Created DynamicGroundBattle_Plugin - a fork from my DynamicGroundBattle script. Plugin as it's name implies plugs into the DualCoalitionZoneCapture scirpt seemlessly using the zones as the rally points for the dynamic ground battle.

This commit is contained in:
iTracerFacer 2025-11-15 18:05:37 -06:00
parent d9d5c9c73a
commit b79a8f9b0a
3 changed files with 758 additions and 13 deletions

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@ -217,6 +217,9 @@ local blueArmorTemplates = {
-- DO NOT EDIT BELOW THIS LINE -- DO NOT EDIT BELOW THIS LINE
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Track active markers to prevent memory leaks
local activeMarkers = {}
-- Function to add mark points on the map for each warehouse in the provided list -- Function to add mark points on the map for each warehouse in the provided list
local function addMarkPoints(warehouses, coalition) local function addMarkPoints(warehouses, coalition)
for _, warehouse in ipairs(warehouses) do for _, warehouse in ipairs(warehouses) do
@ -239,7 +242,7 @@ local function addMarkPoints(warehouses, coalition)
local coordinate = COORDINATE:NewFromVec3(warehousePos) local coordinate = COORDINATE:NewFromVec3(warehousePos)
local marker = MARKER:New(coordinate, details):ToCoalition(coalition):ReadOnly() local marker = MARKER:New(coordinate, details):ToCoalition(coalition):ReadOnly()
marker:Remove(UPDATE_MARK_POINTS_SCHED) table.insert(activeMarkers, marker)
else else
env.info("addMarkPoints: Warehouse not found or is nil") env.info("addMarkPoints: Warehouse not found or is nil")
end end
@ -247,6 +250,14 @@ local function addMarkPoints(warehouses, coalition)
end end
local function updateMarkPoints() local function updateMarkPoints()
-- Clean up old markers first
for _, marker in ipairs(activeMarkers) do
if marker then
marker:Remove()
end
end
activeMarkers = {}
addMarkPoints(redWarehouses, 2) -- Blue coalition sees red warehouses as targets addMarkPoints(redWarehouses, 2) -- Blue coalition sees red warehouses as targets
addMarkPoints(blueWarehouses, 2) -- Blue coalition sees blue warehouses as needing protection addMarkPoints(blueWarehouses, 2) -- Blue coalition sees blue warehouses as needing protection
addMarkPoints(redWarehouses, 1) -- Red coalition sees red warehouses as needing protection addMarkPoints(redWarehouses, 1) -- Red coalition sees red warehouses as needing protection
@ -261,6 +272,15 @@ end
-- Table to keep track of zones and their statuses -- Table to keep track of zones and their statuses
local zoneStatuses = {} local zoneStatuses = {}
-- Reusable SET_GROUP to prevent memory leaks from repeated creation
local cachedAllGroups = nil
local function getAllGroups()
if not cachedAllGroups then
cachedAllGroups = SET_GROUP:New():FilterActive():FilterStart()
end
return cachedAllGroups
end
-- Function to create a capture zone -- Function to create a capture zone
local function CreateCaptureZone(zone, coalition) local function CreateCaptureZone(zone, coalition)
local captureZone = ZONE_CAPTURE_COALITION:New(zone, coalition) local captureZone = ZONE_CAPTURE_COALITION:New(zone, coalition)
@ -516,7 +536,7 @@ local function CheckZoneStates()
env.info("Processing " .. zoneType) env.info("Processing " .. zoneType)
env.info("Number of zones: " .. #zones) env.info("Number of zones: " .. #zones)
local allGroups = SET_GROUP:New():FilterActive():FilterStart() local allGroups = getAllGroups()
for _, zone in ipairs(zones) do for _, zone in ipairs(zones) do
if zone then if zone then
@ -671,7 +691,7 @@ end
local function AssignTasksToGroups() local function AssignTasksToGroups()
env.info("AssignTasksToGroups: Starting task assignments") env.info("AssignTasksToGroups: Starting task assignments")
local zoneStates = CheckZoneStates() local zoneStates = CheckZoneStates()
local allGroups = SET_GROUP:New():FilterActive():FilterStart() local allGroups = getAllGroups()
local function processZone(zone, zoneColor) local function processZone(zone, zoneColor)
if zone then if zone then
@ -871,6 +891,7 @@ local function MonitorWarehouses()
end end
-- Function to check the wincondition. If either side owns all zones, mission ends. -- Function to check the wincondition. If either side owns all zones, mission ends.
local winConditionScheduler = nil
local function checkWinCondition() local function checkWinCondition()
local blueOwned = true local blueOwned = true
local redOwned = true local redOwned = true
@ -887,26 +908,24 @@ local function checkWinCondition()
if blueOwned then if blueOwned then
MESSAGE:New("Blue side wins! They own all the capture zones.", 60):ToAll() MESSAGE:New("Blue side wins! They own all the capture zones.", 60):ToAll()
SOUND:New("UsaTheme.ogg"):ToAll() SOUND:New("UsaTheme.ogg"):ToAll()
if winConditionScheduler then
winConditionScheduler:Stop()
end
return true return true
elseif redOwned then elseif redOwned then
MESSAGE:New("Red side wins! They own all the capture zones.", 60):ToAll() MESSAGE:New("Red side wins! They own all the capture zones.", 60):ToAll()
SOUND:New("MotherRussia.ogg"):ToAll() SOUND:New("MotherRussia.ogg"):ToAll()
if winConditionScheduler then
winConditionScheduler:Stop()
end
return true return true
end end
return false return false
end end
-- Timer function to periodically check the win condition -- Start monitoring the win condition with SCHEDULER instead of recursive TIMER
local function monitorWinCondition() winConditionScheduler = SCHEDULER:New(nil, checkWinCondition, {}, 60, 60)
if not checkWinCondition() then
-- Schedule the next check in 60 seconds
TIMER:New(monitorWinCondition):Start(60)
end
end
-- Start monitoring the win condition
monitorWinCondition()
-- Scheduler to monitor warehouses every 120 seconds -- Scheduler to monitor warehouses every 120 seconds
SCHEDULER:New(nil, MonitorWarehouses, {}, 0, 120) SCHEDULER:New(nil, MonitorWarehouses, {}, 0, 120)

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@ -0,0 +1,502 @@
--[[
Script: Moose_DynamicGroundBattle_Plugin.lua
Written by: [F99th-TracerFacer]
Version: 1.0.0
Date: 15 November 2024
Description: Warehouse-driven ground unit spawning system that works as a plugin
with Moose_DualCoalitionZoneCapture.lua
This script handles:
- Warehouse-based reinforcement system
- Dynamic spawn frequency based on warehouse survival
- Automated AI tasking to patrol nearest enemy zones
- Optional infantry patrol control
- Warehouse status intel markers
- CTLD troop integration
What this script DOES NOT do:
- Zone capture logic (handled by Moose_DualCoalitionZoneCapture.lua)
- Win conditions (handled by Moose_DualCoalitionZoneCapture.lua)
- Zone coloring/messaging (handled by Moose_DualCoalitionZoneCapture.lua)
Load Order (in Mission Editor Triggers):
1. DO SCRIPT FILE Moose_.lua
2. DO SCRIPT FILE Moose_DualCoalitionZoneCapture.lua
3. DO SCRIPT FILE Moose_DynamicGroundBattle_Plugin.lua <-- This file
4. DO SCRIPT FILE CTLD.lua (optional)
5. DO SCRIPT FILE CSAR.lua (optional)
Requirements:
- MOOSE framework must be loaded first
- Moose_DualCoalitionZoneCapture.lua must be loaded BEFORE this script
- Zone configuration comes from DualCoalitionZoneCapture's ZONE_CONFIG
- Groups and warehouses must exist in mission editor (see below)
Warehouse System & Spawn Frequency Behavior:
1. Each side has warehouses defined in `redWarehouses` and `blueWarehouses` tables
2. Spawn frequency dynamically adjusts based on alive warehouses:
- 100% alive = 100% spawn rate (base frequency)
- 50% alive = 50% spawn rate (2x delay)
- 0% alive = no spawns (critical attrition)
3. Map markers show warehouse locations and nearby units
4. Updated every UPDATE_MARK_POINTS_SCHED seconds
AI Task Assignment:
- Groups spawn in friendly zones, then patrol toward nearest enemy zone
- Reassignment occurs every ASSIGN_TASKS_SCHED seconds
- Only stationary units get new orders (moving units are left alone)
- CTLD-dropped troops automatically integrate
Groups to Create in Mission Editor (all LATE ACTIVATE):
RED SIDE:
- Infantry Templates: RedInfantry1, RedInfantry2, RedInfantry3, RedInfantry4, RedInfantry5, RedInfantry6
- Armor Templates: RedArmor1, RedArmor2, RedArmor3, RedArmor4, RedArmor5, RedArmor6
- Warehouses (Static Objects): RedWarehouse1-1, RedWarehouse2-1, RedWarehouse3-1, etc.
BLUE SIDE:
- Infantry Templates: BlueInfantry1, BlueInfantry2, BlueInfantry3, BlueInfantry4, BlueInfantry5, BlueInfantry6
- Armor Templates: BlueArmor1, BlueArmor2, BlueArmor3, BlueArmor4, BlueArmor5
- Warehouses (Static Objects): BlueWarehouse1-1, BlueWarehouse2-1, BlueWarehouse3-1, etc.
NOTE: Warehouse names use the static "Unit Name" in mission editor, not the "Name" field!
Integration with DualCoalitionZoneCapture:
- This script reads zoneCaptureObjects and zoneNames from DualCoalitionZoneCapture
- Spawns occur in zones controlled by the appropriate coalition
- AI tasks units to patrol zones from DualCoalitionZoneCapture's ZONE_CONFIG
--]]
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- USER CONFIGURATION SECTION
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Infantry Patrol Settings
local MOVING_INFANTRY_PATROLS = false -- Set to false to disable infantry movement (they spawn and hold position)
-- Warehouse Marker Settings
local ENABLE_WAREHOUSE_MARKERS = true -- Enable/disable warehouse map markers (disabled by default if you have other marker systems)
local UPDATE_MARK_POINTS_SCHED = 300 -- Update warehouse markers every 300 seconds (5 minutes)
local MAX_WAREHOUSE_UNIT_LIST_DISTANCE = 5000 -- Max distance to search for units near warehouses for markers
-- Spawn Frequency and Limits
local INIT_RED_INFANTRY = 5 -- Initial number of Red Infantry groups
local MAX_RED_INFANTRY = 100 -- Maximum number of Red Infantry groups
local SPAWN_SCHED_RED_INFANTRY = 1800 -- Base spawn frequency for Red Infantry (seconds)
local INIT_RED_ARMOR = 25 -- Initial number of Red Armor groups
local MAX_RED_ARMOR = 200 -- Maximum number of Red Armor groups
local SPAWN_SCHED_RED_ARMOR = 300 -- Base spawn frequency for Red Armor (seconds)
local INIT_BLUE_INFANTRY = 5 -- Initial number of Blue Infantry groups
local MAX_BLUE_INFANTRY = 100 -- Maximum number of Blue Infantry groups
local SPAWN_SCHED_BLUE_INFANTRY = 1800 -- Base spawn frequency for Blue Infantry (seconds)
local INIT_BLUE_ARMOR = 25 -- Initial number of Blue Armor groups
local MAX_BLUE_ARMOR = 200 -- Maximum number of Blue Armor groups
local SPAWN_SCHED_BLUE_ARMOR = 300 -- Base spawn frequency for Blue Armor (seconds)
local ASSIGN_TASKS_SCHED = 600 -- How often to reassign tasks to idle groups (seconds)
-- Define warehouses for each side
local redWarehouses = {
STATIC:FindByName("RedWarehouse1-1"),
STATIC:FindByName("RedWarehouse2-1"),
STATIC:FindByName("RedWarehouse3-1"),
STATIC:FindByName("RedWarehouse4-1"),
STATIC:FindByName("RedWarehouse5-1"),
STATIC:FindByName("RedWarehouse6-1")
}
local blueWarehouses = {
STATIC:FindByName("BlueWarehouse1-1"),
STATIC:FindByName("BlueWarehouse2-1"),
STATIC:FindByName("BlueWarehouse3-1"),
STATIC:FindByName("BlueWarehouse4-1"),
STATIC:FindByName("BlueWarehouse5-1"),
STATIC:FindByName("BlueWarehouse6-1")
}
-- Define unit templates (these groups must exist in mission editor as LATE ACTIVATE)
local redInfantryTemplates = {
"RedInfantry1",
"RedInfantry2",
"RedInfantry3",
"RedInfantry4",
"RedInfantry5",
"RedInfantry6"
}
local redArmorTemplates = {
"RedArmor1",
"RedArmor2",
"RedArmor3",
"RedArmor4",
"RedArmor5",
"RedArmor6"
}
local blueInfantryTemplates = {
"BlueInfantry1",
"BlueInfantry2",
"BlueInfantry3",
"BlueInfantry4",
"BlueInfantry5",
"BlueInfantry6"
}
local blueArmorTemplates = {
"BlueArmor1",
"BlueArmor2",
"BlueArmor3",
"BlueArmor4",
"BlueArmor5"
}
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DO NOT EDIT BELOW THIS LINE
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
env.info("[DGB PLUGIN] Dynamic Ground Battle Plugin initializing...")
-- Validate that DualCoalitionZoneCapture is loaded
if not zoneCaptureObjects or not zoneNames then
env.error("[DGB PLUGIN] ERROR: Moose_DualCoalitionZoneCapture.lua must be loaded BEFORE this plugin!")
env.error("[DGB PLUGIN] Make sure zoneCaptureObjects and zoneNames are available.")
return
end
env.info("[DGB PLUGIN] Found " .. #zoneCaptureObjects .. " zones from DualCoalitionZoneCapture")
-- Track active markers to prevent memory leaks
local activeMarkers = {}
-- Reusable SET_GROUP to prevent memory leaks from repeated creation
local cachedAllGroups = nil
local function getAllGroups()
if not cachedAllGroups then
cachedAllGroups = SET_GROUP:New():FilterActive():FilterStart()
env.info("[DGB PLUGIN] Created cached SET_GROUP for performance")
end
return cachedAllGroups
end
-- Function to get zones controlled by a specific coalition
local function GetZonesByCoalition(targetCoalition)
local zones = {}
for idx, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture and zoneCapture:GetCoalition() == targetCoalition then
local zone = zoneCapture:GetZone()
if zone then
table.insert(zones, zone)
end
end
end
env.info(string.format("[DGB PLUGIN] Found %d zones for coalition %d", #zones, targetCoalition))
return zones
end
-- Function to calculate spawn frequency based on warehouse survival
local function CalculateSpawnFrequency(warehouses, baseFrequency)
local totalWarehouses = #warehouses
local aliveWarehouses = 0
for _, warehouse in ipairs(warehouses) do
if warehouse then
local life = warehouse:GetLife()
if life and life > 0 then
aliveWarehouses = aliveWarehouses + 1
end
end
end
if totalWarehouses == 0 or aliveWarehouses == 0 then
return math.huge -- Stop spawning if no warehouses remain
end
local frequency = baseFrequency * (totalWarehouses / aliveWarehouses)
return frequency
end
-- Function to calculate spawn frequency as a percentage
local function CalculateSpawnFrequencyPercentage(warehouses)
local totalWarehouses = #warehouses
local aliveWarehouses = 0
for _, warehouse in ipairs(warehouses) do
if warehouse then
local life = warehouse:GetLife()
if life and life > 0 then
aliveWarehouses = aliveWarehouses + 1
end
end
end
if totalWarehouses == 0 then
return 0
end
local percentage = (aliveWarehouses / totalWarehouses) * 100
return math.floor(percentage)
end
-- Function to add warehouse markers on the map
local function addMarkPoints(warehouses, coalition)
for _, warehouse in ipairs(warehouses) do
if warehouse then
local warehousePos = warehouse:GetVec3()
local details
if coalition == 2 then -- Blue viewing
if warehouse:GetCoalition() == 2 then
details = "Warehouse: " .. warehouse:GetName() .. "\nThis warehouse needs to be protected.\n"
else
details = "Warehouse: " .. warehouse:GetName() .. "\nThis is a primary target as it is directly supplying enemy units.\n"
end
elseif coalition == 1 then -- Red viewing
if warehouse:GetCoalition() == 1 then
details = "Warehouse: " .. warehouse:GetName() .. "\nThis warehouse needs to be protected.\n"
else
details = "Warehouse: " .. warehouse:GetName() .. "\nThis is a primary target as it is directly supplying enemy units.\n"
end
end
local coordinate = COORDINATE:NewFromVec3(warehousePos)
local marker = MARKER:New(coordinate, details):ToCoalition(coalition):ReadOnly()
table.insert(activeMarkers, marker)
end
end
end
-- Function to update warehouse markers
local function updateMarkPoints()
-- Clean up old markers first
for _, marker in ipairs(activeMarkers) do
if marker then
marker:Remove()
end
end
activeMarkers = {}
addMarkPoints(redWarehouses, 2) -- Blue coalition sees red warehouses
addMarkPoints(blueWarehouses, 2) -- Blue coalition sees blue warehouses
addMarkPoints(redWarehouses, 1) -- Red coalition sees red warehouses
addMarkPoints(blueWarehouses, 1) -- Red coalition sees blue warehouses
env.info("[DGB PLUGIN] Updated warehouse markers")
end
-- Function to check if a group contains infantry units
local function IsInfantryGroup(group)
for _, unit in ipairs(group:GetUnits()) do
local unitTypeName = unit:GetTypeName()
if unitTypeName:find("Infantry") or unitTypeName:find("Soldier") or unitTypeName:find("Paratrooper") then
return true
end
end
return false
end
-- Function to assign tasks to a group
local function AssignTasks(group)
if not group or not group.GetCoalition or not group.GetCoordinate or not group.GetVelocityVec3 then
return
end
-- Don't reassign if already moving
local velocity = group:GetVelocityVec3()
local speed = math.sqrt(velocity.x^2 + velocity.y^2 + velocity.z^2)
if speed > 0.5 then
return
end
local groupCoalition = group:GetCoalition()
local groupCoordinate = group:GetCoordinate()
local closestZone = nil
local closestDistance = math.huge
-- Find nearest enemy zone
for idx, zoneCapture in ipairs(zoneCaptureObjects) do
local zoneCoalition = zoneCapture:GetCoalition()
if zoneCoalition ~= groupCoalition and zoneCoalition ~= coalition.side.NEUTRAL then
local zone = zoneCapture:GetZone()
if zone then
local zoneCoordinate = zone:GetCoordinate()
local distance = groupCoordinate:Get2DDistance(zoneCoordinate)
if distance < closestDistance then
closestDistance = distance
closestZone = zone
end
end
end
end
if closestZone then
env.info(string.format("[DGB PLUGIN] %s patrolling %s", group:GetName(), closestZone:GetName()))
group:PatrolZones({closestZone}, 20, "Cone", 30, 60)
end
end
-- Function to assign tasks to all groups
local function AssignTasksToGroups()
env.info("[DGB PLUGIN] Starting task assignment cycle...")
local allGroups = getAllGroups()
local tasksAssigned = 0
allGroups:ForEachGroup(function(group)
if group and group:IsAlive() then
-- Check if group is in a friendly zone
local groupCoalition = group:GetCoalition()
local inFriendlyZone = false
for idx, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture:GetCoalition() == groupCoalition then
local zone = zoneCapture:GetZone()
if zone and group:IsCompletelyInZone(zone) then
inFriendlyZone = true
break
end
end
end
if inFriendlyZone then
-- Skip infantry if movement is disabled
if IsInfantryGroup(group) and not MOVING_INFANTRY_PATROLS then
return
end
AssignTasks(group)
tasksAssigned = tasksAssigned + 1
end
end
end)
env.info(string.format("[DGB PLUGIN] Task assignment complete. %d groups tasked.", tasksAssigned))
end
-- Function to monitor and announce warehouse status
local function MonitorWarehouses()
local blueWarehousesAlive = 0
local redWarehousesAlive = 0
for _, warehouse in ipairs(blueWarehouses) do
if warehouse and warehouse:IsAlive() then
blueWarehousesAlive = blueWarehousesAlive + 1
end
end
for _, warehouse in ipairs(redWarehouses) do
if warehouse and warehouse:IsAlive() then
redWarehousesAlive = redWarehousesAlive + 1
end
end
local redSpawnFrequencyPercentage = CalculateSpawnFrequencyPercentage(redWarehouses)
local blueSpawnFrequencyPercentage = CalculateSpawnFrequencyPercentage(blueWarehouses)
local msg = "[Warehouse Status]\n"
msg = msg .. "Red warehouses alive: " .. redWarehousesAlive .. " Reinforcements: " .. redSpawnFrequencyPercentage .. "%\n"
msg = msg .. "Blue warehouses alive: " .. blueWarehousesAlive .. " Reinforcements: " .. blueSpawnFrequencyPercentage .. "%\n"
MESSAGE:New(msg, 30):ToAll()
env.info(string.format("[DGB PLUGIN] Warehouse status - Red: %d/%d (%d%%), Blue: %d/%d (%d%%)",
redWarehousesAlive, #redWarehouses, redSpawnFrequencyPercentage,
blueWarehousesAlive, #blueWarehouses, blueSpawnFrequencyPercentage))
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- INITIALIZATION
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Get initial zone lists for each coalition
local redZones = GetZonesByCoalition(coalition.side.RED)
local blueZones = GetZonesByCoalition(coalition.side.BLUE)
-- Calculate initial spawn frequencies
local redInfantrySpawnFrequency = CalculateSpawnFrequency(redWarehouses, SPAWN_SCHED_RED_INFANTRY)
local redArmorSpawnFrequency = CalculateSpawnFrequency(redWarehouses, SPAWN_SCHED_RED_ARMOR)
local blueInfantrySpawnFrequency = CalculateSpawnFrequency(blueWarehouses, SPAWN_SCHED_BLUE_INFANTRY)
local blueArmorSpawnFrequency = CalculateSpawnFrequency(blueWarehouses, SPAWN_SCHED_BLUE_ARMOR)
-- Calculate and display initial spawn frequency percentages
local redSpawnFrequencyPercentage = CalculateSpawnFrequencyPercentage(redWarehouses)
local blueSpawnFrequencyPercentage = CalculateSpawnFrequencyPercentage(blueWarehouses)
MESSAGE:New("Red reinforcement capacity: " .. redSpawnFrequencyPercentage .. "%", 30):ToRed()
MESSAGE:New("Blue reinforcement capacity: " .. blueSpawnFrequencyPercentage .. "%", 30):ToBlue()
-- Initialize spawners
env.info("[DGB PLUGIN] Initializing spawn systems...")
-- Note: Spawn zones will be dynamically updated based on zone capture states
-- We'll use a function to get current friendly zones on each spawn
local function GetRedZones()
return GetZonesByCoalition(coalition.side.RED)
end
local function GetBlueZones()
return GetZonesByCoalition(coalition.side.BLUE)
end
-- Red Infantry Spawner
redInfantrySpawn = SPAWN:New("RedInfantryGroup")
:InitRandomizeTemplate(redInfantryTemplates)
:InitLimit(INIT_RED_INFANTRY, MAX_RED_INFANTRY)
-- Red Armor Spawner
redArmorSpawn = SPAWN:New("RedArmorGroup")
:InitRandomizeTemplate(redArmorTemplates)
:InitLimit(INIT_RED_ARMOR, MAX_RED_ARMOR)
-- Blue Infantry Spawner
blueInfantrySpawn = SPAWN:New("BlueInfantryGroup")
:InitRandomizeTemplate(blueInfantryTemplates)
:InitLimit(INIT_BLUE_INFANTRY, MAX_BLUE_INFANTRY)
-- Blue Armor Spawner
blueArmorSpawn = SPAWN:New("BlueArmorGroup")
:InitRandomizeTemplate(blueArmorTemplates)
:InitLimit(INIT_BLUE_ARMOR, MAX_BLUE_ARMOR)
-- Custom spawn function that updates zones dynamically
local function SpawnWithDynamicZones()
local currentRedZones = GetRedZones()
local currentBlueZones = GetBlueZones()
if #currentRedZones > 0 then
local randomRedZone = currentRedZones[math.random(#currentRedZones)]
redInfantrySpawn:SpawnInZone(randomRedZone, false)
redArmorSpawn:SpawnInZone(randomRedZone, false)
end
if #currentBlueZones > 0 then
local randomBlueZone = currentBlueZones[math.random(#currentBlueZones)]
blueInfantrySpawn:SpawnInZone(randomBlueZone, false)
blueArmorSpawn:SpawnInZone(randomBlueZone, false)
end
end
-- Schedule spawns
SCHEDULER:New(nil, SpawnWithDynamicZones, {}, 10, math.max(SPAWN_SCHED_RED_INFANTRY, SPAWN_SCHED_BLUE_INFANTRY))
-- Schedule warehouse marker updates
if ENABLE_WAREHOUSE_MARKERS then
SCHEDULER:New(nil, updateMarkPoints, {}, 10, UPDATE_MARK_POINTS_SCHED)
end
-- Schedule warehouse monitoring
SCHEDULER:New(nil, MonitorWarehouses, {}, 30, 120)
-- Schedule task assignments
SCHEDULER:New(nil, AssignTasksToGroups, {}, 120, ASSIGN_TASKS_SCHED)
-- Add F10 menu for manual checks
local missionMenu = MENU_MISSION:New("Ground Battle")
MENU_MISSION_COMMAND:New("Check Warehouse Status", missionMenu, MonitorWarehouses)
env.info("[DGB PLUGIN] Dynamic Ground Battle Plugin initialized successfully!")
env.info(string.format("[DGB PLUGIN] Infantry movement: %s", MOVING_INFANTRY_PATROLS and "ENABLED" or "DISABLED"))
env.info(string.format("[DGB PLUGIN] Warehouse markers: %s", ENABLE_WAREHOUSE_MARKERS and "ENABLED" or "DISABLED"))

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@ -0,0 +1,224 @@
# Dynamic Ground Battle Plugin
## Overview
This is a **plugin version** of the Dynamic Ground Battle system designed to work alongside `Moose_DualCoalitionZoneCapture.lua`.
**Key difference from the standalone version:**
- ✅ Uses zones from `Moose_DualCoalitionZoneCapture.lua` (no duplicate zone management)
- ✅ Handles ONLY warehouse system + AI spawning + task assignment
- ✅ Zone capture, colors, messaging, win conditions = handled by DualCoalitionZoneCapture
- ✅ Cleaner separation of concerns
## Load Order (Critical!)
In your Mission Editor → Triggers → Mission Start:
```
1. DO SCRIPT FILE Moose_.lua
2. DO SCRIPT FILE Moose_DualCoalitionZoneCapture.lua ← Must load FIRST
3. DO SCRIPT FILE Moose_DynamicGroundBattle_Plugin.lua ← This file
4. DO SCRIPT FILE CTLD.lua (optional)
5. DO SCRIPT FILE CSAR.lua (optional)
```
## What This Plugin Does
### ✅ Warehouse System
- Red/Blue warehouses affect reinforcement spawn rates
- 100% alive = 100% spawn rate
- 50% alive = 50% spawn rate (2x delay)
- 0% alive = no more spawns
- Map markers show warehouse locations and intel
### ✅ Dynamic AI Spawning
- Spawns infantry and armor groups in **friendly zones only**
- Zones come from `DualCoalitionZoneCapture`'s `ZONE_CONFIG`
- As zones are captured/lost, spawn locations automatically update
- Configurable limits and spawn frequencies
### ✅ AI Task Assignment
- Groups patrol toward nearest enemy zone
- Reassignment every 600s (configurable)
- Only idle units get new orders (moving units ignored)
- Infantry movement can be disabled
### ✅ CTLD Integration
- Dropped troops automatically get AI tasking
- Works seamlessly with logistics operations
## What This Plugin Does NOT Do
- ❌ Zone capture logic (handled by DualCoalitionZoneCapture)
- ❌ Zone coloring/messaging (handled by DualCoalitionZoneCapture)
- ❌ Win conditions (handled by DualCoalitionZoneCapture)
- ❌ Scoring (handled by DualCoalitionZoneCapture)
## Configuration
Edit the top section of `Moose_DynamicGroundBattle_Plugin.lua`:
### Infantry Movement
```lua
local MOVING_INFANTRY_PATROLS = false -- Set true to enable infantry patrols
```
### Warehouse Markers
```lua
local ENABLE_WAREHOUSE_MARKERS = true
local UPDATE_MARK_POINTS_SCHED = 300 -- Update every 5 minutes
```
### Spawn Settings
```lua
-- Red Side
local INIT_RED_INFANTRY = 5
local MAX_RED_INFANTRY = 100
local SPAWN_SCHED_RED_INFANTRY = 1800 -- Every 30 minutes
local INIT_RED_ARMOR = 25
local MAX_RED_ARMOR = 200
local SPAWN_SCHED_RED_ARMOR = 300 -- Every 5 minutes
-- Blue Side
local INIT_BLUE_INFANTRY = 5
local MAX_BLUE_INFANTRY = 100
local SPAWN_SCHED_BLUE_INFANTRY = 1800
local INIT_BLUE_ARMOR = 25
local MAX_BLUE_ARMOR = 200
local SPAWN_SCHED_BLUE_ARMOR = 300
-- Task Assignment
local ASSIGN_TASKS_SCHED = 600 -- Reassign idle units every 10 minutes
```
### Warehouses
```lua
local redWarehouses = {
STATIC:FindByName("RedWarehouse1-1"),
STATIC:FindByName("RedWarehouse2-1"),
-- Add more as needed
}
local blueWarehouses = {
STATIC:FindByName("BlueWarehouse1-1"),
STATIC:FindByName("BlueWarehouse2-1"),
-- Add more as needed
}
```
### Unit Templates
```lua
local redInfantryTemplates = {
"RedInfantry1",
"RedInfantry2",
-- Add more for variety
}
local redArmorTemplates = {
"RedArmor1",
"RedArmor2",
-- Add more for variety
}
-- Same for blue side...
```
## Mission Editor Setup
### Required Groups (All LATE ACTIVATE)
**Red Side:**
- Infantry: `RedInfantry1`, `RedInfantry2`, `RedInfantry3`, `RedInfantry4`, `RedInfantry5`, `RedInfantry6`
- Armor: `RedArmor1`, `RedArmor2`, `RedArmor3`, `RedArmor4`, `RedArmor5`, `RedArmor6`
**Blue Side:**
- Infantry: `BlueInfantry1`, `BlueInfantry2`, `BlueInfantry3`, `BlueInfantry4`, `BlueInfantry5`, `BlueInfantry6`
- Armor: `BlueArmor1`, `BlueArmor2`, `BlueArmor3`, `BlueArmor4`, `BlueArmor5`
### Required Static Objects (Warehouses)
**Red Side:**
- Static objects with **Unit Name** (not Name field!): `RedWarehouse1-1`, `RedWarehouse2-1`, `RedWarehouse3-1`, etc.
**Blue Side:**
- Static objects with **Unit Name**: `BlueWarehouse1-1`, `BlueWarehouse2-1`, `BlueWarehouse3-1`, etc.
⚠️ **Important:** Warehouses use the "Unit Name" field in the static object properties, not the "Name" field!
### Zone Configuration
Zones come from `Moose_DualCoalitionZoneCapture.lua`. Edit that file's `ZONE_CONFIG`:
```lua
local ZONE_CONFIG = {
RED = {
"Capture Zone-1",
"Capture Zone-2",
"Capture Zone-3",
},
BLUE = {
"Capture Zone-4",
"Capture Zone-5",
"Capture Zone-6",
},
NEUTRAL = {}
}
```
## F10 Menu
- **Ground Battle → Check Warehouse Status** - Shows current warehouse count and reinforcement capacity
## Integration Points
### With DualCoalitionZoneCapture
- Reads `zoneCaptureObjects` and `zoneNames` arrays
- Dynamically spawns in zones controlled by the appropriate coalition
- AI routes to enemy zones based on current ownership
### With CTLD
- Any troops dropped via CTLD in friendly zones will automatically receive AI tasking
- They'll patrol toward nearest enemy zone like spawned units
## Performance & Memory Safety
This plugin version includes all the memory leak fixes from the standalone version:
✅ Marker cleanup prevents orphaning
✅ Reuses SET_GROUP instead of recreating
✅ Uses SCHEDULER instead of recursive TIMERs
✅ Efficient zone polling
## Troubleshooting
### "ERROR: Moose_DualCoalitionZoneCapture.lua must be loaded BEFORE this plugin!"
- Check your trigger load order
- DualCoalitionZoneCapture must be loaded in an earlier trigger
### Units not spawning
- Check `dcs.log` for errors
- Verify warehouse static objects exist with correct **Unit Names**
- Verify template groups exist and are set to LATE ACTIVATE
- Check that friendly zones exist (units only spawn in controlled zones)
### Units not moving
- If infantry: check `MOVING_INFANTRY_PATROLS` setting
- Verify enemy zones exist for AI to target
- Check `dcs.log` for task assignment messages (`[DGB PLUGIN]`)
### Warehouse markers not showing
- Set `ENABLE_WAREHOUSE_MARKERS = true`
- Check warehouse static objects are alive
- Markers update every `UPDATE_MARK_POINTS_SCHED` seconds
## Version History
- **1.0.0** (2024-11-15) - Initial plugin version
- Extracted from standalone Dynamic Ground Battle
- Integrated with DualCoalitionZoneCapture
- Added memory leak fixes
- Dynamic zone-based spawning