, -- used as jtac, not on the crate list if JTAC is disabled
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{ weight = 200, desc = "2B11 Mortar", unit = "2B11 mortar" },
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},
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["AA Crates"] = {
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{ weight = 210, desc = "MANPAD", unit = "Stinger manpad" },
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{ weight = 1000, desc = "HAWK Launcher", unit = "Hawk ln" },
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{ weight = 1010, desc = "HAWK Search Radar", unit = "Hawk sr" },
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{ weight = 1020, desc = "HAWK Track Radar", unit = "Hawk tr" },
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},
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}
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--used to lookup what the crate will contain
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ctld.crateLookupTable = {}
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for _subMenuName, _crates in pairs(ctld.spawnableCrates) do
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for _, _crate in pairs(_crates) do
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-- convert number to string otherwise we'll have a pointless giant
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-- table. String means 'hashmap' so it will only contain the right number of elements
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ctld.crateLookupTable[tostring(_crate.weight)] = _crate
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end
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end
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--sort out pickup zones
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for _, _zone in pairs(ctld.pickupZones) do
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local _zoneName = _zone[1]
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local _zoneColor = _zone[2]
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if _zoneColor == "green" then
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_zone[2] = trigger.smokeColor.Green
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elseif _zoneColor == "red" then
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_zone[2] = trigger.smokeColor.Red
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elseif _zoneColor == "white" then
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_zone[2] = trigger.smokeColor.White
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elseif _zoneColor == "orange" then
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_zone[2] = trigger.smokeColor.Orange
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elseif _zoneColor == "blue" then
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_zone[2] = trigger.smokeColor.Blue
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else
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_zone[2] = -1 -- no smoke colour
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end
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end
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--- - Sort out extractable groups
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for _, _groupName in pairs(ctld.extractableGroups) do
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local _group = Group.getByName(_groupName)
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if _group ~= nil then
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if _group:getCoalition() == 1 then
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table.insert(ctld.droppedTroopsRED, _group:getName())
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else
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table.insert(ctld.droppedTroopsBLUE, _group:getName())
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end
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end
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end
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------------ EXTERNAL FUNCTIONS FOR MISSION EDITOR -----------
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-----------------------------------------------------------------
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-- Spawn group at a trigger and sets them as extractable. Usage:
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-- ctld.spawnGroupAtTrigger("groupside", number, "triggerName", radius)
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-- Variables:
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-- "groupSide" = "red" for Russia "blue" for USA
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-- _number = number of groups to spawn
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-- "triggerName" = trigger name in mission editor between commas
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-- _searchRadius = random distance for units to move from spawn zone (0 will leave troops at the spawn position - no search for enemy)
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--
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-- Example: ctld.spawnGroupAtTrigger("red", 2, "spawn1", 1000)
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--
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-- This example will spawn 2 groups of russians at trigger "spawn1"
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-- and they will search for enemy or move randomly withing 1000m
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function ctld.spawnGroupAtTrigger(_groupSide, _number, _triggerName, _searchRadius)
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local _spawnTrigger = trigger.misc.getZone(_triggerName) -- trigger to use as reference position
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if _spawnTrigger == nil then
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trigger.action.outText("CTLD.lua ERROR: Cant find trigger called " .. _triggerName, 10)
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return
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end
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local _country
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if _groupSide == "red" then
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_groupSide = 1
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_country = 0
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else
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_groupSide = 2
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_country = 2
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end
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if _number < 1 then
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_number = 1
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end
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if _searchRadius < 0 then
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_searchRadius = 0
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end
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local _pos2 = { x = _spawnTrigger.point.x, y = _spawnTrigger.point.z }
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local _alt = land.getHeight(_pos2)
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local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y }
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local _types = ctld.generateTroopTypes(_groupSide,_number)
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local _droppedTroops = ctld.spawnDroppedGroup(_country,_groupSide,_pos3, _types, false,_searchRadius);
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if _groupSide == 1 then
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table.insert(ctld.droppedTroopsRED, _droppedTroops:getName())
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else
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table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName())
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end
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end
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-- Preloads a transport with troops or vehicles
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-- replaces any troops currently on board
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function ctld.preLoadTransport(_unitName, _number,_troops)
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local _unit = ctld.getTransportUnit(_unitName)
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if _unit ~= nil then
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-- will replace any units currently on board
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-- if not ctld.troopsOnboard(_unit,_troops) then
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ctld.loadTroops(_unit,_troops,_number)
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-- end
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end
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end
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---------------- INTERNAL FUNCTIONS ----------------
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-- Remove intransit troops when heli / cargo plane dies
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ctld.eventHandler = {}
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function ctld.eventHandler:onEvent(_event)
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if _event == nil or _event.initiator == nil then
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env.info("CTLD null event")
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elseif _event.id == 9 then
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-- Pilot dead
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ctld.inTransitTroops[_event.initiator:getName()] = nil
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elseif world.event.S_EVENT_EJECTION == _event.id or _event.id == 8 then
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-- env.info("Event unit - Pilot Ejected or Unit Dead")
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ctld.inTransitTroops[_event.initiator:getName()] = nil
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-- env.info(_event.initiator:getName())
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end
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end
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function ctld.getTransportUnit(_unitName)
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if _unitName == nil then
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return nil
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end
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local _heli = Unit.getByName(_unitName)
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if _heli ~= nil and _heli:isActive() and _heli:getLife() > 0 then
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return _heli
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end
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return nil
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end
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function ctld.spawnCrateStatic(_country,_unitId,_point,_name,_weight)
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local _crate = {
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["category"] = "Cargo",
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["shape_name"] = "ab-212_cargo",
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["type"] = "Cargo1",
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["unitId"] = _unitId,
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["y"] = _point.z ,
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["x"] = _point.x ,
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["mass"] = _weight,
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["name"] = _name,
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["canCargo"] = true,
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["heading"] = 0,
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-- ["displayName"] = "name 2", -- getCargoDisplayName function exists but no way to set the variable
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-- ["DisplayName"] = "name 2",
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-- ["cargoDisplayName"] = "cargo123",
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-- ["CargoDisplayName"] = "cargo123",
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}
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local _spawnedCrate
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if _country == 1 then
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_spawnedCrate = coalition.addStaticObject(_country, _crate)
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else
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_spawnedCrate = coalition.addStaticObject(_country, _crate)
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end
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return _spawnedCrate
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end
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function ctld.spawnCrate(_args)
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-- use the cargo weight to guess the type of unit as no way to add description :(
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local _crateType = ctld.crateLookupTable[tostring(_args[2])]
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local _heli = ctld.getTransportUnit(_args[1])
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if _crateType ~= nil and _heli ~= nil and _heli:inAir() == false then
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if ctld.inLogisticsZone(_heli) == false then
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ctld.displayMessageToGroup(_heli, "You are not close enough to friendly logistics to get a crate!", 10)
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return
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end
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if _crateType.unit == "Hummer" then
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local _limitHit = false
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if _heli:getCoalition() == 1 then
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if ctld.JTAC_LIMIT_RED == 0 then
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_limitHit = true
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else
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ctld.JTAC_LIMIT_RED = ctld.JTAC_LIMIT_RED - 1
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end
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else
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if ctld.JTAC_LIMIT_BLUE == 0 then
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_limitHit = true
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else
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ctld.JTAC_LIMIT_BLUE = ctld.JTAC_LIMIT_BLUE - 1
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end
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end
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if _limitHit then
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ctld.displayMessageToGroup(_heli, "No more JTAC Crates Left!")
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return
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end
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end
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local _position = _heli:getPosition()
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--try to spawn at 12 oclock to us
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local _angle = math.atan2(_position.x.z, _position.x.x)
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local _xOffset = math.cos(_angle) * 30
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local _yOffset = math.sin(_angle) * 30
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-- trigger.action.outText("Spawn Crate".._args[1].." ".._args[2],10)
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local _heli = ctld.getTransportUnit(_args[1])
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local _point = _heli:getPoint()
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local _unitId = mist.getNextUnitId()
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local _side = _heli:getCoalition()
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local _name = string.format("%s #%i", _crateType.desc, _unitId)
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local _spawnedCrate = ctld.spawnCrateStatic(_heli:getCountry(),_unitId,{x=_point.x+_xOffset,z=_point.z + _yOffset},_name,_crateType.weight)
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if _side == 1 then
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-- _spawnedCrate = coalition.addStaticObject(_side, _spawnedCrate)
|
|
ctld.spawnedCratesRED[_name] = _crateType
|
|
else
|
|
-- _spawnedCrate = coalition.addStaticObject(_side, _spawnedCrate)
|
|
ctld.spawnedCratesBLUE[_name] = _crateType
|
|
end
|
|
|
|
ctld.displayMessageToGroup(_heli, string.format("A %s crate weighing %s kg has been brought out and is at your 12 o'clock ", _crateType.desc, _crateType.weight), 20)
|
|
|
|
else
|
|
env.info("Couldn't find crate item to spawn")
|
|
end
|
|
end
|
|
|
|
function ctld.troopsOnboard(_heli,_troops)
|
|
|
|
if ctld.inTransitTroops[_heli:getName()] ~= nil then
|
|
|
|
local _onboard = ctld.inTransitTroops[_heli:getName()]
|
|
|
|
if _troops then
|
|
|
|
if _onboard.troops ~= nil and #_onboard.troops > 0 then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
else
|
|
|
|
if _onboard.vehicles ~= nil and #_onboard.vehicles > 0 then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- if its dropped by AI then there is no player name so return the type of unit
|
|
function ctld.getPlayerNameOrType(_heli)
|
|
|
|
if _heli:getPlayerName() == nil then
|
|
|
|
return _heli:getTypeName()
|
|
else
|
|
return _heli:getPlayerName()
|
|
end
|
|
end
|
|
|
|
|
|
function ctld.deployTroops(_heli,_troops)
|
|
|
|
local _onboard = ctld.inTransitTroops[_heli:getName()]
|
|
|
|
-- deloy troops
|
|
if _troops then
|
|
|
|
if _onboard.troops ~= nil and #_onboard.troops > 0 then
|
|
|
|
local _droppedTroops = ctld.spawnDroppedGroup(_heli:getCountry(),_heli:getCoalition(),_heli:getPoint(), _onboard.troops, false)
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
|
|
table.insert(ctld.droppedTroopsRED, _droppedTroops:getName())
|
|
else
|
|
|
|
table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName())
|
|
end
|
|
|
|
ctld.inTransitTroops[_heli:getName()].troops = {}
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " dropped troops from " .. _heli:getTypeName() .. " into combat", 10)
|
|
|
|
end
|
|
else
|
|
if _onboard.vehicles ~= nil and #_onboard.vehicles > 0 then
|
|
|
|
local _droppedVehicles = ctld.spawnDroppedGroup(_heli:getCountry(),_heli:getCoalition(),_heli:getPoint(), _onboard.vehicles, true)
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
|
|
table.insert(ctld.droppedVehiclesRED, _droppedVehicles:getName())
|
|
else
|
|
|
|
table.insert(ctld.droppedVehiclesBLUE, _droppedVehicles:getName())
|
|
end
|
|
|
|
ctld.inTransitTroops[_heli:getName()].vehicles = {}
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(),ctld.getPlayerNameOrType(_heli) .. " dropped vehicles from " .. _heli:getTypeName() .. " into combat", 10)
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function ctld.generateTroopTypes(_side,_count)
|
|
|
|
local _troops = {}
|
|
|
|
for _i = 1,_count do
|
|
|
|
local _unitType = "Soldier AK"
|
|
|
|
if _side == 2 then
|
|
_unitType = "Soldier M4"
|
|
if _i <= 4 and ctld.spawnRPGWithCoalition then
|
|
_unitType = "Paratrooper RPG-16"
|
|
end
|
|
if _i <= 2 then
|
|
_unitType = "Soldier M249"
|
|
end
|
|
else
|
|
_unitType = "Infantry AK"
|
|
if _i <= 4 then
|
|
_unitType = "Paratrooper RPG-16"
|
|
end
|
|
if _i <= 2 then
|
|
_unitType = "Paratrooper AKS-74"
|
|
end
|
|
end
|
|
|
|
_troops[_i] = _unitType
|
|
end
|
|
|
|
return _troops
|
|
end
|
|
|
|
-- load troops onto vehicle
|
|
function ctld.loadTroops(_heli,_troops, _number)
|
|
|
|
-- load troops + vehicles if c130 or herc
|
|
-- "M1045 HMMWV TOW"
|
|
-- "M1043 HMMWV Armament"
|
|
local _onboard = ctld.inTransitTroops[_heli:getName()]
|
|
|
|
--number doesnt apply to vehicles
|
|
if _number == nil then
|
|
_number = ctld.numberOfTroops
|
|
end
|
|
|
|
if _onboard == nil then
|
|
_onboard = { troops = {}, vehicles = {} }
|
|
end
|
|
|
|
if _troops then
|
|
|
|
_onboard.troops = ctld.generateTroopTypes(_heli:getCoalition(),_number)
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " loaded ".._number.." troops into " .. _heli:getTypeName(), 10)
|
|
|
|
else
|
|
|
|
for _i, _type in ipairs(ctld.vehiclesForTransport) do
|
|
_onboard.vehicles[_i] = _type
|
|
end
|
|
|
|
local _count = #ctld.vehiclesForTransport
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " loaded ".._count.." vehicles into " .. _heli:getTypeName(), 10)
|
|
|
|
end
|
|
|
|
ctld.inTransitTroops[_heli:getName()] = _onboard
|
|
|
|
end
|
|
|
|
function ctld.loadUnloadTroops(_args)
|
|
|
|
local _heli = ctld.getTransportUnit(_args[1])
|
|
local _troops = _args[2]
|
|
|
|
if _heli == nil then
|
|
return
|
|
end
|
|
|
|
local _inZone = ctld.inPickupZone(_heli)
|
|
|
|
if _inZone == true and ctld.troopsOnboard(_heli,_troops) then
|
|
|
|
if _troops then
|
|
ctld.displayMessageToGroup(_heli, "Dropped troops back to base", 20)
|
|
ctld.inTransitTroops[_heli:getName()].troops = {}
|
|
|
|
else
|
|
ctld.displayMessageToGroup(_heli, "Dropped vehicles back to base", 20)
|
|
ctld.inTransitTroops[_heli:getName()].vehicles = {}
|
|
|
|
end
|
|
|
|
elseif _inZone == false and ctld.troopsOnboard(_heli,_troops) then
|
|
|
|
ctld.deployTroops(_heli,_troops)
|
|
|
|
elseif _inZone == true and not ctld.troopsOnboard(_heli,_troops) then
|
|
|
|
ctld.loadTroops(_heli,_troops)
|
|
|
|
else
|
|
-- search for nearest troops to pickup
|
|
ctld.extractTroops(_heli,_troops)
|
|
|
|
end
|
|
end
|
|
|
|
function ctld.extractTroops(_heli,_troops)
|
|
|
|
|
|
local _onboard = ctld.inTransitTroops[_heli:getName()]
|
|
|
|
if _onboard == nil then
|
|
_onboard = { troops = {}, vehicles = {} }
|
|
end
|
|
|
|
if _troops then
|
|
|
|
local _extractTroops
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
_extractTroops = ctld.findNearestGroup(_heli, ctld.droppedTroopsRED)
|
|
else
|
|
_extractTroops = ctld.findNearestGroup(_heli, ctld.droppedTroopsBLUE)
|
|
end
|
|
|
|
if _extractTroops ~= nil then
|
|
|
|
_onboard.troops = _extractTroops.types
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " extracted troops in " .. _heli:getTypeName() .. " from combat", 10)
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
ctld.droppedTroopsRED[_extractTroops.group:getName()] = nil
|
|
else
|
|
ctld.droppedTroopsBLUE[_extractTroops.group:getName()] = nil
|
|
end
|
|
|
|
--remove
|
|
_extractTroops.group:destroy()
|
|
|
|
else
|
|
_onboard.troops = {}
|
|
ctld.displayMessageToGroup(_heli, "No extractable troops nearby and not in a pickup zone", 20)
|
|
end
|
|
|
|
|
|
|
|
else
|
|
|
|
local _extractVehicles
|
|
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
|
|
_extractVehicles = ctld.findNearestGroup(_heli, ctld.droppedVehiclesRED)
|
|
else
|
|
|
|
_extractVehicles = ctld.findNearestGroup(_heli, ctld.droppedVehiclesBLUE)
|
|
end
|
|
|
|
if _extractVehicles ~= nil then
|
|
_onboard.vehicles = _extractVehicles.types
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
|
|
ctld.droppedVehiclesRED[_extractVehicles.group:getName()] = nil
|
|
else
|
|
|
|
ctld.droppedVehiclesBLUE[_extractVehicles.group:getName()] = nil
|
|
end
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " extracted vehicles in " .. _heli:getTypeName() .. " from combat", 10)
|
|
|
|
--remove
|
|
_extractVehicles.group:destroy()
|
|
|
|
|
|
else
|
|
_onboard.vehicles = {}
|
|
ctld.displayMessageToGroup(_heli, "No extractable vehicles nearby and not in a pickup zone", 20)
|
|
end
|
|
|
|
end
|
|
|
|
ctld.inTransitTroops[_heli:getName()] = _onboard
|
|
|
|
end
|
|
|
|
|
|
function ctld.checkTroopStatus(_args)
|
|
|
|
--list onboard troops, if c130
|
|
|
|
-- trigger.action.outText("Troop Status".._args[1],10)
|
|
|
|
|
|
local _heli = ctld.getTransportUnit(_args[1])
|
|
|
|
if _heli == nil then
|
|
return
|
|
end
|
|
|
|
local _onboard = ctld.inTransitTroops[_heli:getName()]
|
|
|
|
if _onboard == nil then
|
|
ctld.displayMessageToGroup(_heli, "No troops onboard", 10)
|
|
else
|
|
local _troops = #_onboard.troops
|
|
local _vehicles = #_onboard.vehicles
|
|
|
|
local _txt = ""
|
|
|
|
if _troops > 0 then
|
|
_txt = _txt .. " " .. _troops .. " troops onboard\n"
|
|
end
|
|
|
|
if _vehicles > 0 then
|
|
_txt = _txt .. " " .. _vehicles .. " vehicles onboard\n"
|
|
end
|
|
|
|
if _txt ~= "" then
|
|
ctld.displayMessageToGroup(_heli, _txt, 10)
|
|
else
|
|
ctld.displayMessageToGroup(_heli, "No troops onboard", 10)
|
|
end
|
|
end
|
|
end
|
|
|
|
function ctld.listNearbyCrates(_args)
|
|
|
|
--trigger.action.outText("Nearby Crates" .. _args[1], 10)
|
|
|
|
local _message = ""
|
|
|
|
local _heli = ctld.getTransportUnit(_args[1])
|
|
|
|
if _heli ~= nil then
|
|
|
|
local _crates = ctld.getCratesAndDistance(_heli)
|
|
|
|
for _, _crate in pairs(_crates) do
|
|
|
|
if _crate.dist < 1000 then
|
|
_message = string.format("%s\n%s crate - kg %i - %i m", _message, _crate.details.desc, _crate.details.weight, _crate.dist)
|
|
end
|
|
end
|
|
end
|
|
|
|
if _message ~= "" then
|
|
|
|
local _txt = "Nearby Crates:\n" .. _message
|
|
|
|
ctld.displayMessageToGroup(_heli, _txt, 20)
|
|
|
|
else
|
|
--no crates nearby
|
|
|
|
local _txt = "No Nearby Crates"
|
|
|
|
ctld.displayMessageToGroup(_heli, _txt, 20)
|
|
end
|
|
end
|
|
|
|
function ctld.displayMessageToGroup(_unit, _text, _time)
|
|
|
|
trigger.action.outTextForGroup(_unit:getGroup():getID(), _text, _time)
|
|
end
|
|
|
|
function ctld.getCratesAndDistance(_heli)
|
|
|
|
local _crates = {}
|
|
|
|
local _allCrates
|
|
if _heli:getCoalition() == 1 then
|
|
|
|
_allCrates = ctld.spawnedCratesRED
|
|
else
|
|
|
|
_allCrates = ctld.spawnedCratesBLUE
|
|
end
|
|
|
|
for _crateName, _details in pairs(_allCrates) do
|
|
|
|
--get crate
|
|
local _crate = StaticObject.getByName(_crateName)
|
|
|
|
--in air seems buggy with crates so if in air is true, get the height above ground and the speed magnitude
|
|
if _crate ~= nil and _crate:getLife() > 0
|
|
and (_crate:inAir() == false or (land.getHeight(_crate:getPoint()) < 200 and mist.vec.mag(_crate:getVelocity()) < 1.0 )) then
|
|
|
|
local _dist = ctld.getDistance(_crate:getPoint(), _heli:getPoint())
|
|
|
|
local _crateDetails = { crateUnit = _crate, dist = _dist, details = _details }
|
|
|
|
table.insert(_crates, _crateDetails)
|
|
end
|
|
end
|
|
|
|
return _crates
|
|
end
|
|
|
|
function ctld.getClosestCrate(_heli, _crates)
|
|
|
|
local _closetCrate = nil
|
|
local _shortestDistance = -1
|
|
local _distance = 0
|
|
|
|
for _, _crate in pairs(_crates) do
|
|
|
|
_distance = _crate.dist
|
|
|
|
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
|
|
_shortestDistance = _distance
|
|
_closetCrate = _crate
|
|
end
|
|
end
|
|
|
|
return _closetCrate
|
|
end
|
|
|
|
function ctld.findNearestHawk(_heli)
|
|
|
|
local _closestHawkGroup = nil
|
|
local _shortestDistance = -1
|
|
local _distance = 0
|
|
|
|
for _, _groupName in pairs(ctld.completeHawkSystems) do
|
|
|
|
local _hawkGroup = Group.getByName(_groupName)
|
|
|
|
if _hawkGroup ~= nil and _hawkGroup:getCoalition() == _heli:getCoalition() then
|
|
|
|
local _leader = _hawkGroup:getUnit(1)
|
|
|
|
if _leader ~= nil and _leader:getLife() > 0 then
|
|
|
|
_distance = ctld.getDistance(_leader:getPoint(), _heli:getPoint())
|
|
|
|
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
|
|
_shortestDistance = _distance
|
|
_closestHawkGroup = _hawkGroup
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
if _closestHawkGroup ~= nil then
|
|
return {group = _closestHawkGroup, dist = _distance}
|
|
end
|
|
return nil
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
function ctld.unpackCrates(_args)
|
|
|
|
-- trigger.action.outText("Unpack Crates".._args[1],10)
|
|
|
|
local _heli = ctld.getTransportUnit(_args[1])
|
|
|
|
if _heli ~= nil and _heli:inAir() == false then
|
|
|
|
local _crates = ctld.getCratesAndDistance(_heli)
|
|
local _crate = ctld.getClosestCrate(_heli, _crates)
|
|
|
|
if _crate ~= nil and _crate.dist < 200 then
|
|
|
|
if ctld.inLogisticsZone(_heli) == true then
|
|
|
|
ctld.displayMessageToGroup(_heli, "You can't unpack that here! Take it to where it's needed!", 20)
|
|
|
|
return
|
|
end
|
|
|
|
-- is multi crate?
|
|
if ctld.isMultiCrate(_crate.details) then
|
|
-- multicrate
|
|
|
|
ctld.unpackMultiCrate(_heli,_crate,_crates)
|
|
|
|
else
|
|
-- single crate
|
|
local _cratePoint = _crate.crateUnit:getPoint()
|
|
local _crateName = _crate.crateUnit:getName();
|
|
|
|
-- ctld.spawnCrateStatic( _heli:getCoalition(),mist.getNextUnitId(),{x=100,z=100},_crateName,100)
|
|
|
|
--remove crate
|
|
_crate.crateUnit:destroy()
|
|
|
|
local _spawnedGroups = ctld.spawnCrateGroup(_heli, { _cratePoint }, { _crate.details.unit })
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
ctld.spawnedCratesRED[_crateName] = nil
|
|
else
|
|
ctld.spawnedCratesBLUE[_crateName] = nil
|
|
end
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully deployed " .. _crate.details.desc .. " to the field", 10)
|
|
|
|
if _crate.details.unit == "Hummer" and ctld.JTAC_dropEnabled then
|
|
|
|
local _code = table.remove(ctld.jtacGeneratedLaserCodes,1)
|
|
--put to the end
|
|
table.insert(ctld.jtacGeneratedLaserCodes,_code)
|
|
|
|
ctld.JTACAutoLase(_spawnedGroups:getName(),_code) --(_jtacGroupName, _laserCode, _smoke, _lock, _colour)
|
|
end
|
|
end
|
|
|
|
else
|
|
|
|
ctld.displayMessageToGroup(_heli, "No friendly crates close enough to unpack", 20)
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function ctld.isMultiCrate(_crateDetails)
|
|
|
|
if string.match(_crateDetails.desc, "HAWK") then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
function ctld.unpackMultiCrate(_heli,_nearestCrate,_nearbyCrates)
|
|
|
|
-- are we adding to existing hawk system?
|
|
if _nearestCrate.details.unit == "Hawk ln" then
|
|
|
|
-- find nearest COMPLETE hawk system
|
|
local _nearestHawk = ctld.findNearestHawk(_heli)
|
|
|
|
if _nearestHawk ~=nil and _nearestHawk.dist < 300 then
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
ctld.spawnedCratesRED[_nearestCrate.crateUnit:getName()] = nil
|
|
else
|
|
ctld.spawnedCratesBLUE[_nearestCrate.crateUnit:getName()] = nil
|
|
end
|
|
|
|
local _types = {}
|
|
local _points = {}
|
|
|
|
local _units = _nearestHawk.group:getUnits()
|
|
|
|
if _units ~= nil and #_units > 0 then
|
|
|
|
for x = 1, #_units do
|
|
if _units[x]:getLife() > 0 then
|
|
table.insert(_types,_units[x]:getTypeName())
|
|
table.insert(_points,_units[x]:getPoint())
|
|
end
|
|
end
|
|
end
|
|
|
|
if #_types == 3 and #_points == 3 then
|
|
|
|
-- rearm hawk
|
|
-- destroy old group
|
|
ctld.completeHawkSystems[_nearestHawk.group:getName()] = nil
|
|
|
|
_nearestHawk.group:destroy()
|
|
|
|
local _spawnedGroup = ctld.spawnCrateGroup(_heli, _points, _types)
|
|
|
|
ctld.completeHawkSystems[_spawnedGroup:getName()] = _spawnedGroup:getName()
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully rearmed a full HAWK AA System in the field", 10)
|
|
|
|
return -- all done so quit
|
|
end
|
|
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
-- are there all the pieces close enough together
|
|
local _hawkParts = { ["Hawk ln"] = false, ["Hawk tr"] = false, ["Hawk sr"] = false }
|
|
|
|
for _, _nearbyCrate in pairs(_nearbyCrates) do
|
|
|
|
if _nearbyCrate.dist < 300 then
|
|
|
|
if _nearbyCrate.details.unit == "Hawk ln" or _nearbyCrate.details.unit == "Hawk sr" or _nearbyCrate.details.unit == "Hawk tr" then
|
|
|
|
_hawkParts[_nearbyCrate.details.unit] = _nearbyCrate
|
|
|
|
else
|
|
-- not part of hawk
|
|
end
|
|
end
|
|
end
|
|
|
|
local _count = 0
|
|
local _txt = ""
|
|
|
|
local _posArray = {}
|
|
local _typeArray = {}
|
|
for _name, _hawkPart in pairs(_hawkParts) do
|
|
|
|
if _hawkPart == false then
|
|
|
|
if _name == "Hawk ln" then
|
|
_txt = "Missing HAWK Launcher\n"
|
|
elseif _name == "Hawk sr" then
|
|
_txt = _txt .. "Missing HAWK Search Radar\n"
|
|
else
|
|
_txt = _txt .. "Missing HAWK Track Radar\n"
|
|
end
|
|
else
|
|
table.insert(_posArray, _hawkPart.crateUnit:getPoint())
|
|
table.insert(_typeArray, _name)
|
|
end
|
|
end
|
|
|
|
if _txt ~= "" then
|
|
|
|
ctld.displayMessageToGroup(_heli, "Cannot build Hawk\n" .. _txt .. "\n\nOr the crates are not close enough together", 20)
|
|
|
|
return
|
|
else
|
|
|
|
-- destroy crates
|
|
for _name, _hawkPart in pairs(_hawkParts) do
|
|
|
|
if _heli:getCoalition() == 1 then
|
|
ctld.spawnedCratesRED[_hawkPart.crateUnit:getName()] = nil
|
|
else
|
|
ctld.spawnedCratesBLUE[_hawkPart.crateUnit:getName()] = nil
|
|
end
|
|
|
|
--destroy
|
|
_hawkPart.crateUnit:destroy()
|
|
end
|
|
|
|
-- HAWK READY!
|
|
local _spawnedGroup = ctld.spawnCrateGroup(_heli, _posArray, _typeArray)
|
|
|
|
ctld.completeHawkSystems[_spawnedGroup:getName()] = _spawnedGroup:getName()
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " successfully deployed a full HAWK AA System to the field", 10)
|
|
end
|
|
end
|
|
|
|
|
|
function ctld.spawnCrateGroup(_heli, _positions, _types)
|
|
|
|
local _id = mist.getNextGroupId()
|
|
|
|
local _groupName = _types[1] .. " #" .. _id
|
|
|
|
local _side = _heli:getCoalition()
|
|
|
|
local _group = {
|
|
["visible"] = false,
|
|
["groupId"] = _id,
|
|
["hidden"] = false,
|
|
["units"] = {},
|
|
-- ["y"] = _positions[1].z,
|
|
-- ["x"] = _positions[1].x,
|
|
["name"] = _groupName,
|
|
["task"] = {},
|
|
}
|
|
|
|
if #_positions == 1 then
|
|
|
|
_group.units[1] = ctld.createUnit(_positions[1].x + 5, _positions[1].z + 5, 120, _types[1])
|
|
|
|
else
|
|
|
|
for _i, _pos in ipairs(_positions) do
|
|
_group.units[_i] = ctld.createUnit(_pos.x + 5, _pos.z + 5, 120, _types[_i])
|
|
end
|
|
end
|
|
|
|
local _spawnedGroup = coalition.addGroup(_heli:getCountry(), Group.Category.GROUND, _group)
|
|
|
|
--activate by moving and so we can set ROE and Alarm state
|
|
|
|
local _dest = _spawnedGroup:getUnit(1):getPoint()
|
|
_dest = { x = _dest.x + 5, _y = _dest.y + 5, z = _dest.z + 5 }
|
|
|
|
ctld.orderGroupToMoveToPoint(_spawnedGroup:getUnit(1), _dest)
|
|
|
|
return _spawnedGroup
|
|
end
|
|
|
|
|
|
|
|
-- spawn normal group
|
|
function ctld.spawnDroppedGroup(_country,_side,_point, _types, _spawnBehind,_maxSearch)
|
|
|
|
local _id = mist.getNextGroupId()
|
|
|
|
local _groupName = "Dropped Group #" .. _id
|
|
|
|
local _group = {
|
|
["visible"] = false,
|
|
["groupId"] = _id,
|
|
["hidden"] = false,
|
|
["units"] = {},
|
|
-- ["y"] = _positions[1].z,
|
|
-- ["x"] = _positions[1].x,
|
|
["name"] = _groupName,
|
|
["task"] = {},
|
|
}
|
|
|
|
|
|
if _spawnBehind == false then
|
|
|
|
-- spawn in circle around heli
|
|
|
|
local _pos = _point
|
|
|
|
for _i, _type in ipairs(_types) do
|
|
|
|
local _angle = math.pi * 2 * (_i - 1) / #_types
|
|
local _xOffset = math.cos(_angle) * 30
|
|
local _yOffset = math.sin(_angle) * 30
|
|
|
|
_group.units[_i] = ctld.createUnit(_pos.x + _xOffset, _pos.z + _yOffset, _angle, _type)
|
|
end
|
|
|
|
else
|
|
|
|
local _pos = _point
|
|
|
|
--try to spawn at 6 oclock to us
|
|
local _angle = math.atan2(_pos.z, _pos.x)
|
|
local _xOffset = math.cos(_angle) * 30
|
|
local _yOffset = math.sin(_angle) * 30
|
|
|
|
|
|
for _i, _type in ipairs(_types) do
|
|
_group.units[_i] = ctld.createUnit(_pos.x - (_xOffset + 10 * _i), _pos.z - (_yOffset + 10 * _i), _angle, _type)
|
|
end
|
|
end
|
|
|
|
local _spawnedGroup = coalition.addGroup(_country, Group.Category.GROUND, _group)
|
|
|
|
|
|
-- find nearest enemy and head there
|
|
if _maxSearch == nil then
|
|
_maxSearch = ctld.maximumSearchDistance
|
|
end
|
|
|
|
local _enemyPos = ctld.findNearestEnemy(_side,_point,_maxSearch)
|
|
|
|
ctld.orderGroupToMoveToPoint(_spawnedGroup:getUnit(1), _enemyPos)
|
|
|
|
return _spawnedGroup
|
|
end
|
|
|
|
function ctld.findNearestEnemy(_side,_point,_searchDistance)
|
|
|
|
local _closestEnemy = nil
|
|
|
|
local _groups
|
|
|
|
local _closestEnemyDist = _searchDistance
|
|
|
|
local _heliPoint = _point
|
|
|
|
if _side == 2 then
|
|
_groups = coalition.getGroups(1, Group.Category.GROUND)
|
|
else
|
|
_groups = coalition.getGroups(2, Group.Category.GROUND)
|
|
end
|
|
|
|
for _, _group in pairs(_groups) do
|
|
|
|
if _group ~= nil then
|
|
local _units = _group:getUnits()
|
|
|
|
if _units ~= nil and #_units > 0 then
|
|
|
|
local _leader = nil
|
|
|
|
-- find alive leader
|
|
for x = 1, #_units do
|
|
if _units[x]:getLife() > 0 then
|
|
_leader = _units[x]
|
|
break
|
|
end
|
|
end
|
|
|
|
if _leader ~= nil then
|
|
local _leaderPos = _leader:getPoint()
|
|
local _dist = ctld.getDistance(_heliPoint, _leaderPos)
|
|
if _dist < _closestEnemyDist then
|
|
_closestEnemyDist = _dist
|
|
_closestEnemy = _leaderPos
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- no enemy - move to random point
|
|
if _closestEnemy ~= nil then
|
|
|
|
return _closestEnemy
|
|
else
|
|
|
|
local _x = _heliPoint.x + math.random(0, ctld.maximumMoveDistance) - math.random(0, ctld.maximumMoveDistance)
|
|
local _z = _heliPoint.z + math.random(0, ctld.maximumMoveDistance) - math.random(0, ctld.maximumMoveDistance)
|
|
|
|
return { x = _x, z = _z }
|
|
end
|
|
end
|
|
|
|
function ctld.findNearestGroup(_heli, _groups)
|
|
|
|
local _closestGroupTypes = {}
|
|
local _closestGroup = nil
|
|
|
|
local _closestGroupDist = ctld.maxExtractDistance
|
|
|
|
local _heliPoint = _heli:getPoint()
|
|
|
|
for _, _groupName in pairs(_groups) do
|
|
|
|
local _group = Group.getByName(_groupName)
|
|
|
|
if _group ~= nil then
|
|
local _units = _group:getUnits()
|
|
|
|
if _units ~= nil and #_units > 0 then
|
|
|
|
local _leader = nil
|
|
|
|
local _unitTypes = {}
|
|
|
|
-- find alive leader
|
|
for x = 1, #_units do
|
|
if _units[x]:getLife() > 0 then
|
|
|
|
if _leader == nil then
|
|
_leader = _units[x]
|
|
end
|
|
|
|
table.insert(_unitTypes, _units[x]:getTypeName())
|
|
end
|
|
end
|
|
|
|
if _leader ~= nil then
|
|
local _leaderPos = _leader:getPoint()
|
|
local _dist = ctld.getDistance(_heliPoint, _leaderPos)
|
|
if _dist < _closestGroupDist then
|
|
_closestGroupDist = _dist
|
|
_closestGroupTypes = _unitTypes
|
|
_closestGroup = _group
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
if _closestGroup ~= nil then
|
|
|
|
return { group = _closestGroup, types = _closestGroupTypes }
|
|
else
|
|
|
|
return nil
|
|
end
|
|
end
|
|
|
|
|
|
function ctld.createUnit(_x, _y, _angle, _type)
|
|
|
|
local _id = mist.getNextUnitId();
|
|
|
|
local _name = string.format("%s #%s", _type, _id)
|
|
|
|
local _newUnit = {
|
|
["y"] = _y,
|
|
["type"] = _type,
|
|
["name"] = _name,
|
|
["unitId"] = _id,
|
|
["heading"] = _angle,
|
|
["playerCanDrive"] = true,
|
|
["skill"] = "Excellent",
|
|
["x"] = _x,
|
|
}
|
|
|
|
return _newUnit
|
|
end
|
|
|
|
function ctld.orderGroupToMoveToPoint(_leader, _destination)
|
|
|
|
local _group = _leader:getGroup()
|
|
|
|
local _mission = {
|
|
id = 'Mission',
|
|
params = {
|
|
route = {
|
|
points = {
|
|
[1] = {
|
|
action = 0,
|
|
x = _leader:getPoint().x,
|
|
y = _leader:getPoint().z,
|
|
speed = 0,
|
|
ETA = 100,
|
|
ETA_locked = false,
|
|
name = "Starting point",
|
|
task = nil
|
|
},
|
|
[2] = {
|
|
action = 0,
|
|
x = _destination.x,
|
|
y = _destination.z,
|
|
speed = 100,
|
|
ETA = 100,
|
|
ETA_locked = false,
|
|
name = "End Point",
|
|
task = nil
|
|
},
|
|
}
|
|
},
|
|
}
|
|
}
|
|
local _controller = _group:getController();
|
|
Controller.setOption(_controller, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.AUTO)
|
|
Controller.setOption(_controller, AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE)
|
|
_controller:setTask(_mission)
|
|
end
|
|
|
|
-- are we in pickup zone
|
|
function ctld.inPickupZone(_heli)
|
|
|
|
if _heli:inAir() then
|
|
return false
|
|
end
|
|
|
|
local _heliPoint = _heli:getPoint()
|
|
|
|
for _, _zoneDetails in pairs(ctld.pickupZones) do
|
|
|
|
local _triggerZone = trigger.misc.getZone(_zoneDetails[1])
|
|
|
|
if _triggerZone ~= nil then
|
|
|
|
--get distance to center
|
|
|
|
local _dist = ctld.getDistance(_heliPoint, _triggerZone.point)
|
|
|
|
if _dist <= _triggerZone.radius then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- are we in a dropoff zone
|
|
function ctld.inDropoffZone(_heli)
|
|
|
|
if _heli:inAir() then
|
|
return false
|
|
end
|
|
|
|
local _heliPoint = _heli:getPoint()
|
|
|
|
for _, _zoneDetails in pairs(ctld.dropOffZones) do
|
|
|
|
local _triggerZone = trigger.misc.getZone(_zoneDetails[1])
|
|
|
|
if _triggerZone ~= nil then
|
|
|
|
--get distance to center
|
|
|
|
local _dist = ctld.getDistance(_heliPoint, _triggerZone.point)
|
|
|
|
if _dist <= _triggerZone.radius then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- are we near friendly logistics zone
|
|
function ctld.inLogisticsZone(_heli)
|
|
|
|
if _heli:inAir() then
|
|
return false
|
|
end
|
|
|
|
local _heliPoint = _heli:getPoint()
|
|
|
|
for _, _name in pairs(ctld.logisticUnits) do
|
|
|
|
local _logistic = StaticObject.getByName(_name)
|
|
|
|
if _logistic ~= nil and _logistic:getCoalition() == _heli:getCoalition() then
|
|
|
|
--get distance
|
|
local _dist = ctld.getDistance(_heliPoint, _logistic:getPoint())
|
|
|
|
if _dist <= ctld.maximumDistanceLogistic then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function ctld.refreshSmoke()
|
|
|
|
if ctld.disableAllSmoke == true then
|
|
return
|
|
end
|
|
|
|
for _, _zoneDetails in pairs(ctld.pickupZones) do
|
|
|
|
local _triggerZone = trigger.misc.getZone(_zoneDetails[1])
|
|
|
|
if _triggerZone ~= nil and _zoneDetails[2] >= 0 then
|
|
|
|
-- Trigger smoke markers
|
|
|
|
local _pos2 = { x = _triggerZone.point.x, y = _triggerZone.point.z }
|
|
local _alt = land.getHeight(_pos2)
|
|
local _pos3 = { x = _pos2.x, y = _alt, z = _pos2.y }
|
|
|
|
trigger.action.smoke(_pos3, _zoneDetails[2])
|
|
end
|
|
end
|
|
|
|
|
|
--refresh in 5 minutes
|
|
timer.scheduleFunction(ctld.refreshSmoke, nil, timer.getTime() + 300)
|
|
end
|
|
|
|
function ctld.dropSmoke(_args)
|
|
|
|
local _heli = ctld.getTransportUnit(_args[1])
|
|
|
|
if _heli ~= nil then
|
|
|
|
local _colour = ""
|
|
|
|
if _args[2] == trigger.smokeColor.Red then
|
|
|
|
_colour = "RED"
|
|
elseif _args[2] == trigger.smokeColor.Blue then
|
|
|
|
_colour = "BLUE"
|
|
elseif _args[2] == trigger.smokeColor.Green then
|
|
|
|
_colour = "GREEN"
|
|
elseif _args[2] == trigger.smokeColor.Orange then
|
|
|
|
_colour = "ORANGE"
|
|
end
|
|
|
|
local _point = _heli:getPoint()
|
|
|
|
local _pos2 = { x = _point.x, y = _point.z }
|
|
local _alt = land.getHeight(_pos2)
|
|
local _pos3 = { x = _point.x, y = _alt, z = _point.z }
|
|
|
|
trigger.action.smoke(_pos3, _args[2])
|
|
|
|
trigger.action.outTextForCoalition(_heli:getCoalition(), ctld.getPlayerNameOrType(_heli) .. " dropped " .._colour .." smoke ", 10)
|
|
end
|
|
end
|
|
|
|
function ctld.unitCanCarryVehicles(_unit)
|
|
|
|
local _type = _unit:getTypeName()
|
|
|
|
for _,_name in pairs(ctld.vehicleTransportEnabled) do
|
|
|
|
if string.match(_type, _name) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
-- checks the status of all AI troop carriers and auto loads and unloads troops
|
|
function ctld.checkAIStatus()
|
|
|
|
timer.scheduleFunction(ctld.checkAIStatus,nil,timer.getTime()+5)
|
|
|
|
for _, _unitName in pairs(ctld.transportPilotNames) do
|
|
|
|
local _unit = ctld.getTransportUnit(_unitName)
|
|
|
|
if _unit ~= nil and _unit:getPlayerName() == nil then
|
|
|
|
-- no player name means AI!
|
|
|
|
if ctld.inPickupZone(_unit) and not ctld.troopsOnboard(_unit,true) then
|
|
|
|
ctld.loadTroops(_unit,true)
|
|
|
|
elseif ctld.inDropoffZone(_unit) and ctld.troopsOnboard(_unit,true) then
|
|
|
|
ctld.deployTroops(_unit,true)
|
|
end
|
|
|
|
if ctld.unitCanCarryVehicles(_unit) then
|
|
|
|
if ctld.inPickupZone(_unit) and not ctld.troopsOnboard(_unit,false) then
|
|
|
|
ctld.loadTroops(_unit,false)
|
|
|
|
elseif ctld.inDropoffZone(_unit) and ctld.troopsOnboard(_unit,false) then
|
|
|
|
ctld.deployTroops(_unit,false)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
-- Adds menuitem to all heli units that are active
|
|
function ctld.addF10MenuOptions()
|
|
-- Loop through all Heli units
|
|
|
|
timer.scheduleFunction(ctld.addF10MenuOptions, nil, timer.getTime() + 5)
|
|
|
|
for _, _unitName in pairs(ctld.transportPilotNames) do
|
|
|
|
local _unit = ctld.getTransportUnit(_unitName)
|
|
|
|
if _unit ~= nil then
|
|
|
|
local _groupId = _unit:getGroup():getID()
|
|
|
|
if ctld.addedTo[_groupId] == nil and _unit:getPlayerName() ~= nil then
|
|
|
|
missionCommands.addSubMenuForGroup(_groupId, "Troop Transport")
|
|
missionCommands.addCommandForGroup(_groupId, "Load / Unload Troops", { "Troop Transport" }, ctld.loadUnloadTroops, { _unitName,true })
|
|
|
|
if ctld.unitCanCarryVehicles(_unit) then
|
|
missionCommands.addCommandForGroup(_groupId, "Load / Unload Vehicles", { "Troop Transport" }, ctld.loadUnloadTroops, { _unitName,false })
|
|
end
|
|
|
|
missionCommands.addCommandForGroup(_groupId, "Check Status", { "Troop Transport" }, ctld.checkTroopStatus, { _unitName })
|
|
|
|
if ctld.enableCrates then
|
|
|
|
if ctld.unitCanCarryVehicles(_unit) == false then
|
|
|
|
-- add menu for spawning crates
|
|
for _subMenuName, _crates in pairs(ctld.spawnableCrates) do
|
|
|
|
missionCommands.addSubMenuForGroup(_groupId, _subMenuName)
|
|
for _, _crate in pairs(_crates) do
|
|
|
|
if _crate.unit ~= "Hummer" or ( _crate.unit == "Hummer" and ctld.JTAC_dropEnabled ) then
|
|
missionCommands.addCommandForGroup(_groupId, _crate.desc, {_subMenuName }, ctld.spawnCrate, { _unitName,_crate.weight })
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
missionCommands.addSubMenuForGroup(_groupId, "CTLD Commands")
|
|
missionCommands.addCommandForGroup(_groupId, "List Nearby Crates", { "CTLD Commands" }, ctld.listNearbyCrates, { _unitName })
|
|
missionCommands.addCommandForGroup(_groupId, "Unpack Crate", { "CTLD Commands" }, ctld.unpackCrates, { _unitName })
|
|
|
|
if ctld.enableSmokeDrop then
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Red Smoke", { "CTLD Commands" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Red })
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Blue Smoke", { "CTLD Commands" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Blue })
|
|
-- missionCommands.addCommandForGroup(_groupId, "Drop Orange Smoke", { "Crate Commands" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Orange })
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Green Smoke", { "CTLD Commands" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Green })
|
|
end
|
|
else
|
|
if ctld.enableSmokeDrop then
|
|
missionCommands.addSubMenuForGroup(_groupId, "Smoke Markers")
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Red Smoke", { "Smoke Markers" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Red })
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Blue Smoke", { "Smoke Markers" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Blue })
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Orange Smoke", { "Smoke Markers"}, ctld.dropSmoke, { _unitName, trigger.smokeColor.Orange })
|
|
missionCommands.addCommandForGroup(_groupId, "Drop Green Smoke", { "Smoke Markers" }, ctld.dropSmoke, { _unitName, trigger.smokeColor.Green })
|
|
end
|
|
end
|
|
|
|
ctld.addedTo[_groupId] = true
|
|
end
|
|
else
|
|
-- env.info(string.format("unit nil %s",_unitName))
|
|
end
|
|
end
|
|
|
|
if ctld.JTAC_dropEnabled then
|
|
-- get all BLUE players
|
|
ctld.addJTACRadioCommand(coalition.side.BLUE)
|
|
|
|
-- get all RED players
|
|
ctld.addJTACRadioCommand(coalition.side.RED)
|
|
end
|
|
|
|
|
|
end
|
|
|
|
function ctld.addJTACRadioCommand(_side)
|
|
|
|
local _players = coalition.getPlayers(_side)
|
|
|
|
if _players ~= nil then
|
|
|
|
for _,_playerUnit in pairs(_players) do
|
|
|
|
local _groupId = _playerUnit:getGroup():getID()
|
|
|
|
-- env.info("adding command for "..index)
|
|
if ctld.jtacRadioAdded[_groupId] == nil then
|
|
-- env.info("about command for "..index)
|
|
missionCommands.addCommandForGroup(_groupId, "JTAC Status", nil, ctld.getJTACStatus, _playerUnit:getCoalition())
|
|
ctld.jtacRadioAdded[_groupId] = true
|
|
-- env.info("Added command for " .. index)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--get distance in meters assuming a Flat world
|
|
function ctld.getDistance(_point1, _point2)
|
|
|
|
local xUnit = _point1.x
|
|
local yUnit = _point1.z
|
|
local xZone = _point2.x
|
|
local yZone = _point2.z
|
|
|
|
local xDiff = xUnit - xZone
|
|
local yDiff = yUnit - yZone
|
|
|
|
return math.sqrt(xDiff * xDiff + yDiff * yDiff)
|
|
end
|
|
|
|
|
|
------------ JTAC -----------
|
|
|
|
|
|
ctld.jtacLaserPoints = {}
|
|
ctld.jtacIRPoints = {}
|
|
ctld.jtacSmokeMarks = {}
|
|
ctld.jtacUnits = {} -- list of JTAC units for f10 command
|
|
ctld.jtacCurrentTargets = {}
|
|
ctld.jtacRadioAdded = {} --keeps track of who's had the radio command added
|
|
ctld.jtacGeneratedLaserCodes = {} -- keeps track of generated codes, cycles when they run out
|
|
|
|
|
|
function ctld.JTACAutoLase(_jtacGroupName, _laserCode, _smoke, _lock, _colour)
|
|
|
|
|
|
if _lock == nil then
|
|
|
|
_lock = ctld.JTAC_lock
|
|
end
|
|
|
|
|
|
ctld.jtacLaserPointCodes[_jtacGroupName] = _laserCode
|
|
|
|
local _jtacGroup = ctld.getGroup(_jtacGroupName)
|
|
local _jtacUnit
|
|
|
|
if _jtacGroup == nil or #_jtacGroup == 0 then
|
|
|
|
if ctld.jtacUnits[_jtacGroupName] ~= nil then
|
|
ctld.notifyCoalition("JTAC Group " .. _jtacGroupName .. " KIA!", 10,ctld.jtacUnits[_jtacGroupName].side)
|
|
end
|
|
|
|
--remove from list
|
|
ctld.jtacUnits[_jtacGroupName] = nil
|
|
|
|
ctld.cleanupJTAC(_jtacGroupName)
|
|
|
|
return
|
|
else
|
|
|
|
_jtacUnit = _jtacGroup[1]
|
|
--add to list
|
|
ctld.jtacUnits[_jtacGroupName] = {name = _jtacUnit:getName(), side = _jtacUnit:getCoalition()}
|
|
|
|
-- work out smoke colour
|
|
if _colour == nil then
|
|
|
|
if _jtacUnit:getCoalition() == 1 then
|
|
_colour = ctld.JTAC_smokeColour_RED
|
|
else
|
|
_colour = ctld.JTAC_smokeColour_BLUE
|
|
end
|
|
end
|
|
|
|
|
|
if _smoke == nil then
|
|
|
|
if _jtacUnit:getCoalition() == 1 then
|
|
_smoke = ctld.JTAC_smokeOn_RED
|
|
else
|
|
_smoke = ctld.JTAC_smokeOn_BLUE
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
-- search for current unit
|
|
|
|
if _jtacUnit:isActive() == false then
|
|
|
|
ctld.cleanupJTAC(_jtacGroupName)
|
|
|
|
env.info(_jtacGroupName .. ' Not Active - Waiting 30 seconds')
|
|
timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 30)
|
|
|
|
return
|
|
end
|
|
|
|
local _enemyUnit = ctld.getCurrentUnit(_jtacUnit, _jtacGroupName)
|
|
|
|
if _enemyUnit == nil and ctld.jtacCurrentTargets[_jtacGroupName] ~= nil then
|
|
|
|
local _tempUnitInfo = ctld.jtacCurrentTargets[_jtacGroupName]
|
|
|
|
-- env.info("TEMP UNIT INFO: " .. tempUnitInfo.name .. " " .. tempUnitInfo.unitType)
|
|
|
|
local _tempUnit = Unit.getByName(_tempUnitInfo.name)
|
|
|
|
if _tempUnit ~= nil and _tempUnit:getLife() > 0 and _tempUnit:isActive() == true then
|
|
ctld.notifyCoalition(_jtacGroupName .. " target " .. _tempUnitInfo.unitType .. " lost. Scanning for Targets. ", 10,_jtacUnit:getCoalition())
|
|
else
|
|
ctld.notifyCoalition(_jtacGroupName .. " target " .. _tempUnitInfo.unitType .. " KIA. Good Job! Scanning for Targets. ", 10,_jtacUnit:getCoalition())
|
|
end
|
|
|
|
--remove from smoke list
|
|
ctld.jtacSmokeMarks[_tempUnitInfo.name] = nil
|
|
|
|
-- remove from target list
|
|
ctld.jtacCurrentTargets[_jtacGroupName] = nil
|
|
|
|
--stop lasing
|
|
ctld.cancelLase(_jtacGroupName)
|
|
|
|
end
|
|
|
|
|
|
if _enemyUnit == nil then
|
|
_enemyUnit = ctld.findNearestVisibleEnemy(_jtacUnit, _lock)
|
|
|
|
if _enemyUnit ~= nil then
|
|
|
|
-- store current target for easy lookup
|
|
ctld.jtacCurrentTargets[_jtacGroupName] = { name = _enemyUnit:getName(), unitType = _enemyUnit:getTypeName(), unitId = _enemyUnit:getID() }
|
|
|
|
ctld.notifyCoalition(_jtacGroupName .. " lasing new target " .. _enemyUnit:getTypeName() .. '. CODE: ' .. _laserCode ..ctld.getPositionString(_enemyUnit) , 10,_jtacUnit:getCoalition())
|
|
|
|
-- create smoke
|
|
if _smoke == true then
|
|
|
|
--create first smoke
|
|
ctld.createSmokeMarker(_enemyUnit, _colour)
|
|
end
|
|
end
|
|
end
|
|
|
|
if _enemyUnit ~= nil then
|
|
|
|
ctld.laseUnit(_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode)
|
|
|
|
-- env.info('Timer timerSparkleLase '..jtacGroupName.." "..laserCode.." "..enemyUnit:getName())
|
|
timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 1)
|
|
|
|
|
|
if _smoke == true then
|
|
local _nextSmokeTime = ctld.jtacSmokeMarks[_enemyUnit:getName()]
|
|
|
|
--recreate smoke marker after 5 mins
|
|
if _nextSmokeTime ~= nil and _nextSmokeTime < timer.getTime() then
|
|
|
|
ctld.createSmokeMarker(_enemyUnit, _colour)
|
|
end
|
|
end
|
|
|
|
else
|
|
-- env.info('LASE: No Enemies Nearby')
|
|
|
|
-- stop lazing the old spot
|
|
ctld.cancelLase(_jtacGroupName)
|
|
-- env.info('Timer Slow timerSparkleLase '..jtacGroupName.." "..laserCode.." "..enemyUnit:getName())
|
|
|
|
timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour }, timer.getTime() + 5)
|
|
end
|
|
end
|
|
|
|
|
|
-- used by the timer function
|
|
function ctld.timerJTACAutoLase(_args)
|
|
|
|
ctld.JTACAutoLase(_args[1], _args[2], _args[3], _args[4], _args[5])
|
|
end
|
|
|
|
function ctld.cleanupJTAC(_jtacGroupName)
|
|
-- clear laser - just in case
|
|
ctld.cancelLase(_jtacGroupName)
|
|
|
|
-- Cleanup
|
|
ctld.jtacUnits[_jtacGroupName] = nil
|
|
|
|
ctld.jtacCurrentTargets[_jtacGroupName] = nil
|
|
end
|
|
|
|
|
|
function ctld.notifyCoalition(_message, _displayFor, _side)
|
|
|
|
|
|
trigger.action.outTextForCoalition(_side, _message, _displayFor)
|
|
trigger.action.outSoundForCoalition(_side, "radiobeep.ogg")
|
|
end
|
|
|
|
function ctld.createSmokeMarker(_enemyUnit, _colour)
|
|
|
|
--recreate in 5 mins
|
|
ctld.jtacSmokeMarks[_enemyUnit:getName()] = timer.getTime() + 300.0
|
|
|
|
-- move smoke 2 meters above target for ease
|
|
local _enemyPoint = _enemyUnit:getPoint()
|
|
trigger.action.smoke({ x = _enemyPoint.x, y = _enemyPoint.y + 2.0, z = _enemyPoint.z }, _colour)
|
|
end
|
|
|
|
function ctld.cancelLase(_jtacGroupName)
|
|
|
|
--local index = "JTAC_"..jtacUnit:getID()
|
|
|
|
local _tempLase = ctld.jtacLaserPoints[_jtacGroupName]
|
|
|
|
if _tempLase ~= nil then
|
|
Spot.destroy(_tempLase)
|
|
ctld.jtacLaserPoints[_jtacGroupName] = nil
|
|
|
|
-- env.info('Destroy laze '..index)
|
|
|
|
_tempLase = nil
|
|
end
|
|
|
|
local _tempIR = ctld.jtacIRPoints[_jtacGroupName]
|
|
|
|
if _tempIR ~= nil then
|
|
Spot.destroy(_tempIR)
|
|
ctld.jtacIRPoints[_jtacGroupName] = nil
|
|
|
|
-- env.info('Destroy laze '..index)
|
|
|
|
_tempIR = nil
|
|
end
|
|
end
|
|
|
|
function ctld.laseUnit(_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode)
|
|
|
|
--cancelLase(jtacGroupName)
|
|
|
|
local _spots = {}
|
|
|
|
local _enemyVector = _enemyUnit:getPoint()
|
|
local _enemyVectorUpdated = { x = _enemyVector.x, y = _enemyVector.y + 2.0, z = _enemyVector.z }
|
|
|
|
local _oldLase = ctld.jtacLaserPoints[_jtacGroupName]
|
|
local _oldIR = ctld.jtacIRPoints[_jtacGroupName]
|
|
|
|
if _oldLase == nil or _oldIR == nil then
|
|
|
|
-- create lase
|
|
|
|
local _status, _result = pcall(function()
|
|
_spots['irPoint'] = Spot.createInfraRed(_jtacUnit, { x = 0, y = 2.0, z = 0 }, _enemyVectorUpdated)
|
|
_spots['laserPoint'] = Spot.createLaser(_jtacUnit, { x = 0, y = 2.0, z = 0 }, _enemyVectorUpdated, _laserCode)
|
|
return _spots
|
|
end)
|
|
|
|
if not _status then
|
|
env.error('ERROR: ' .. _result, false)
|
|
else
|
|
if _result.irPoint then
|
|
|
|
-- env.info(jtacUnit:getName() .. ' placed IR Pointer on '..enemyUnit:getName())
|
|
|
|
ctld.jtacIRPoints[_jtacGroupName] = _result.irPoint --store so we can remove after
|
|
|
|
end
|
|
if _result.laserPoint then
|
|
|
|
-- env.info(jtacUnit:getName() .. ' is Lasing '..enemyUnit:getName()..'. CODE:'..laserCode)
|
|
|
|
ctld.jtacLaserPoints[_jtacGroupName] = _result.laserPoint
|
|
end
|
|
end
|
|
|
|
else
|
|
|
|
-- update lase
|
|
|
|
if _oldLase ~=nil then
|
|
_oldLase:setPoint(_enemyVectorUpdated)
|
|
end
|
|
|
|
if _oldIR ~= nil then
|
|
_oldIR:setPoint(_enemyVectorUpdated)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- get currently selected unit and check they're still in range
|
|
function ctld.getCurrentUnit(_jtacUnit, _jtacGroupName)
|
|
|
|
|
|
local _unit = nil
|
|
|
|
if ctld.jtacCurrentTargets[_jtacGroupName] ~= nil then
|
|
_unit = Unit.getByName(ctld.jtacCurrentTargets[_jtacGroupName].name)
|
|
end
|
|
|
|
local _tempPoint = nil
|
|
local _tempDist = nil
|
|
local _tempPosition = nil
|
|
|
|
local _jtacPosition = _jtacUnit:getPosition()
|
|
local _jtacPoint = _jtacUnit:getPoint()
|
|
|
|
if _unit ~= nil and _unit:getLife() > 0 and _unit:isActive() == true then
|
|
|
|
-- calc distance
|
|
_tempPoint = _unit:getPoint()
|
|
-- tempPosition = unit:getPosition()
|
|
|
|
_tempDist = ctld.getDistance(_unit:getPoint(), _jtacUnit:getPoint() )
|
|
if _tempDist < ctld.JTAC_maxDistance then
|
|
-- calc visible
|
|
|
|
-- check slightly above the target as rounding errors can cause issues, plus the unit has some height anyways
|
|
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
|
|
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
|
|
|
|
if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then
|
|
return _unit
|
|
end
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
|
|
-- Find nearest enemy to JTAC that isn't blocked by terrain
|
|
function ctld.findNearestVisibleEnemy(_jtacUnit, _targetType)
|
|
|
|
local _x = 1
|
|
local _i = 1
|
|
|
|
local _units = nil
|
|
local _groupName = nil
|
|
|
|
local _nearestUnit = nil
|
|
local _nearestDistance = ctld.JTAC_maxDistance
|
|
|
|
local _enemyGroups
|
|
|
|
if _jtacUnit:getCoalition() == 1 then
|
|
_enemyGroups = coalition.getGroups(2, Group.Category.GROUND)
|
|
else
|
|
_enemyGroups = coalition.getGroups(1, Group.Category.GROUND)
|
|
end
|
|
|
|
local _jtacPoint = _jtacUnit:getPoint()
|
|
local _jtacPosition = _jtacUnit:getPosition()
|
|
|
|
local _tempPoint = nil
|
|
local _tempPosition = nil
|
|
|
|
local _tempDist = nil
|
|
|
|
-- finish this function
|
|
for _i = 1, #_enemyGroups do
|
|
if _enemyGroups[_i] ~= nil then
|
|
_groupName = _enemyGroups[_i]:getName()
|
|
_units = ctld.getGroup(_groupName)
|
|
if #_units > 0 then
|
|
|
|
for _x = 1, #_units do
|
|
|
|
--check to see if a JTAC has already targeted this unit
|
|
local _targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
|
|
local _allowedTarget = true
|
|
|
|
if _targetType == "vehicle" then
|
|
|
|
_allowedTarget = ctld.isVehicle(_units[_x])
|
|
|
|
elseif _targetType == "troop" then
|
|
|
|
_allowedTarget = ctld.isInfantry(_units[_x])
|
|
|
|
end
|
|
|
|
if _units[_x]:isActive() == true and _targeted == false and _allowedTarget == true then
|
|
|
|
-- calc distance
|
|
_tempPoint = _units[_x]:getPoint()
|
|
_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
|
|
|
|
if _tempDist < ctld.JTAC_maxDistance and _tempDist < _nearestDistance then
|
|
|
|
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
|
|
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
|
|
|
|
|
|
-- calc visible
|
|
if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then
|
|
|
|
_nearestDistance = _tempDist
|
|
_nearestUnit = _units[_x]
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
if _nearestUnit == nil then
|
|
return nil
|
|
end
|
|
|
|
|
|
return _nearestUnit
|
|
end
|
|
-- tests whether the unit is targeted by another JTAC
|
|
function ctld.alreadyTarget(_jtacUnit, _enemyUnit)
|
|
|
|
for _ , _jtacTarget in pairs(ctld.jtacCurrentTargets) do
|
|
|
|
if _jtacTarget.unitId == _enemyUnit:getID() then
|
|
-- env.info("ALREADY TARGET")
|
|
return true
|
|
end
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
-- Returns only alive units from group but the group / unit may not be active
|
|
|
|
function ctld.getGroup(groupName)
|
|
|
|
local _groupUnits = Group.getByName(groupName)
|
|
|
|
local _filteredUnits = {} --contains alive units
|
|
local _x = 1
|
|
|
|
if _groupUnits ~= nil then
|
|
|
|
_groupUnits = _groupUnits:getUnits()
|
|
|
|
if _groupUnits ~= nil and #_groupUnits > 0 then
|
|
for _x = 1, #_groupUnits do
|
|
if _groupUnits[_x]:getLife() > 0 and _groupUnits[_x]:isExist() then
|
|
table.insert(_filteredUnits, _groupUnits[_x])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return _filteredUnits
|
|
end
|
|
|
|
|
|
-- gets the JTAC status and displays to coalition units
|
|
function ctld.getJTACStatus(_side)
|
|
|
|
--returns the status of all JTAC units
|
|
|
|
local _jtacGroupName = nil
|
|
local _jtacUnit = nil
|
|
|
|
local _message = "JTAC STATUS: \n\n"
|
|
|
|
for _jtacGroupName, _jtacDetails in pairs(ctld.jtacUnits) do
|
|
|
|
--look up units
|
|
_jtacUnit = Unit.getByName(_jtacDetails.name)
|
|
|
|
if _jtacUnit ~= nil and _jtacUnit:getLife() > 0 and _jtacUnit:isActive() == true and _jtacUnit:getCoalition() == _side then
|
|
|
|
local _enemyUnit = ctld.getCurrentUnit(_jtacUnit, _jtacGroupName)
|
|
|
|
local _laserCode = ctld.jtacLaserPointCodes[_jtacGroupName]
|
|
|
|
if _laserCode == nil then
|
|
_laserCode = "UNKNOWN"
|
|
end
|
|
|
|
if _enemyUnit ~= nil and _enemyUnit:getLife() > 0 and _enemyUnit:isActive() == true then
|
|
_message = _message .. "" .. _jtacGroupName .. " targeting " .. _enemyUnit:getTypeName().. " CODE: ".. _laserCode .. ctld.getPositionString(_enemyUnit) .. "\n"
|
|
else
|
|
_message = _message .. "" .. _jtacGroupName .. " searching for targets" .. ctld.getPositionString(_jtacUnit) .."\n"
|
|
end
|
|
end
|
|
end
|
|
|
|
if _message == "JTAC STATUS: \n\n" then
|
|
_message = "No Active JTACs"
|
|
end
|
|
|
|
|
|
ctld.notifyCoalition(_message, 10,_side)
|
|
end
|
|
|
|
|
|
|
|
function ctld.isInfantry(_unit)
|
|
|
|
local _typeName = _unit:getTypeName()
|
|
|
|
--type coerce tostring
|
|
_typeName = string.lower(_typeName .."")
|
|
|
|
local _soldierType = { "infantry","paratrooper","stinger","manpad"}
|
|
|
|
for _key, _value in pairs(_soldierType) do
|
|
if string.match(_typeName, _value) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
-- assume anything that isnt soldier is vehicle
|
|
function ctld.isVehicle(_unit)
|
|
|
|
if ctld.isInfantry(_unit) then
|
|
return false
|
|
end
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
-- The entered value can range from 1111 - 1788,
|
|
-- -- but the first digit of the series must be a 1 or 2
|
|
-- -- and the last three digits must be between 1 and 8.
|
|
-- The range used to be bugged so its not 1 - 8 but 0 - 7.
|
|
-- function below will use the range 1-7 just incase
|
|
function ctld.generateLaserCode()
|
|
|
|
ctld.jtacGeneratedLaserCodes = {}
|
|
|
|
-- generate list of laser codes
|
|
local _code = 1111
|
|
|
|
local _count = 1
|
|
|
|
while _code < 1777 and _count < 30 do
|
|
|
|
while true do
|
|
|
|
_code = _code+1
|
|
|
|
if not ctld.containsDigit(_code,8)
|
|
and not ctld.containsDigit(_code,9)
|
|
and not ctld.containsDigit(_code,0) then
|
|
|
|
table.insert(ctld.jtacGeneratedLaserCodes,_code)
|
|
|
|
--env.info(_code.." Code")
|
|
break
|
|
end
|
|
end
|
|
_count = _count + 1
|
|
end
|
|
|
|
end
|
|
|
|
function ctld.containsDigit(_number,_numberToFind)
|
|
|
|
local _thisNumber = _number
|
|
local _thisDigit = 0
|
|
|
|
while _thisNumber ~= 0 do
|
|
|
|
_thisDigit = _thisNumber % 10
|
|
_thisNumber = math.floor(_thisNumber / 10)
|
|
|
|
if _thisDigit == _numberToFind then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
function ctld.getPositionString(_unit)
|
|
|
|
if ctld.JTAC_location == false then
|
|
return ""
|
|
end
|
|
|
|
local _lat, _lon = coord.LOtoLL(_unit:getPosition().p)
|
|
|
|
local _latLngStr = mist.tostringLL(_lat, _lon,3,false)
|
|
|
|
local _mgrsString = mist.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(_unit:getPosition().p)),5)
|
|
|
|
return " @ " .. _latLngStr .. " - MGRS ".. _mgrsString
|
|
|
|
end
|
|
|
|
|
|
-- Scheduled functions (run cyclically)
|
|
|
|
timer.scheduleFunction(ctld.refreshSmoke, nil, timer.getTime() + 5)
|
|
timer.scheduleFunction(ctld.addF10MenuOptions, nil, timer.getTime() + 5)
|
|
timer.scheduleFunction(ctld.checkAIStatus,nil,timer.getTime() + 5)
|
|
|
|
|
|
--event handler for deaths
|
|
world.addEventHandler(ctld.eventHandler)
|
|
|
|
env.info("CTLD event handler added")
|
|
|
|
env.info("Generating Laser Codes")
|
|
ctld.generateLaserCode()
|
|
env.info("Generated Laser Codes")
|
|
|
|
--DEBUG FUNCTION
|
|
-- for key, value in pairs(getmetatable(_spawnedCrate)) do
|
|
-- env.info(tostring(key))
|
|
-- env.info(tostring(value))
|
|
-- end
|