-- Refactored version with configurable zone ownership -- ========================================== -- MESSAGE AND TIMING CONFIGURATION -- ========================================== local MESSAGE_CONFIG = { STATUS_BROADCAST_FREQUENCY = 3602, -- Zone status broadcast cadence (seconds) STATUS_BROADCAST_START_DELAY = 10, -- Delay before first broadcast (seconds) COLOR_VERIFICATION_FREQUENCY = 240, -- Zone color verification cadence (seconds) COLOR_VERIFICATION_START_DELAY = 60, -- Delay before first color check (seconds) TACTICAL_UPDATE_FREQUENCY = 180, -- Tactical marker update cadence (seconds) TACTICAL_UPDATE_START_DELAY = 30, -- Delay before first tactical update (seconds) STATUS_MESSAGE_DURATION = 15, -- How long general status messages stay onscreen VICTORY_MESSAGE_DURATION = 300, -- How long victory/defeat alerts stay onscreen CAPTURE_MESSAGE_DURATION = 15, -- Duration for capture/guard/empty notices ATTACK_MESSAGE_DURATION = 15 -- Duration for attack alerts } -- ========================================== -- ZONE COLOR CONFIGURATION (Centralized) -- ========================================== -- Colors are in RGB format: {Red, Green, Blue} where each value is 0.0 to 1.0 local ZONE_COLORS = { -- Blue coalition zones BLUE_CAPTURED = {0, 0, 1}, -- Blue (owned by Blue) BLUE_ATTACKED = {0, 1, 1}, -- Cyan (owned by Blue, under attack) -- Red coalition zones RED_CAPTURED = {1, 0, 0}, -- Red (owned by Red) RED_ATTACKED = {1, 0.5, 0}, -- Orange (owned by Red, under attack) -- Neutral/Empty zones EMPTY = {0, 1, 0} -- Green (no owner) } -- Helper to get the appropriate color for a zone based on state/ownership local function GetZoneColor(zoneCapture) local zoneCoalition = zoneCapture:GetCoalition() local state = zoneCapture:GetCurrentState() -- Priority 1: Attacked overrides ownership color if state == "Attacked" then if zoneCoalition == coalition.side.BLUE then return ZONE_COLORS.BLUE_ATTACKED elseif zoneCoalition == coalition.side.RED then return ZONE_COLORS.RED_ATTACKED end end -- Priority 2: Empty/neutral if state == "Empty" then return ZONE_COLORS.EMPTY end -- Priority 3: Ownership color if zoneCoalition == coalition.side.BLUE then return ZONE_COLORS.BLUE_CAPTURED elseif zoneCoalition == coalition.side.RED then return ZONE_COLORS.RED_CAPTURED end -- Fallback return ZONE_COLORS.EMPTY end -- ========================================== -- ZONE CONFIGURATION -- ========================================== -- Mission makers: Edit this table to define zones and their initial ownership -- Just list the zone names under RED, BLUE, or NEUTRAL coalition -- The script will automatically create and configure all zones -- Make sure the zone names match exactly with those defined in the mission editor -- Zones must be defined in the mission editor as trigger zones named "Capture " -- Note: Red/Blue/Neutral zones defined below are only setting their initial ownership state. -- If there are existing units in the zone at mission start, ownership may change based on unit presence. local ZONE_CONFIG = { -- Zones that start under RED coalition control -- IMPORTANT: Use the EXACT zone names from the mission editor (including "Capture " prefix if present) RED = { "Capture Zone-1", "Capture Zone-2", "Capture Zone-3", -- Add more zone names here for RED starting zones }, -- Zones that start under BLUE coalition control BLUE = { "Capture Zone-4", "Capture Zone-5", "Capture Zone-6", }, -- Zones that start neutral (empty/uncontrolled) NEUTRAL = { } } -- Advanced settings (usually don't need to change these) local ZONE_SETTINGS = { guardDelay = 1, -- Delay before entering Guard state after capture scanInterval = 30, -- How often to scan for units in the zone (seconds) captureScore = 200 -- Points awarded for capturing a zone } -- ========================================== -- END OF CONFIGURATION -- ========================================== -- Build Command Center and Mission for Blue Coalition local blueHQ = GROUP:FindByName("BLUEHQ") if blueHQ then US_CC = COMMANDCENTER:New(blueHQ, "USA HQ") US_Mission = MISSION:New(US_CC, "Zone Capture Example Mission", "Primary", "", coalition.side.BLUE) US_Score = SCORING:New("Zone Capture Example Mission") --US_Mission:AddScoring(US_Score) --US_Mission:Start() env.info("Blue Coalition Command Center and Mission started successfully") else env.info("ERROR: BLUEHQ group not found! Blue mission will not start.") end --Build Command Center and Mission Red local redHQ = GROUP:FindByName("REDHQ") if redHQ then RU_CC = COMMANDCENTER:New(redHQ, "Russia HQ") RU_Mission = MISSION:New(RU_CC, "Zone Capture Example Mission", "Primary", "Hold what we have, take what we don't.", coalition.side.RED) --RU_Score = SCORING:New("Zone Capture Example Mission") --RU_Mission:AddScoring(RU_Score) RU_Mission:Start() env.info("Red Coalition Command Center and Mission started successfully") else env.info("ERROR: REDHQ group not found! Red mission will not start.") end -- Setup BLUE Missions do -- BLUE Mission US_Mission_Capture_Airfields = MISSION:New( US_CC, "Capture the Zones", "Primary", "Capture the Zones marked on your F10 map.\n" .. "Destroy enemy ground forces in the surrounding area, " .. "then occupy each capture zone with a platoon.\n " .. "Your orders are to hold position until all capture zones are taken.\n" .. "Use the map (F10) for a clear indication of the location of each capture zone.\n" .. "Note that heavy resistance can be expected at the airbases!\n" , coalition.side.BLUE) --US_Score = SCORING:New( "Capture Airfields" ) --US_Mission_Capture_Airfields:AddScoring( US_Score ) US_Mission_Capture_Airfields:Start() end -- Setup RED Missions do -- RED Mission RU_Mission_Capture_Airfields = MISSION:New( RU_CC, "Defend the Motherland", "Primary", "Defend Russian airfields and recapture lost territory.\n" .. "Eliminate enemy forces in capture zones and " .. "maintain control with ground units.\n" .. "Your orders are to prevent the enemy from capturing all strategic zones.\n" .. "Use the map (F10) for a clear indication of the location of each capture zone.\n" .. "Expect heavy NATO resistance!\n" , coalition.side.RED) --RU_Score = SCORING:New( "Defend Territory" ) --RU_Mission_Capture_Airfields:AddScoring( RU_Score ) RU_Mission_Capture_Airfields:Start() end -- Logging configuration: toggle logging behavior for this module -- Set `CAPTURE_ZONE_LOGGING.enabled = false` to silence module logs if not CAPTURE_ZONE_LOGGING then CAPTURE_ZONE_LOGGING = { enabled = false, prefix = "[CAPTURE Module]" } end local function log(message, detailed) if CAPTURE_ZONE_LOGGING.enabled then -- Preserve the previous prefixing used across the module if CAPTURE_ZONE_LOGGING.prefix then env.info(tostring(CAPTURE_ZONE_LOGGING.prefix) .. " " .. tostring(message)) else env.info(tostring(message)) end end end -- ========================================== -- ZONE INITIALIZATION SYSTEM -- ========================================== -- Storage for all zone capture objects and metadata -- NOTE: These are exported as globals for plugin compatibility (e.g., Moose_DynamicGroundBattle_Plugin.lua) zoneCaptureObjects = {} -- Global: accessible by other scripts zoneNames = {} -- Global: accessible by other scripts local zoneMetadata = {} -- Stores coalition ownership info -- Function to initialize all zones from configuration local function InitializeZones() log("[INIT] Starting zone initialization from configuration...") local totalZones = 0 -- Process each coalition's zones for coalitionName, zones in pairs(ZONE_CONFIG) do local coalitionSide = nil -- Map coalition name to DCS coalition constant if coalitionName == "RED" then coalitionSide = coalition.side.RED elseif coalitionName == "BLUE" then coalitionSide = coalition.side.BLUE elseif coalitionName == "NEUTRAL" then coalitionSide = coalition.side.NEUTRAL else log(string.format("[INIT] WARNING: Unknown coalition '%s' in ZONE_CONFIG", coalitionName)) end if coalitionSide then for _, zoneName in ipairs(zones) do log(string.format("[INIT] Creating zone: %s (Coalition: %s)", zoneName, coalitionName)) -- Create the MOOSE zone object (using exact name from config) local zone = ZONE:New(zoneName) if zone then -- Create the zone capture coalition object local zoneCapture = ZONE_CAPTURE_COALITION:New(zone, coalitionSide) if zoneCapture then -- Configure the zone zoneCapture:__Guard(ZONE_SETTINGS.guardDelay) zoneCapture:Start(ZONE_SETTINGS.scanInterval, ZONE_SETTINGS.scanInterval) -- Store in our data structures table.insert(zoneCaptureObjects, zoneCapture) table.insert(zoneNames, zoneName) zoneMetadata[zoneName] = { coalition = coalitionSide, index = #zoneCaptureObjects } totalZones = totalZones + 1 log(string.format("[INIT] ✓ Zone '%s' initialized successfully", zoneName)) else log(string.format("[INIT] ✗ ERROR: Failed to create ZONE_CAPTURE_COALITION for '%s'", zoneName)) end else log(string.format("[INIT] ✗ ERROR: Zone '%s' not found in mission editor!", zoneName)) log(string.format("[INIT] Make sure you have a trigger zone named exactly: '%s'", zoneName)) end end end end log(string.format("[INIT] Zone initialization complete. Total zones created: %d", totalZones)) return totalZones end -- Initialize all zones local totalZones = InitializeZones() -- Global cached unit set - created once and maintained automatically by MOOSE local CachedUnitSet = nil -- Utility guard to safely test whether a unit is inside a zone without throwing local function IsUnitInZone(unit, zone) if not unit or not zone then return false end local ok, point = pcall(function() return unit:GetPointVec3() end) if not ok or not point then return false end local inZone = false pcall(function() inZone = zone:IsPointVec3InZone(point) end) return inZone end -- Initialize the cached unit set once local function InitializeCachedUnitSet() if not CachedUnitSet then CachedUnitSet = SET_UNIT:New() :FilterCategories({"ground", "plane", "helicopter"}) -- Only scan relevant unit types :FilterStart() -- Keep the set updated by MOOSE without recreating it log("[PERFORMANCE] Initialized cached unit set for zone scanning") end end local function GetZoneForceStrengths(ZoneCapture) if not ZoneCapture then return { red = 0, blue = 0, neutral = 0 } end local success, zone = pcall(function() return ZoneCapture:GetZone() end) if not success or not zone then return { red = 0, blue = 0, neutral = 0 } end local redCount = 0 local blueCount = 0 local neutralCount = 0 InitializeCachedUnitSet() if CachedUnitSet then CachedUnitSet:ForEachUnit(function(unit) if unit and unit:IsAlive() and IsUnitInZone(unit, zone) then local unitCoalition = unit:GetCoalition() if unitCoalition == coalition.side.RED then redCount = redCount + 1 elseif unitCoalition == coalition.side.BLUE then blueCount = blueCount + 1 elseif unitCoalition == coalition.side.NEUTRAL then neutralCount = neutralCount + 1 end end end) end log(string.format("[TACTICAL] Zone %s scan result: R:%d B:%d N:%d", ZoneCapture:GetZoneName(), redCount, blueCount, neutralCount)) return { red = redCount, blue = blueCount, neutral = neutralCount } end local function GetEnemyUnitMGRSCoords(ZoneCapture, enemyCoalition) if not ZoneCapture or not enemyCoalition then return {} end local success, zone = pcall(function() return ZoneCapture:GetZone() end) if not success or not zone then return {} end InitializeCachedUnitSet() local coords = {} local totalUnits = 0 local enemyUnits = 0 local unitsWithCoords = 0 if CachedUnitSet then CachedUnitSet:ForEachUnit(function(unit) if unit and unit:IsAlive() and IsUnitInZone(unit, zone) then totalUnits = totalUnits + 1 local unitCoalition = unit:GetCoalition() if unitCoalition == enemyCoalition then enemyUnits = enemyUnits + 1 local coord = unit:GetCoordinate() if coord then local mgrs = nil local success_mgrs = false success_mgrs, mgrs = pcall(function() return coord:ToStringMGRS(5) end) if not success_mgrs or not mgrs then success_mgrs, mgrs = pcall(function() return coord:ToStringMGRS() end) end if not success_mgrs or not mgrs then success_mgrs, mgrs = pcall(function() return coord:ToMGRS() end) end if not success_mgrs or not mgrs then success_mgrs, mgrs = pcall(function() local lat, lon = coord:GetLLDDM() return string.format("N%s E%s", lat, lon) end) end if success_mgrs and mgrs then unitsWithCoords = unitsWithCoords + 1 local unitType = unit:GetTypeName() or "Unknown" table.insert(coords, { name = unit:GetName(), type = unitType, mgrs = mgrs }) else log(string.format("[TACTICAL DEBUG] All coordinate methods failed for unit %s", unit:GetName() or "unknown")) end else log(string.format("[TACTICAL DEBUG] No coordinate for unit %s", unit:GetName() or "unknown")) end end end end) end log(string.format("[TACTICAL DEBUG] %s - Total units scanned: %d, Enemy units: %d, units with MGRS: %d", ZoneCapture:GetZoneName(), totalUnits, enemyUnits, unitsWithCoords)) log(string.format("[TACTICAL] Found %d enemy units with coordinates in %s", #coords, ZoneCapture:GetZoneName())) return coords end local function CreateTacticalInfoMarker(ZoneCapture) -- Validate ZoneCapture if not ZoneCapture then log("[TACTICAL ERROR] ZoneCapture object is nil") return end -- Safely get the zone with error handling local ok, zone = pcall(function() return ZoneCapture:GetZone() end) if not ok or not zone then log("[TACTICAL ERROR] Failed to get zone from ZoneCapture object") return end local forces = GetZoneForceStrengths(ZoneCapture) local zoneName = ZoneCapture:GetZoneName() -- Build coalition-specific tactical info text local function buildTacticalText(viewerCoalition) local text = string.format("TACTICAL: %s\nForces: R:%d B:%d", zoneName, forces.red, forces.blue) if forces.neutral and forces.neutral > 0 then text = text .. string.format(" C:%d", forces.neutral) end -- Append TGTS for the enemy of the viewer, capped at 10 units local enemyCoalition = (viewerCoalition == coalition.side.BLUE) and coalition.side.RED or coalition.side.BLUE local enemyCount = (enemyCoalition == coalition.side.RED) and (forces.red or 0) or (forces.blue or 0) if enemyCount > 0 and enemyCount <= 10 then local enemyCoords = GetEnemyUnitMGRSCoords(ZoneCapture, enemyCoalition) log(string.format("[TACTICAL DEBUG] Building marker text for %s viewer: %d enemy units", (viewerCoalition==coalition.side.BLUE and "BLUE" or "RED"), #enemyCoords)) if #enemyCoords > 0 then text = text .. "\nTGTS:" for i, unit in ipairs(enemyCoords) do if i <= 10 then local shortType = (unit.type or "Unknown"):gsub("^%w+%-", ""):gsub("%s.*", "") local cleanMgrs = (unit.mgrs or ""):gsub("^MGRS%s+", ""):gsub("%s+", " ") if i == 1 then text = text .. string.format(" %s@%s", shortType, cleanMgrs) else text = text .. string.format(", %s@%s", shortType, cleanMgrs) end end end if #enemyCoords > 10 then text = text .. string.format(" (+%d)", #enemyCoords - 10) end end end return text end local tacticalTextBLUE = buildTacticalText(coalition.side.BLUE) local tacticalTextRED = buildTacticalText(coalition.side.RED) -- Debug: Log what will be displayed log(string.format("[TACTICAL DEBUG] Marker text (BLUE) for %s:\n%s", zoneName, tacticalTextBLUE)) log(string.format("[TACTICAL DEBUG] Marker text (RED) for %s:\n%s", zoneName, tacticalTextRED)) -- Create tactical marker offset from zone center local coord = zone:GetCoordinate() if coord then local offsetCoord = coord:Translate(200, 45) -- 200m NE local function removeMarker(markerID) if not markerID then return end local removed = pcall(function() offsetCoord:RemoveMark(markerID) end) if not removed then removed = pcall(function() trigger.action.removeMark(markerID) end) end if not removed then pcall(function() coord:RemoveMark(markerID) end) end end -- Remove legacy single marker if present if ZoneCapture.TacticalMarkerID then log(string.format("[TACTICAL] Removing old marker ID %d for %s", ZoneCapture.TacticalMarkerID, zoneName)) removeMarker(ZoneCapture.TacticalMarkerID) ZoneCapture.TacticalMarkerID = nil end -- BLUE Coalition Marker if ZoneCapture.TacticalMarkerID_BLUE then log(string.format("[TACTICAL] Removing old BLUE marker ID %d for %s", ZoneCapture.TacticalMarkerID_BLUE, zoneName)) removeMarker(ZoneCapture.TacticalMarkerID_BLUE) ZoneCapture.TacticalMarkerID_BLUE = nil end local successBlue, markerIDBlue = pcall(function() return offsetCoord:MarkToCoalition(tacticalTextBLUE, coalition.side.BLUE) end) if successBlue and markerIDBlue then ZoneCapture.TacticalMarkerID_BLUE = markerIDBlue pcall(function() offsetCoord:SetMarkReadOnly(markerIDBlue, true) end) log(string.format("[TACTICAL] Created BLUE marker for %s", zoneName)) else log(string.format("[TACTICAL] Failed to create BLUE marker for %s", zoneName)) end -- RED Coalition Marker if ZoneCapture.TacticalMarkerID_RED then log(string.format("[TACTICAL] Removing old RED marker ID %d for %s", ZoneCapture.TacticalMarkerID_RED, zoneName)) removeMarker(ZoneCapture.TacticalMarkerID_RED) ZoneCapture.TacticalMarkerID_RED = nil end local successRed, markerIDRed = pcall(function() return offsetCoord:MarkToCoalition(tacticalTextRED, coalition.side.RED) end) if successRed and markerIDRed then ZoneCapture.TacticalMarkerID_RED = markerIDRed pcall(function() offsetCoord:SetMarkReadOnly(markerIDRed, true) end) log(string.format("[TACTICAL] Created RED marker for %s", zoneName)) else log(string.format("[TACTICAL] Failed to create RED marker for %s", zoneName)) end end end -- Event handler functions - define them separately for each zone local function OnEnterGuarded(ZoneCapture, From, Event, To) if From ~= To then local Coalition = ZoneCapture:GetCoalition() if Coalition == coalition.side.BLUE then ZoneCapture:Smoke( SMOKECOLOR.Blue ) -- Update zone visual markers to BLUE ZoneCapture:UndrawZone() local color = ZONE_COLORS.BLUE_CAPTURED ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true) US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) else ZoneCapture:Smoke( SMOKECOLOR.Red ) -- Update zone visual markers to RED ZoneCapture:UndrawZone() local color = ZONE_COLORS.RED_CAPTURED ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true) RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) US_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) end -- Create/update tactical information marker CreateTacticalInfoMarker(ZoneCapture) end end local function OnEnterEmpty(ZoneCapture) ZoneCapture:Smoke( SMOKECOLOR.Green ) -- Update zone visual markers to GREEN (neutral) ZoneCapture:UndrawZone() local color = ZONE_COLORS.EMPTY ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true) US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) RU_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) -- Create/update tactical information marker CreateTacticalInfoMarker(ZoneCapture) end local function OnEnterAttacked(ZoneCapture) ZoneCapture:Smoke( SMOKECOLOR.White ) -- Update zone visual markers based on owner (attacked state) ZoneCapture:UndrawZone() local Coalition = ZoneCapture:GetCoalition() local color if Coalition == coalition.side.BLUE then color = ZONE_COLORS.BLUE_ATTACKED US_CC:MessageTypeToCoalition( string.format( "%s is under attack by Russia", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION ) RU_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION ) else color = ZONE_COLORS.RED_ATTACKED RU_CC:MessageTypeToCoalition( string.format( "%s is under attack by the USA", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION ) US_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION ) end ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true) -- Create/update tactical information marker CreateTacticalInfoMarker(ZoneCapture) end -- Victory condition monitoring for BOTH coalitions local function CheckVictoryCondition() local blueZonesCount = 0 local redZonesCount = 0 local totalZones = #zoneCaptureObjects for i, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then local zoneCoalition = zoneCapture:GetCoalition() if zoneCoalition == coalition.side.BLUE then blueZonesCount = blueZonesCount + 1 elseif zoneCoalition == coalition.side.RED then redZonesCount = redZonesCount + 1 end end end log(string.format("[VICTORY CHECK] Blue owns %d/%d zones, Red owns %d/%d zones", blueZonesCount, totalZones, redZonesCount, totalZones)) -- Check for BLUE victory if blueZonesCount >= totalZones then log("[VICTORY] All zones captured by BLUE! Triggering victory sequence...") US_CC:MessageTypeToCoalition( "VICTORY! All capture zones have been secured by coalition forces!\n\n" .. "Operation Polar Shield is complete. Outstanding work!\n" .. "Mission will end in 60 seconds.", MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) RU_CC:MessageTypeToCoalition( "DEFEAT! All strategic positions have been lost to coalition forces.\n\n" .. "Operation Polar Shield has failed. Mission ending in 60 seconds.", MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) -- Add victory celebration effects for _, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then zoneCapture:Smoke( SMOKECOLOR.Blue ) local zone = zoneCapture:GetZone() if zone then zone:FlareZone( FLARECOLOR.Blue, 90, 60 ) end end end SCHEDULER:New( nil, function() log("[VICTORY] Ending mission due to complete zone capture by BLUE") trigger.action.setUserFlag("BLUE_VICTORY", 1) US_CC:MessageTypeToCoalition( string.format("Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.", totalZones), MESSAGE.Type.Information, 10 ) end, {}, 60 ) return true end -- Check for RED victory if redZonesCount >= totalZones then log("[VICTORY] All zones captured by RED! Triggering victory sequence...") RU_CC:MessageTypeToCoalition( "VICTORY! All strategic positions secured for the Motherland!\n\n" .. "NATO forces have been repelled. Outstanding work!\n" .. "Mission will end in 60 seconds.", MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) US_CC:MessageTypeToCoalition( "DEFEAT! All capture zones have been lost to Russian forces.\n\n" .. "Operation Polar Shield has failed. Mission ending in 60 seconds.", MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) -- Add victory celebration effects for _, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then zoneCapture:Smoke( SMOKECOLOR.Red ) local zone = zoneCapture:GetZone() if zone then zone:FlareZone( FLARECOLOR.Red, 90, 60 ) end end end SCHEDULER:New( nil, function() log("[VICTORY] Ending mission due to complete zone capture by RED") trigger.action.setUserFlag("RED_VICTORY", 1) RU_CC:MessageTypeToCoalition( string.format("Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.", totalZones), MESSAGE.Type.Information, 10 ) end, {}, 60 ) return true end return false -- Victory not yet achieved by either side end local function OnEnterCaptured(ZoneCapture) local Coalition = ZoneCapture:GetCoalition() if Coalition == coalition.side.BLUE then -- Update zone visual markers to BLUE for captured ZoneCapture:UndrawZone() local color = ZONE_COLORS.BLUE_CAPTURED ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true) RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the USA, we lost it!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) else -- Update zone visual markers to RED for captured ZoneCapture:UndrawZone() local color = ZONE_COLORS.RED_CAPTURED ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true) US_CC:MessageTypeToCoalition( string.format( "%s is captured by Russia, we lost it!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION ) end ZoneCapture:AddScore( "Captured", "Zone captured: Extra points granted.", ZONE_SETTINGS.captureScore ) ZoneCapture:__Guard( 30 ) -- Create/update tactical information marker CreateTacticalInfoMarker(ZoneCapture) -- Check victory condition after any zone capture CheckVictoryCondition() end -- Set up event handlers for each zone with proper MOOSE methods and debugging for i, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then local zoneName = zoneNames[i] or ("Zone " .. i) -- Proper MOOSE event handlers for ZONE_CAPTURE_COALITION zoneCapture.OnEnterGuarded = OnEnterGuarded zoneCapture.OnEnterEmpty = OnEnterEmpty zoneCapture.OnEnterAttacked = OnEnterAttacked zoneCapture.OnEnterCaptured = OnEnterCaptured -- Debug: Check if the underlying zone exists local success, zone = pcall(function() return zoneCapture:GetZone() end) if success and zone then log("✓ Zone '" .. zoneName .. "' successfully created and linked") -- Get initial coalition color for this zone local initialCoalition = zoneCapture:GetCoalition() local colorRGB = ZONE_COLORS.EMPTY if initialCoalition == coalition.side.RED then colorRGB = ZONE_COLORS.RED_CAPTURED elseif initialCoalition == coalition.side.BLUE then colorRGB = ZONE_COLORS.BLUE_CAPTURED end -- Initialize zone borders with appropriate initial color local drawSuccess, drawError = pcall(function() zone:DrawZone(-1, {0, 0, 0}, 1, colorRGB, 0.2, 2, true) end) if not drawSuccess then log("⚠ Zone 'Capture " .. zoneName .. "' border drawing failed: " .. tostring(drawError)) -- Alternative: Try simpler zone marking pcall(function() if initialCoalition == coalition.side.RED then zone:SmokeZone(SMOKECOLOR.Red, 30) elseif initialCoalition == coalition.side.BLUE then zone:SmokeZone(SMOKECOLOR.Blue, 30) else zone:SmokeZone(SMOKECOLOR.Green, 30) end end) else local coalitionName = "NEUTRAL" if initialCoalition == coalition.side.RED then coalitionName = "RED" elseif initialCoalition == coalition.side.BLUE then coalitionName = "BLUE" end log("✓ Zone '" .. zoneName .. "' border drawn successfully with " .. coalitionName .. " initial color") end else log("✗ ERROR: Zone '" .. zoneName .. "' not found in mission editor!") log(" Make sure you have a trigger zone named exactly: '" .. zoneName .. "'") end else log("✗ ERROR: Zone capture object " .. i .. " (" .. (zoneNames[i] or "Unknown") .. ") is nil!") end end -- ========================================== -- VICTORY MONITORING SYSTEM -- ========================================== -- Function to get current zone ownership status local function GetZoneOwnershipStatus() local status = { blue = 0, red = 0, neutral = 0, total = #zoneCaptureObjects, zones = {} } -- Explicitly reference the global coalition table to avoid parameter shadowing local coalitionTable = _G.coalition or coalition for i, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then local zoneCoalition = zoneCapture:GetCoalition() local zoneName = zoneNames[i] or ("Zone " .. i) -- Get the current state of the zone local currentState = zoneCapture:GetCurrentState() local stateString = "" -- Determine status based on coalition and state if zoneCoalition == coalitionTable.side.BLUE then status.blue = status.blue + 1 if currentState == "Attacked" then status.zones[zoneName] = "BLUE (Under Attack)" else status.zones[zoneName] = "BLUE" end elseif zoneCoalition == coalitionTable.side.RED then status.red = status.red + 1 if currentState == "Attacked" then status.zones[zoneName] = "RED (Under Attack)" else status.zones[zoneName] = "RED" end else status.neutral = status.neutral + 1 if currentState == "Attacked" then status.zones[zoneName] = "NEUTRAL (Under Attack)" else status.zones[zoneName] = "NEUTRAL" end end end end return status end -- Function to broadcast zone status report to BOTH coalitions local function BroadcastZoneStatus() local status = GetZoneOwnershipStatus() -- Build coalition-neutral report local reportMessage = string.format( "ZONE CONTROL REPORT:\n" .. "Blue Coalition: %d/%d zones\n" .. "Red Coalition: %d/%d zones\n" .. "Neutral: %d/%d zones", status.blue, status.total, status.red, status.total, status.neutral, status.total ) -- Add detailed zone status local detailMessage = "\nZONE DETAILS:\n" for zoneName, owner in pairs(status.zones) do detailMessage = detailMessage .. string.format("• %s: %s\n", zoneName, owner) end local fullMessage = reportMessage .. detailMessage -- Broadcast to BOTH coalitions with their specific victory progress local totalZones = math.max(status.total, 1) local blueProgressPercent = math.floor((status.blue / totalZones) * 100) local blueFullMessage = fullMessage .. string.format("\n\nYour Progress to Victory: %d%%", blueProgressPercent) US_CC:MessageTypeToCoalition( blueFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION ) local redProgressPercent = math.floor((status.red / totalZones) * 100) local redFullMessage = fullMessage .. string.format("\n\nYour Progress to Victory: %d%%", redProgressPercent) RU_CC:MessageTypeToCoalition( redFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION ) log("[ZONE STATUS] " .. reportMessage:gsub("\n", " | ")) return status end -- Periodic zone monitoring (every 5 minutes) for BOTH coalitions local ZoneMonitorScheduler = SCHEDULER:New( nil, function() local status = BroadcastZoneStatus() -- Check if BLUE is close to victory (80% or more zones captured) if status.blue >= math.floor(status.total * 0.8) and status.blue < status.total then US_CC:MessageTypeToCoalition( string.format("APPROACHING VICTORY! %d more zone(s) needed for complete success!", status.total - status.blue), MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) RU_CC:MessageTypeToCoalition( string.format("CRITICAL SITUATION! Coalition forces control %d/%d zones! We must recapture territory!", status.blue, status.total), MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) end -- Check if RED is close to victory (80% or more zones captured) if status.red >= math.floor(status.total * 0.8) and status.red < status.total then RU_CC:MessageTypeToCoalition( string.format("APPROACHING VICTORY! %d more zone(s) needed for complete success!", status.total - status.red), MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) US_CC:MessageTypeToCoalition( string.format("CRITICAL SITUATION! Russian forces control %d/%d zones! We must recapture territory!", status.red, status.total), MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION ) end end, {}, MESSAGE_CONFIG.STATUS_BROADCAST_START_DELAY, MESSAGE_CONFIG.STATUS_BROADCAST_FREQUENCY ) -- Periodic zone color verification system (every 2 minutes) local ZoneColorVerificationScheduler = SCHEDULER:New( nil, function() log("[ZONE COLORS] Running periodic zone color verification...") -- Verify each zone's visual marker matches its CURRENT STATE (not just coalition) for i, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then local zoneCoalition = zoneCapture:GetCoalition() local zoneName = zoneNames[i] or ("Zone " .. i) local currentState = zoneCapture:GetCurrentState() local zoneColor = GetZoneColor(zoneCapture) -- Force redraw the zone with correct color based on CURRENT STATE zoneCapture:UndrawZone() zoneCapture:DrawZone(-1, {0, 0, 0}, 1, zoneColor, 0.2, 2, true) -- Log the color assignment for debugging local colorName = "UNKNOWN" if currentState == "Attacked" then colorName = (zoneCoalition == coalition.side.BLUE) and "LIGHT BLUE (Blue Attacked)" or "ORANGE (Red Attacked)" elseif currentState == "Empty" then colorName = "GREEN (Empty)" elseif zoneCoalition == coalition.side.BLUE then colorName = "BLUE (Owned)" elseif zoneCoalition == coalition.side.RED then colorName = "RED (Owned)" else colorName = "GREEN (Fallback)" end log(string.format("[ZONE COLORS] %s: Set to %s", zoneName, colorName)) end end end, {}, MESSAGE_CONFIG.COLOR_VERIFICATION_START_DELAY, MESSAGE_CONFIG.COLOR_VERIFICATION_FREQUENCY ) -- Periodic tactical marker update system with change detection local __lastForceCountsByZone = {} local TacticalMarkerUpdateScheduler = SCHEDULER:New( nil, function() log("[TACTICAL] Running periodic tactical marker update (change-detected)...") for i, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then local zoneName = zoneCapture.GetZoneName and zoneCapture:GetZoneName() or (zoneNames[i] or ("Zone " .. i)) local counts = GetZoneForceStrengths(zoneCapture) local last = __lastForceCountsByZone[zoneName] local changed = (not last) or (last.red ~= counts.red) or (last.blue ~= counts.blue) or (last.neutral ~= counts.neutral) if changed then __lastForceCountsByZone[zoneName] = { red = counts.red, blue = counts.blue, neutral = counts.neutral } CreateTacticalInfoMarker(zoneCapture) end end end end, {}, MESSAGE_CONFIG.TACTICAL_UPDATE_START_DELAY, MESSAGE_CONFIG.TACTICAL_UPDATE_FREQUENCY ) -- Function to refresh all zone colors based on current ownership local function RefreshAllZoneColors() log("[ZONE COLORS] Refreshing all zone visual markers...") for i, zoneCapture in ipairs(zoneCaptureObjects) do if zoneCapture then local zoneCoalition = zoneCapture:GetCoalition() local zoneName = zoneNames[i] or ("Zone " .. i) local currentState = zoneCapture:GetCurrentState() -- Get color for current state/ownership local zoneColor = GetZoneColor(zoneCapture) -- Clear existing drawings zoneCapture:UndrawZone() -- Redraw with correct color zoneCapture:DrawZone(-1, {0, 0, 0}, 1, zoneColor, 0.2, 2, true) -- Log the color assignment for debugging local colorName = "UNKNOWN" if currentState == "Attacked" then colorName = (zoneCoalition == coalition.side.BLUE) and "LIGHT BLUE (Blue Attacked)" or "ORANGE (Red Attacked)" elseif currentState == "Empty" then colorName = "GREEN (Empty)" elseif zoneCoalition == coalition.side.BLUE then colorName = "BLUE (Owned)" elseif zoneCoalition == coalition.side.RED then colorName = "RED (Owned)" else colorName = "GREEN (Fallback)" end log(string.format("[ZONE COLORS] %s: Set to %s", zoneName, colorName)) end end -- Notify BOTH coalitions US_CC:MessageTypeToCoalition("Zone visual markers have been refreshed!", MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION) RU_CC:MessageTypeToCoalition("Zone visual markers have been refreshed!", MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION) end -- Manual zone status commands for players (F10 radio menu) - BOTH COALITIONS local function SetupZoneStatusCommands() -- Add F10 radio menu commands for BLUE coalition if US_CC then -- Use MenuManager to create zone control menu under Mission Options local USMenu = MenuManager and MenuManager.CreateCoalitionMenu(coalition.side.BLUE, "Zone Control") or MENU_COALITION:New( coalition.side.BLUE, "Zone Control" ) MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Get Zone Status Report", USMenu, BroadcastZoneStatus ) MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Check Victory Progress", USMenu, function() local status = GetZoneOwnershipStatus() local totalZones = math.max(status.total, 1) local progressPercent = math.floor((status.blue / totalZones) * 100) US_CC:MessageTypeToCoalition( string.format( "VICTORY PROGRESS: %d%%\n" .. "Zones Captured: %d/%d\n" .. "Remaining: %d zones\n\n" .. "%s", progressPercent, status.blue, status.total, status.total - status.blue, progressPercent >= 100 and "MISSION COMPLETE!" or progressPercent >= 80 and "ALMOST THERE!" or progressPercent >= 50 and "GOOD PROGRESS!" or "KEEP FIGHTING!" ), MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION ) end ) -- Add command to refresh zone colors (troubleshooting tool) MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Refresh Zone Colors", USMenu, RefreshAllZoneColors ) end -- Add F10 radio menu commands for RED coalition if RU_CC then -- Use MenuManager to create zone control menu under Mission Options local RUMenu = MenuManager and MenuManager.CreateCoalitionMenu(coalition.side.RED, "Zone Control") or MENU_COALITION:New( coalition.side.RED, "Zone Control" ) MENU_COALITION_COMMAND:New( coalition.side.RED, "Get Zone Status Report", RUMenu, BroadcastZoneStatus ) MENU_COALITION_COMMAND:New( coalition.side.RED, "Check Victory Progress", RUMenu, function() local status = GetZoneOwnershipStatus() local totalZones = math.max(status.total, 1) local progressPercent = math.floor((status.red / totalZones) * 100) RU_CC:MessageTypeToCoalition( string.format( "VICTORY PROGRESS: %d%%\n" .. "Zones Captured: %d/%d\n" .. "Remaining: %d zones\n\n" .. "%s", progressPercent, status.red, status.total, status.total - status.red, progressPercent >= 100 and "MISSION COMPLETE!" or progressPercent >= 80 and "ALMOST THERE!" or progressPercent >= 50 and "GOOD PROGRESS!" or "KEEP FIGHTING!" ), MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION ) end ) -- Add command to refresh zone colors (troubleshooting tool) MENU_COALITION_COMMAND:New( coalition.side.RED, "Refresh Zone Colors", RUMenu, RefreshAllZoneColors ) end end -- Initialize zone status monitoring SCHEDULER:New( nil, function() log("[VICTORY SYSTEM] Initializing zone monitoring system...") -- Initialize performance optimization caches InitializeCachedUnitSet() SetupZoneStatusCommands() -- Initial status report SCHEDULER:New( nil, function() log("[VICTORY SYSTEM] Broadcasting initial zone status...") BroadcastZoneStatus() end, {}, 30 ) -- Initial report after 30 seconds end, {}, 5 ) -- Initialize after 5 seconds log("[VICTORY SYSTEM] Zone capture victory monitoring system loaded successfully!") log(string.format("[CONFIG] Loaded %d zones from configuration", totalZones))