mirror of
https://github.com/iTracerFacer/DCS_MissionDev.git
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Introduced an “Instance & Access” section for coalition/aircraft gates, then grouped runtime/logging, menu/catalog, transport capacity, deployment rules, build controls, pickup/drop logic, autonomous assets, combat automation, visual aids, inventory, and zone tables. Kept every existing setting (JTAC, drone spawn, inventory, etc.) while tightening inline comments to explain practical effects without altering defaults.
8570 lines
371 KiB
Lua
8570 lines
371 KiB
Lua
-- Pure-MOOSE, template-free CTLD-style logistics & troop transport
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-- Drop-in script: no MIST, no mission editor templates required
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-- Dependencies: Moose.lua must be loaded before this script
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-- Author: Copilot (generated)
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--
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-- LOGGING SYSTEM:
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-- LogLevel configuration controls verbosity: 0=NONE, 1=ERROR, 2=INFO (default), 3=VERBOSE, 4=DEBUG
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-- Set LogLevel in config to reduce log spam on production servers. See LOGGING_GUIDE.md for details.
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-- Contract
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-- Inputs: Config table or defaults. No ME templates needed. Zones may be named ME trigger zones or provided via coordinates in config.
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-- Outputs: F10 menus for helo/transport groups; crate spawning/building; troop load/unload; optional JTAC hookup (via FAC module);
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-- Error modes: missing Moose -> abort; unknown crate key -> message; spawn blocked in enemy airbase; zone missing -> message.
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-- Table of Contents (navigation)
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-- 1) Config (version, messaging, main Config table)
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-- 2) State
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-- 3) Utilities
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-- 4) Construction (zones, bindings, init)
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-- 5) Menus (group/coalition, dynamic lists)
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-- 6) Coalition Summary
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-- 7) Crates (request/spawn, nearby, cleanup)
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-- 8) Build logic
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-- 9) Loaded crate management
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-- 10) Hover pickup scanner
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-- 11) Troops
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-- 12) Auto-build FOB in zones
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-- 13) Inventory helpers
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-- 14) Public helpers (catalog registration/merge)
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-- 15) Export
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-- =========================
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if not _G.BASE then
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_logVerbose('ERROR: Moose (BASE) not detected. Ensure Moose.lua is loaded before Moose_CTLD.lua')
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end
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local CTLD = {}
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CTLD.__index = CTLD
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-- Safe deep copy: prefer MOOSE UTILS.DeepCopy when available; fallback to Lua implementation
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local function _deepcopy_fallback(obj, seen)
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if type(obj) ~= 'table' then return obj end
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seen = seen or {}
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if seen[obj] then return seen[obj] end
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local res = {}
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seen[obj] = res
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for k, v in pairs(obj) do
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res[_deepcopy_fallback(k, seen)] = _deepcopy_fallback(v, seen)
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end
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local mt = getmetatable(obj)
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if mt then setmetatable(res, mt) end
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return res
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end
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local function DeepCopy(obj)
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if _G.UTILS and type(UTILS.DeepCopy) == 'function' then
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return UTILS.DeepCopy(obj)
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end
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return _deepcopy_fallback(obj)
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end
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-- Deep-merge src into dst (recursively). Arrays/lists in src replace dst.
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local function DeepMerge(dst, src)
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if type(dst) ~= 'table' or type(src) ~= 'table' then return src end
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for k, v in pairs(src) do
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if type(v) == 'table' then
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local isArray = (rawget(v, 1) ~= nil) -- simple heuristic
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if isArray then
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dst[k] = DeepCopy(v)
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else
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dst[k] = DeepMerge(dst[k] or {}, v)
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end
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else
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dst[k] = v
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end
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end
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return dst
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end
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-- =========================
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-- Defaults and State
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-- =========================
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-- #region Config
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CTLD.Version = '0.1.0-alpha'
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-- General CTLD event messages (non-hover). Tweak freely.
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CTLD.Messages = {
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-- Crates
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crate_spawn_requested = "Request received—spawning {type} crate at {zone}.",
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pickup_zone_required = "Move within {zone_dist} {zone_dist_u} of a Supply Zone to request crates. Bearing {zone_brg}° to nearest zone.",
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no_pickup_zones = "No Pickup Zones are configured for this coalition. Ask the mission maker to add supply zones or disable the pickup zone requirement.",
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crate_re_marked = "Re-marking crate {id} with {mark}.",
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crate_expired = "Crate {id} expired and was removed.",
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crate_max_capacity = "Max load reached ({total}). Drop or build before picking up more.",
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crate_aircraft_capacity = "Aircraft capacity reached ({current}/{max} crates). Your {aircraft} can only carry {max} crates.",
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troop_aircraft_capacity = "Aircraft capacity reached. Your {aircraft} can only carry {max} troops (you need {count}).",
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crate_spawned = "Crate’s live! {type} [{id}]. Bearing {brg}° range {rng} {rng_u}. Call for vectors if you need a hand.",
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-- Drops
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drop_initiated = "Dropping {count} crate(s) here…",
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dropped_crates = "Dropped {count} crate(s) at your location.",
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no_loaded_crates = "No loaded crates to drop.",
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-- Build
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build_insufficient_crates = "Insufficient crates to build {build}.",
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build_requires_ground = "You have {total} crate(s) onboard—drop them first to build here.",
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build_started = "Building {build} at your position…",
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build_success = "{build} deployed to the field!",
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build_success_coalition = "{player} deployed {build} to the field!",
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build_failed = "Build failed: {reason}.",
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fob_restricted = "FOB building is restricted to designated FOB zones.",
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auto_fob_built = "FOB auto-built at {zone}.",
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-- Troops
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troops_loaded = "Loaded {count} troops—ready to deploy.",
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troops_unloaded = "Deployed {count} troops.",
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troops_unloaded_coalition = "{player} deployed {count} troops.",
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troops_fast_roped = "Fast-roped {count} troops into the field!",
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troops_fast_roped_coalition = "{player} fast-roped {count} troops from {aircraft}!",
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no_troops = "No troops onboard.",
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troops_deploy_failed = "Deploy failed: {reason}.",
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troop_pickup_zone_required = "Move inside a Supply Zone to load troops. Nearest zone is {zone_dist}, {zone_dist_u} away bearing {zone_brg}°.",
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troop_load_must_land = "Must be on the ground to load troops. Land and reduce speed to < {max_speed} {speed_u}.",
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troop_load_too_fast = "Ground speed too high for loading. Reduce to < {max_speed} {speed_u} (current: {current_speed} {speed_u}).",
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troop_unload_altitude_too_high = "Too high for fast-rope deployment. Maximum: {max_agl} m AGL (current: {current_agl} m). Land or descend.",
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troop_unload_altitude_too_low = "Too low for safe fast-rope. Minimum: {min_agl} m AGL (current: {current_agl} m). Climb or land.",
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-- Coach & nav
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vectors_to_crate = "Nearest crate {id}: bearing {brg}°, range {rng} {rng_u}.",
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vectors_to_pickup_zone = "Nearest supply zone {zone}: bearing {brg}°, range {rng} {rng_u}.",
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coach_enabled = "Hover Coach enabled.",
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coach_disabled = "Hover Coach disabled.",
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-- Hover Coach guidance
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coach_arrival = "You’re close—nice and easy. Hover at 5–20 meters.",
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coach_close = "Reduce speed below 15 km/h and set 5–20 m AGL.",
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coach_hint = "{hints} GS {gs} {gs_u}.",
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coach_too_fast = "Too fast for pickup: GS {gs} {gs_u}. Reduce below 8 km/h.",
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coach_too_high = "Too high: AGL {agl} {agl_u}. Target 5–20 m.",
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coach_too_low = "Too low: AGL {agl} {agl_u}. Maintain at least 5 m.",
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coach_drift = "Outside pickup window. Re-center within 25 m.",
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coach_hold = "Oooh, right there! HOLD POSITION…",
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coach_loaded = "Crate is hooked! Nice flying!",
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coach_hover_lost = "Movement detected—recover hover to load.",
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coach_abort = "Hover lost. Reacquire within 25 m, GS < 8 km/h, AGL 5–20 m.",
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-- Zone state changes
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zone_activated = "{kind} Zone {zone} is now ACTIVE.",
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zone_deactivated = "{kind} Zone {zone} is now INACTIVE.",
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-- Attack/Defend announcements
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attack_enemy_announce = "{unit_name} deployed by {player} has spotted an enemy {enemy_type} at {brg}°, {rng} {rng_u}. Moving to engage!",
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attack_base_announce = "{unit_name} deployed by {player} is moving to capture {base_name} at {brg}°, {rng} {rng_u}.",
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attack_no_targets = "{unit_name} deployed by {player} found no targets within {rng} {rng_u}. Holding position.",
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jtac_onstation = "JTAC {jtac} on station. CODE {code}.",
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jtac_new_target = "JTAC {jtac} lasing {target}. CODE {code}. POS {grid}.",
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jtac_target_lost = "JTAC {jtac} lost target. Reacquiring.",
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jtac_target_destroyed = "JTAC {jtac} reports target destroyed.",
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jtac_idle = "JTAC {jtac} scanning for targets.",
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-- Zone restrictions
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drop_forbidden_in_pickup = "Cannot drop crates inside a Supply Zone. Move outside the zone boundary.",
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troop_deploy_forbidden_in_pickup = "Cannot deploy troops inside a Supply Zone. Move outside the zone boundary.",
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drop_zone_too_close_to_pickup = "Drop Zone creation blocked: too close to Supply Zone {zone} (need at least {need} {need_u}; current {dist} {dist_u}). Fly further away and try again.",
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-- MEDEVAC messages
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medevac_crew_spawned = "MEDEVAC REQUEST: {vehicle} crew at {grid}. {crew_size} personnel awaiting rescue. Salvage value: {salvage}.",
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medevac_crew_loaded = "Rescued {vehicle} crew ({crew_size} personnel). {vehicle} will respawn shortly.",
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medevac_vehicle_respawned = "{vehicle} repaired and returned to the field at original location!",
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medevac_crew_delivered_mash = "{player} delivered {vehicle} crew to MASH. Earned {salvage} salvage points! Coalition total: {total}.",
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medevac_crew_timeout = "MEDEVAC FAILED: {vehicle} crew at {grid} KIA - no rescue attempted. Vehicle lost.",
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medevac_crew_killed = "MEDEVAC FAILED: {vehicle} crew killed in action. Vehicle lost.",
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medevac_no_requests = "No active MEDEVAC requests.",
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medevac_vectors = "MEDEVAC: {vehicle} crew bearing {brg}°, range {rng} {rng_u}. Time remaining: {time_remain} mins.",
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medevac_salvage_status = "Coalition Salvage Points: {points}. Use salvage to build out-of-stock items.",
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medevac_salvage_used = "Built {item} using {salvage} salvage points. Remaining: {remaining}.",
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medevac_salvage_insufficient = "Out of stock and insufficient salvage. Need {need} salvage points (have {have}). Deliver MEDEVAC crews to MASH to earn more.",
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medevac_crew_warn_15min = "WARNING: {vehicle} crew at {grid} - rescue window expires in 15 minutes!",
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medevac_crew_warn_5min = "URGENT: {vehicle} crew at {grid} - rescue window expires in 5 minutes!",
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-- Mobile MASH messages
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medevac_mash_deployed = "Mobile MASH {mash_id} deployed at {grid}. Beacon: {freq}. Delivering MEDEVAC crews here earns salvage points.",
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medevac_mash_announcement = "Mobile MASH {mash_id} available at {grid}. Beacon: {freq}.",
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medevac_mash_destroyed = "Mobile MASH {mash_id} destroyed! No longer accepting deliveries.",
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mash_announcement = "MASH {name} operational at {grid}. Accepting MEDEVAC deliveries for salvage credit. Monitoring {freq} AM.",
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mash_vectors = "Nearest MASH: {name} at bearing {brg}°, range {rng} {rng_u}.",
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mash_no_zones = "No MASH zones available.",
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}
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-- #endregion Messaging
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CTLD.Config = {
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-- === Instance & Access ===
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CoalitionSide = coalition.side.BLUE, -- default coalition this instance serves (menus created for this side)
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CountryId = nil, -- optional explicit country id for spawned groups; falls back per coalition
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AllowedAircraft = { -- transport-capable unit type names (case-sensitive as in DCS DB)
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'UH-1H','Mi-8MTV2','Mi-24P','SA342M','SA342L','SA342Minigun','Ka-50','Ka-50_3','AH-64D_BLK_II','UH-60L','CH-47Fbl1','CH-47F','Mi-17','GazelleAI'
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},
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-- === Runtime & Messaging ===
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-- Logging control: set the desired level of detail for env.info logging to DCS.log
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-- 0 = NONE - No logging at all (production servers)
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-- 1 = ERROR - Only critical errors and warnings
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-- 2 = INFO - Important state changes, initialization, cleanup (default for production)
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-- 3 = VERBOSE - Detailed operational info (zone validation, menus, builds, MEDEVAC events)
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-- 4 = DEBUG - Everything including hover checks, crate pickups, detailed troop spawns
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LogLevel = 4,
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MessageDuration = 15, -- seconds for on-screen messages
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Debug = false, -- leave false for production; enables extra debug output and draws when true
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-- === Menu & Catalog ===
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UseGroupMenus = true, -- if true, F10 menus per player group; otherwise coalition-wide (leave this alone)
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CreateMenuAtMissionStart = false, -- creates empty root menu at mission start to reserve F10 position (populated on player spawn)
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RootMenuName = 'CTLD', -- name for the root F10 menu; menu ordering depends on script load order in mission editor
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UseCategorySubmenus = true, -- if true, organize crate requests by category submenu (menuCategory)
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UseBuiltinCatalog = false, -- start with the shipped catalog (true) or expect mission to load its own (false)
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-- === Transport Capacity ===
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-- Default capacities for aircraft not listed in AircraftCapacities table
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-- Used as fallback for any transport aircraft without specific limits defined
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DefaultCapacity = {
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maxCrates = 4, -- reasonable middle ground
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maxTroops = 12, -- moderate squad size
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maxWeightKg = 2000, -- default weight capacity in kg (omit to disable weight modeling)
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},
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-- Per-aircraft capacity limits (realistic cargo/troop capacities)
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-- Set maxCrates = 0 and maxTroops = 0 for attack helicopters with no cargo capability
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-- If an aircraft type is not listed here, it will use DefaultCapacity values
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-- maxWeightKg: optional weight capacity in kilograms (if omitted, only count limits apply)
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-- requireGround: optional override for ground requirement (true = must land, false = can load in hover/flight)
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-- maxGroundSpeed: optional override for max ground speed during loading (m/s)
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AircraftCapacities = {
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-- Small/Light Helicopters (very limited capacity)
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['SA342M'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 }, -- Gazelle - tiny observation/scout helo
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['SA342L'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 },
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['SA342Minigun'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 },
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['GazelleAI'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 },
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-- Attack Helicopters (no cargo capacity - combat only)
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['Ka-50'] = { maxCrates = 0, maxTroops = 0, maxWeightKg = 0 }, -- Black Shark - single seat attack
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['Ka-50_3'] = { maxCrates = 0, maxTroops = 0, maxWeightKg = 0 }, -- Black Shark 3
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['AH-64D_BLK_II'] = { maxCrates = 0, maxTroops = 0, maxWeightKg = 0 }, -- Apache - attack/recon only
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['Mi-24P'] = { maxCrates = 2, maxTroops = 8, maxWeightKg = 1000 }, -- Hind - attack helo but has small troop bay
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-- Light Utility Helicopters (moderate capacity)
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['UH-1H'] = { maxCrates = 3, maxTroops = 11, maxWeightKg = 1800 }, -- Huey - classic light transport
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-- Medium Transport Helicopters (good capacity)
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['Mi-8MTV2'] = { maxCrates = 5, maxTroops = 24, maxWeightKg = 4000 }, -- Hip - Russian medium transport
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['Mi-17'] = { maxCrates = 5, maxTroops = 24, maxWeightKg = 4000 }, -- Hip variant
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['UH-60L'] = { maxCrates = 4, maxTroops = 11, maxWeightKg = 4000 }, -- Black Hawk - medium utility
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-- Heavy Lift Helicopters (maximum capacity)
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['CH-47Fbl1'] = { maxCrates = 10, maxTroops = 33, maxWeightKg = 12000 }, -- Chinook - heavy lift beast
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['CH-47F'] = { maxCrates = 10, maxTroops = 33, maxWeightKg = 12000 }, -- Chinook variant
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-- Fixed Wing Transport (limited capacity)
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-- NOTE: C-130 has requireGround configurable - set to false if you want to allow in-flight loading (unrealistic but flexible)
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['C-130'] = { maxCrates = 20, maxTroops = 92, maxWeightKg = 20000, requireGround = true, maxGroundSpeed = 1.0 }, -- C-130 Hercules - tactical airlifter (must be fully stopped)
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['C-17A'] = { maxCrates = 30, maxTroops = 150, maxWeightKg = 77500, requireGround = true, maxGroundSpeed = 1.0 }, -- C-17 Globemaster III - strategic airlifter
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},
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-- === Loading & Deployment Rules ===
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RequireGroundForTroopLoad = true, -- must be landed to load troops (prevents loading while hovering)
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RequireGroundForVehicleLoad = true, -- must be landed to load vehicles (C-130/large transports)
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MaxGroundSpeedForLoading = 2.0, -- meters/second limit while loading (roughly 4 knots)
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-- Fast-rope deployment (allows troop unload while hovering at safe altitude)
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EnableFastRope = true, -- if true, troops can fast-rope from hovering helicopters
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FastRopeMaxHeight = 20, -- meters AGL: maximum altitude for fast-rope deployment
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FastRopeMinHeight = 5, -- meters AGL: minimum altitude for fast-rope deployment (too low = collision risk)
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-- Safety offsets to avoid spawning units too close to player aircraft
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BuildSpawnOffset = 40, -- meters: shift build point forward from the aircraft (0 = spawn centered on aircraft)
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TroopSpawnOffset = 40, -- meters: shift troop unload point forward from the aircraft
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DropCrateForwardOffset = 35, -- meters: drop loaded crates this far in front of the aircraft
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-- === Build & Crate Handling ===
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BuildRequiresGroundCrates = true, -- required crates must be on the ground (not still carried)
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BuildRadius = 60, -- meters around build point to collect crates
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RestrictFOBToZones = false, -- only allow FOB recipes inside configured FOBZones
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AutoBuildFOBInZones = false, -- auto-build FOB recipes when required crates are inside a FOB zone
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CrateLifetime = 3600, -- seconds before crates auto-clean up; 0 = disable
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-- Build safety
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BuildConfirmEnabled = false, -- require a second confirmation within a short window before building
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BuildConfirmWindowSeconds = 30, -- seconds allowed between first and second "Build Here" press
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BuildCooldownEnabled = true, -- impose a cooldown before allowing another build by the same group
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BuildCooldownSeconds = 60, -- seconds of cooldown after a successful build per group
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-- === Pickup & Drop Zone Rules ===
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RequirePickupZoneForCrateRequest = true, -- enforce that crate requests must be near a Supply (Pickup) Zone
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RequirePickupZoneForTroopLoad = true, -- troops can only be loaded while inside a Supply (Pickup) Zone
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PickupZoneMaxDistance = 10000, -- meters; nearest pickup zone must be within this distance to allow a request
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ForbidDropsInsidePickupZones = true, -- block crate drops while inside a Pickup Zone
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ForbidTroopDeployInsidePickupZones = true, -- block troop deploy while inside a Pickup Zone
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ForbidChecksActivePickupOnly = true, -- when true, restriction applies only to ACTIVE pickup zones; false blocks all configured pickup zones
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-- Dynamic Drop Zone settings
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DropZoneRadius = 250, -- meters: radius used when creating a Drop Zone via the admin menu at player position
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MinDropZoneDistanceFromPickup = 2000, -- meters: minimum distance from nearest Pickup Zone required to create a dynamic Drop Zone (0 to disable)
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MinDropDistanceActivePickupOnly = true, -- when true, only ACTIVE pickup zones are considered for the minimum distance check
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-- === Pickup Zone Spawn Placement ===
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PickupZoneSpawnRandomize = true, -- spawn crates at a random point within the pickup zone (avoids stacking)
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PickupZoneSpawnEdgeBuffer = 10, -- meters: keep spawns at least this far inside the zone edge
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PickupZoneSpawnMinOffset = 100, -- meters: keep spawns at least this far from the exact center
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CrateSpawnMinSeparation = 7, -- meters: try not to place a new crate closer than this to an existing one
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CrateSpawnSeparationTries = 6, -- attempts to find a non-overlapping position before accepting best effort
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PickupZoneSmokeColor = trigger.smokeColor.Green, -- default smoke color when spawning crates at pickup zones
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-- Crate Smoke Settings
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-- NOTE: Individual smoke effects last ~5 minutes (DCS hardcoded, cannot be changed)
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-- These settings control whether/how often NEW smoke is spawned, not how long each smoke lasts
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CrateSmoke = {
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Enabled = true, -- spawn smoke when crates are created; if false, no smoke at all
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AutoRefresh = false, -- automatically spawn new smoke every RefreshInterval seconds
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RefreshInterval = 240, -- seconds: how often to spawn new smoke (only used if AutoRefresh = true)
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MaxRefreshDuration = 600, -- seconds: stop auto-refresh after this long (safety limit)
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OffsetMeters = 0, -- meters: horizontal offset from crate so helicopters don't hover in smoke
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OffsetRandom = true, -- if true, randomize horizontal offset direction; if false, always offset north
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OffsetVertical = 20, -- meters: vertical offset above ground level (helps smoke be more visible)
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},
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-- === Autonomous Assets ===
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-- Air-spawn settings for CTLD-built drones (AIRPLANE catalog entries like MQ-9 / WingLoong)
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DroneAirSpawn = {
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||
Enabled = true, -- when true, AIRPLANE catalog items that opt-in can spawn in the air at a set altitude
|
||
AltitudeMeters = 5000, -- default spawn altitude ASL (meters)
|
||
SpeedMps = 120 -- default initial speed in m/s
|
||
},
|
||
|
||
JTAC = {
|
||
Enabled = true,
|
||
AutoLase = {
|
||
Enabled = true,
|
||
SearchRadius = 8000, -- meters to scan for enemy targets
|
||
RefreshSeconds = 15, -- seconds between active target updates
|
||
IdleRescanSeconds = 30, -- seconds between scans when no target locked
|
||
LostRetrySeconds = 10, -- wait before trying to reacquire after transport/line-of-sight loss
|
||
TransportHoldSeconds = 10, -- defer lase loop while JTAC is in transport (group empty)
|
||
},
|
||
Smoke = {
|
||
Enabled = true,
|
||
ColorBlue = trigger.smokeColor.Orange,
|
||
ColorRed = trigger.smokeColor.Green,
|
||
RefreshSeconds = 300, -- seconds between smoke refreshes on active targets
|
||
OffsetMeters = 5, -- random offset radius for smoke placement
|
||
},
|
||
LaserCodes = { '1688','1677','1666','1113','1115','1111' },
|
||
LockType = 'all', -- 'all' | 'vehicle' | 'troop'
|
||
Announcements = {
|
||
Enabled = true,
|
||
Duration = 10,
|
||
},
|
||
},
|
||
|
||
-- === Combat Automation ===
|
||
AttackAI = {
|
||
Enabled = true, -- master switch for attack behavior
|
||
TroopSearchRadius = 3000, -- meters: when deploying troops with Attack, search radius for targets/bases
|
||
VehicleSearchRadius = 6000, -- meters: when building vehicles with Attack, search radius
|
||
PrioritizeEnemyBases = true, -- if true, prefer enemy-held bases over ground units when both are in range
|
||
TroopAdvanceSpeedKmh = 20, -- movement speed for troops when ordered to attack
|
||
VehicleAdvanceSpeedKmh = 35, -- movement speed for vehicles when ordered to attack
|
||
},
|
||
|
||
-- === Visual Aids ===
|
||
-- Optional: draw zones on the F10 map using trigger.action.* markup (ME Draw-like)
|
||
MapDraw = {
|
||
Enabled = true, -- master switch for any map drawings created by this script
|
||
DrawPickupZones = true, -- draw Pickup/Supply zones as shaded circles with labels
|
||
DrawDropZones = true, -- optionally draw Drop zones
|
||
DrawFOBZones = true, -- optionally draw FOB zones
|
||
DrawMASHZones = true, -- optionally draw MASH (medical) zones
|
||
FontSize = 18, -- label text size
|
||
ReadOnly = true, -- prevent clients from removing the shapes
|
||
ForAll = false, -- if true, draw shapes to all (-1) instead of coalition only (useful for testing/briefing)
|
||
OutlineColor = {1, 1, 0, 0.85}, -- RGBA 0..1 for outlines (bright yellow)
|
||
-- Optional per-kind fill overrides
|
||
FillColors = {
|
||
Pickup = {0, 1, 0, 0.15}, -- light green fill for Pickup zones
|
||
Drop = {0, 0, 0, 0.25}, -- black fill for Drop zones
|
||
FOB = {1, 1, 0, 0.15}, -- yellow fill for FOB zones
|
||
MASH = {1, 0.75, 0.8, 0.25}, -- pink fill for MASH zones
|
||
},
|
||
LineType = 1, -- default line type if per-kind is not set (0 None, 1 Solid, 2 Dashed, 3 Dotted, 4 DotDash, 5 LongDash, 6 TwoDash)
|
||
LineTypes = { -- override border style per zone kind
|
||
Pickup = 3, -- dotted
|
||
Drop = 2, -- dashed
|
||
FOB = 4, -- dot-dash
|
||
MASH = 1, -- solid
|
||
},
|
||
-- Label placement tuning (simple):
|
||
-- Effective extra offset from the circle edge = r * LabelOffsetRatio + LabelOffsetFromEdge
|
||
LabelOffsetFromEdge = -50, -- meters beyond the zone radius to place the label (12 o'clock)
|
||
LabelOffsetRatio = 0.5, -- fraction of the radius to add to the offset (e.g., 0.1 => +10% of r)
|
||
LabelOffsetX = 200, -- meters: horizontal nudge; adjust if text appears left-anchored in your DCS build
|
||
-- Per-kind label prefixes
|
||
LabelPrefixes = {
|
||
Pickup = 'Supply Zone',
|
||
Drop = 'Drop Zone',
|
||
FOB = 'FOB Zone',
|
||
MASH = 'MASH Zone',
|
||
}
|
||
},
|
||
|
||
-- === Inventory & Troops ===
|
||
-- Inventory system (per pickup zone and FOBs)
|
||
Inventory = {
|
||
Enabled = true, -- master switch for per-location stock control
|
||
FOBStockFactor = 0.50, -- starting stock at newly built FOBs relative to pickup-zone initialStock
|
||
ShowStockInMenu = true, -- append simple stock hints to menu labels (per current nearest zone)
|
||
HideZeroStockMenu = false, -- removed: previously created an "In Stock Here" submenu; now disabled by default
|
||
},
|
||
|
||
-- Troop type presets (menu-driven loadable teams)
|
||
Troops = {
|
||
DefaultType = 'AS', -- default troop type to use when no specific type is chosen
|
||
-- Team definitions: loaded from catalog via _CTLD_TROOP_TYPES global
|
||
-- If no catalog is loaded, empty table is used (and fallback logic applies)
|
||
TroopTypes = {},
|
||
},
|
||
|
||
-- === Zone Tables ===
|
||
-- Mission makers should populate these arrays with zone definitions
|
||
-- Each zone entry can be: { name = 'ZoneName' } or { name = 'ZoneName', flag = 9001, activeWhen = 0, smoke = color, radius = meters }
|
||
Zones = {
|
||
PickupZones = {}, -- Supply zones where crates/troops can be requested
|
||
DropZones = {}, -- Optional Drop/AO zones
|
||
FOBZones = {}, -- FOB zones (restrict FOB building to these if RestrictFOBToZones = true)
|
||
MASHZones = {}, -- Medical zones for MEDEVAC crew delivery (MASH = Mobile Army Surgical Hospital)
|
||
},
|
||
}
|
||
-- #endregion Config
|
||
|
||
-- Immersive Hover Coach configuration (messages, thresholds, throttling)
|
||
-- All user-facing text lives here; logic only fills placeholders.
|
||
CTLD.HoverCoachConfig = {
|
||
enabled = true, -- master switch for hover coaching feature
|
||
coachOnByDefault = true, -- per-player default; players can toggle via F10 > Navigation > Hover Coach
|
||
|
||
-- Pickup parameters
|
||
maxCratesPerLoad = 6, -- maximum crates the aircraft can carry simultaneously
|
||
autoPickupDistance = 25, -- meters max search distance for candidate crates
|
||
|
||
thresholds = {
|
||
arrivalDist = 1000, -- m: start guidance "You're close…"
|
||
closeDist = 100, -- m: reduce speed / set AGL guidance
|
||
precisionDist = 8, -- m: start precision hints
|
||
captureHoriz = 5, -- m: horizontal sweet spot radius
|
||
captureVert = 5, -- m: vertical sweet spot tolerance around AGL window
|
||
aglMin = 5, -- m: hover window min AGL
|
||
aglMax = 20, -- m: hover window max AGL
|
||
maxGS = 8/3.6, -- m/s: 8 km/h for precision, used for errors
|
||
captureGS = 4/3.6, -- m/s: 4 km/h capture requirement
|
||
maxVS = 2.0, -- m/s: absolute vertical speed during capture
|
||
driftResetDist = 13, -- m: if beyond, reset precision phase
|
||
stabilityHold = 2.0 -- s: hold steady before loading
|
||
},
|
||
|
||
throttle = {
|
||
coachUpdate = 3.0, -- s between hint updates in precision
|
||
generic = 3.0, -- s between non-coach messages
|
||
repeatSame = 6.0 -- s before repeating same message key
|
||
},
|
||
}
|
||
|
||
-- =========================
|
||
-- MEDEVAC Configuration
|
||
-- =========================
|
||
-- #region MEDEVAC Config
|
||
CTLD.MEDEVAC = {
|
||
Enabled = true,
|
||
|
||
-- Crew spawning
|
||
-- Per-coalition spawn probabilities for asymmetric scenarios
|
||
CrewSurvivalChance = {
|
||
[coalition.side.BLUE] = .50, -- probability (0.0-1.0) that BLUE crew survives to spawn MEDEVAC request. 1.0 = 100% (testing), 0.02 = 2% (production)
|
||
[coalition.side.RED] = .50, -- probability (0.0-1.0) that RED crew survives to spawn MEDEVAC request
|
||
},
|
||
ManPadSpawnChance = {
|
||
[coalition.side.BLUE] = 0.1, -- probability (0.0-1.0) that BLUE crew spawns with a MANPADS soldier. 1.0 = 100% (testing), 0.1 = 10% (production)
|
||
[coalition.side.RED] = 0.1, -- probability (0.0-1.0) that RED crew spawns with a MANPADS soldier
|
||
},
|
||
CrewSpawnDelay = 300, -- seconds after death before crew spawns (gives battle time to clear). 300 = 5 minutes
|
||
CrewAnnouncementDelay = 60, -- seconds after spawn before announcing mission to players (verify crew survival). 60 = 1 minute
|
||
CrewTimeout = 3600, -- 1 hour max wait before crew is KIA (after spawning)
|
||
CrewSpawnOffset = 25, -- meters from death location (toward nearest enemy)
|
||
CrewDefaultSize = 2, -- default crew size if not specified in catalog
|
||
CrewDefendSelf = true, -- crews will return fire if engaged
|
||
|
||
-- Crew protection during announcement delay
|
||
CrewImmortalDuringDelay = true, -- make crew immortal (invulnerable) during announcement delay to prevent early death
|
||
CrewInvisibleDuringDelay = true, -- make crew invisible to AI during announcement delay (won't be targeted by enemy)
|
||
CrewImmortalAfterAnnounce = true, -- if true, crew stays immortal even after announcing mission (easier gameplay)
|
||
|
||
-- Smoke signals
|
||
PopSmokeOnSpawn = true, -- crew pops smoke when they first spawn
|
||
PopSmokeOnApproach = true, -- crew pops smoke when rescue helo approaches
|
||
PopSmokeOnApproachDistance = 8000, -- meters - distance at which crew detects approaching helo
|
||
SmokeColor = { -- smoke colors per coalition
|
||
[coalition.side.BLUE] = trigger.smokeColor.Blue,
|
||
[coalition.side.RED] = trigger.smokeColor.Red,
|
||
},
|
||
SmokeOffsetMeters = 0, -- horizontal offset from crew position (meters) so helicopters don't hover in smoke
|
||
SmokeOffsetRandom = true, -- randomize horizontal offset direction (true) or always offset north (false)
|
||
SmokeOffsetVertical = 20, -- vertical offset above ground level (meters) for better visibility
|
||
|
||
-- Greeting messages when crew detects rescue helo
|
||
GreetingMessages = {
|
||
"Stranded Crew: We see you, boy that thing is loud! Follow the smoke!",
|
||
"Stranded Crew: We hear you coming.. yep, we see you.. bring it on down to the smoke!",
|
||
"Stranded Crew: Whew! We sure are glad you're here! Over here by the smoke!",
|
||
"Stranded Crew: About damn time! We're over here at the smoke!",
|
||
"Stranded Crew: Thank God! We thought you forgot about us! Follow the smoke!",
|
||
"Stranded Crew: Hey! We're the good looking ones by the smoke!",
|
||
"Stranded Crew: Copy that, we have visual! Popping smoke now!",
|
||
"Stranded Crew: Roger, we hear your rotors! Follow the smoke and come get us!",
|
||
"Stranded Crew: Finally! My feet are killing me out here! We're at the smoke!",
|
||
"Stranded Crew: That's the prettiest sound we've heard all day! Head for the smoke!",
|
||
"Stranded Crew: Is that you or are the enemy reinforcements? Just kidding, get down here at the smoke!",
|
||
"Stranded Crew: We've been working on our tans, come check it out! Smoke's popped!",
|
||
"Stranded Crew: Hope you brought snacks, we're starving! Follow the smoke in!",
|
||
"Stranded Crew: Your Uber has arrived? No, YOU'RE our Uber! We're at the smoke!",
|
||
"Stranded Crew: Could you be any louder? The whole country knows we're here now! At least follow the smoke!",
|
||
"Stranded Crew: Next time, could you not take so long? My coffee got cold! Smoke's up!",
|
||
"Stranded Crew: We see you! Don't worry, we only look this bad! Head for the smoke!",
|
||
"Stranded Crew: Inbound helo spotted! Someone owes me 20 bucks! Smoke is marking our position!",
|
||
"Stranded Crew: Hey taxi! We're at the corner of Blown Up Avenue and Oh Crap Street! Follow the smoke!",
|
||
"Stranded Crew: You're a sight for sore eyes! Literally, there's so much dust out here! Smoke's popped!",
|
||
"Stranded Crew: Visual contact confirmed! Get your ass down here to the smoke!",
|
||
"Stranded Crew: Oh thank hell, a bird! We're ready to get the fuck outta here! Smoke's marking us!",
|
||
"Stranded Crew: We hear you! Follow the smoke and the smell of desperation!",
|
||
"Stranded Crew: Rotors confirmed! Popping smoke now! Don't leave us hanging!",
|
||
"Stranded Crew: That you up there? About time! We've been freezing out here! Look for the smoke!",
|
||
"Stranded Crew: Helo inbound! We've got the salvage and the trauma, come get both! Smoke's up!",
|
||
"Stranded Crew: Eyes on rescue bird! Someone tell me this isn't a mirage! Follow the smoke!",
|
||
"Stranded Crew: We hear those beautiful rotors! Land this thing before we cry! Smoke marks the spot!",
|
||
"Stranded Crew: Confirmed visual! If you leave without us, we're keeping the salvage! Smoke's popped!",
|
||
"Stranded Crew: Choppers overhead! Finally! We were about to start walking! Head for the smoke!",
|
||
"Stranded Crew: That's our ride! Everyone look alive and try not to smell too bad! We're at the smoke!",
|
||
"Stranded Crew: Helo spotted! Quick, somebody look professional! Smoke's marking our position!",
|
||
"Stranded Crew: You're here! We'd hug you but we're covered in dirt and shame! Follow the smoke!",
|
||
"Stranded Crew: Bird inbound! Popping smoke! Someone owes us overtime for this shit!",
|
||
"Stranded Crew: Visual on rescue! Get down here before the enemy spots you too! Smoke's up!",
|
||
"Stranded Crew: We see you! Follow the smoke and broken dreams!",
|
||
"Stranded Crew: Incoming helo! Thank fuck! We're ready to leave this lovely hellscape! Smoke marks us!",
|
||
"Stranded Crew: Eyes on bird! We've got salvage, stories, and a desperate need for AC! Look for the smoke!",
|
||
"Stranded Crew: That you? Get down here! We've been standing here like idiots for hours! Smoke's popped!",
|
||
"Stranded Crew: Helo visual! Popping smoke! Anyone got room for some very tired, very angry crew?",
|
||
"Stranded Crew: We see you up there! Don't you dare fly past us! Follow the smoke!",
|
||
"Stranded Crew: Rescue inbound! Finally! We were starting to plan a walk home! Smoke's marking us!",
|
||
"Stranded Crew: Contact! We have eyes on you! Come get us before we change our minds about this whole military thing! Smoke's up!",
|
||
"Stranded Crew: Helo confirmed! Smoke's up! Let's get this reunion started!",
|
||
"Stranded Crew: You beautiful bastard! We see you! Get down here to the smoke!",
|
||
"Stranded Crew: Visual on rescue! We're ready! Let's get out before our luck runs out! Follow the smoke!",
|
||
"Stranded Crew: Bird spotted! Smoke deployed! Hurry before we attract more attention!",
|
||
"Stranded Crew: There you are! What took so long? Never mind, just land at the smoke!",
|
||
"Stranded Crew: We see you! Follow the smoke and the sound of relieved cursing!",
|
||
"Stranded Crew: Helo inbound! Everyone grab your shit! We're leaving this place! Smoke marks the LZ!",
|
||
"Stranded Crew: Is that our ride or just someone sightseeing? Either way, smoke's up!",
|
||
"Stranded Crew: We've got eyes on you! Come to the smoke before we lose our minds!",
|
||
"Stranded Crew: Tally ho! That's military speak for 'follow the damn smoke'!",
|
||
"Stranded Crew: You're late! But we'll forgive you if you land at the smoke!",
|
||
"Stranded Crew: Helo overhead! Popping smoke! This better not be a drill!",
|
||
"Stranded Crew: Contact confirmed! Smoke's marking us! Don't make us wait!",
|
||
"Stranded Crew: We hear rotors! Please be friendly! Smoke's up either way!",
|
||
"Stranded Crew: Bird inbound! Smoke deployed! Let's make this quick!",
|
||
"Stranded Crew: Visual on helo! Follow the smoke to the worst day of our lives!",
|
||
"Stranded Crew: You found us! Smoke's marking the spot! Gold star for you!",
|
||
"Stranded Crew: Rescue bird spotted! Smoke's up! We're the desperate ones!",
|
||
"Stranded Crew: We see you! Land at the smoke before we start charging rent!",
|
||
"Stranded Crew: Helo visual! Smoke deployed! This isn't a vacation spot!",
|
||
"Stranded Crew: That's you! Finally! Follow the smoke to glory!",
|
||
"Stranded Crew: Eyes on rescue! Smoke marks our misery! Come fix it!",
|
||
"Stranded Crew: We hear you! Smoke's popped! Let's end this nightmare!",
|
||
"Stranded Crew: Contact! Visual! Smoke! All the good stuff! Get down here!",
|
||
"Stranded Crew: Rescue inbound! Smoke's up! We've rehearsed this moment!",
|
||
"Stranded Crew: You're here! Smoke's marking us! Don't screw this up!",
|
||
"Stranded Crew: Helo confirmed! Follow the smoke to the saddest party ever!",
|
||
"Stranded Crew: We see you! Smoke's deployed! Land before we cry!",
|
||
"Stranded Crew: Bird spotted! Smoke marks us! We're the ones waving frantically!",
|
||
"Stranded Crew: Visual contact! Smoke's up! This is not a joke!",
|
||
"Stranded Crew: You made it! Follow the smoke! We've got beer money! (Lies, but follow the smoke anyway!)",
|
||
"Stranded Crew: Helo inbound! Smoke deployed! Pick us up before our wives find out!",
|
||
"Stranded Crew: We hear you! Smoke's marking our stupidity! Come save us from ourselves!",
|
||
"Stranded Crew: Contact! Smoke's up! We promise we're worth the fuel!",
|
||
"Stranded Crew: Rescue bird! Smoke marks the spot! This is awkward for everyone!",
|
||
"Stranded Crew: You're here! Smoke deployed! We'll explain everything later!",
|
||
"Stranded Crew: Visual on helo! Follow the smoke to disappointment and gratitude!",
|
||
"Stranded Crew: We see you! Smoke's up! Let's never speak of this again!",
|
||
"Stranded Crew: Helo spotted! Smoke marks us! We're the embarrassed ones!",
|
||
"Stranded Crew: Contact confirmed! Smoke deployed! This wasn't in the manual!",
|
||
"Stranded Crew: You found us! Smoke's up! Someone's getting a promotion!",
|
||
"Stranded Crew: Bird inbound! Follow the smoke to heroes and idiots!",
|
||
"Stranded Crew: We hear you! Smoke's marking us! Please don't tell command!",
|
||
"Stranded Crew: Visual! Smoke deployed! We'll buy you drinks forever!",
|
||
"Stranded Crew: Helo confirmed! Smoke's up! Best day of our lives right here!",
|
||
"Stranded Crew: You're here! Follow the smoke! We're never leaving base again!",
|
||
"Stranded Crew: Contact! Smoke marks us! This is our rock bottom!",
|
||
"Stranded Crew: Rescue inbound! Smoke deployed! We're upgrading your Yelp review!",
|
||
"Stranded Crew: We see you! Smoke's up! Land before the enemy does!",
|
||
"Stranded Crew: Bird spotted! Follow the smoke! We've learned our lesson!",
|
||
"Stranded Crew: Visual on helo! Smoke's marking us! This is so embarrassing!",
|
||
"Stranded Crew: You made it! Smoke deployed! We owe you everything!",
|
||
"Stranded Crew: Helo inbound! Smoke marks the spot! Let's go home!",
|
||
"Stranded Crew: We hear you! Follow the smoke! We're the lucky ones!",
|
||
"Stranded Crew: Contact confirmed! Smoke's up! Thank you, thank you, thank you!",
|
||
"Stranded Crew: Rescue bird! Smoke deployed! You're our favorite person ever!",
|
||
},
|
||
|
||
-- Request airlift messages (initial mission announcement)
|
||
RequestAirLiftMessages = {
|
||
"Stranded Crew: This is {vehicle} crew at {grid}. Need pickup ASAP! We have {salvage} salvage to collect.",
|
||
"Stranded Crew: Yo, this is {vehicle} survivors at {grid}. Come get us before the bad guys do! {salvage} salvage available.",
|
||
"Stranded Crew: {vehicle} crew reporting from {grid}. We're alive but our ride isn't. {salvage} salvage ready for extraction.",
|
||
"Stranded Crew: Mayday! {vehicle} crew at {grid}. Send taxi, will pay in salvage! ({salvage} units available)",
|
||
"Stranded Crew: This is what's left of {vehicle} crew at {grid}. Pick us up and grab the {salvage} salvage while you're at it!",
|
||
"Stranded Crew: {vehicle} survivors here at {grid}. We've got {salvage} salvage and a bad attitude. Come get us!",
|
||
"Stranded Crew: Former {vehicle} operators at {grid}. Vehicle's toast but we salvaged {salvage} units. Need immediate evac!",
|
||
"Stranded Crew: {vehicle} crew broadcasting from {grid}. Situation: homeless. Salvage: {salvage} units. Mood: not great.",
|
||
"Stranded Crew: This is {vehicle} at {grid}. Well, WAS {vehicle}. Now it's scrap. Got {salvage} salvage though!",
|
||
"Stranded Crew: Hey! {vehicle} crew at {grid}! Our insurance definitely doesn't cover this. {salvage} salvage available.",
|
||
"Stranded Crew: {vehicle} survivors reporting. Grid {grid}. Status: walking. Salvage: {salvage}. Pride: wounded.",
|
||
"Stranded Crew: To whom it may concern: {vehicle} crew at {grid} requests immediate pickup. {salvage} salvage awaiting recovery.",
|
||
"Stranded Crew: {vehicle} down at {grid}. Crew status: annoyed but alive. Salvage count: {salvage}. Hurry up!",
|
||
"Stranded Crew: This is a priority call from {vehicle} crew at {grid}. We got {salvage} salvage and zero patience left!",
|
||
"Stranded Crew: {vehicle} operators at {grid}. The vehicle gave up, we didn't. {salvage} salvage ready to go!",
|
||
"Stranded Crew: Urgent! {vehicle} crew stranded at {grid}. Got {salvage} salvage and a serious need for extraction!",
|
||
"Stranded Crew: {vehicle} here, well, parts of it anyway. Crew at {grid}. Salvage: {salvage}. Morale: questionable.",
|
||
"Stranded Crew: {vehicle} down at {grid}. We're fine, vehicle's dead. {salvage} salvage secured. Come get us before we walk home!",
|
||
"Stranded Crew: Calling all angels! {vehicle} crew at {grid} needs a lift. Bringing {salvage} salvage as payment!",
|
||
"Stranded Crew: {vehicle} crew broadcasting from scenic {grid}. Collected {salvage} salvage. Would not recommend this location!",
|
||
"Stranded Crew: This is {vehicle} at {grid}. Vehicle status: spectacular fireball (was). Crew status: could use a ride. Salvage: {salvage}.",
|
||
"Stranded Crew: {vehicle} survivors at {grid}. We've got {salvage} salvage and stories you won't believe. Extract us!",
|
||
"Stranded Crew: Former {vehicle} crew at {grid}. Current occupants of a smoking crater. {salvage} salvage available!",
|
||
"Stranded Crew: {vehicle} operators requesting immediate evac from {grid}. Salvage secured: {salvage} units. Bring beer.",
|
||
"Stranded Crew: This is {vehicle} crew. Location: {grid}. Situation: not ideal. Salvage: {salvage}. Need: helicopter. NOW.",
|
||
"Stranded Crew: {grid}, party of {crew_size} from {vehicle}. Got {salvage} salvage and nowhere to go. Send help!",
|
||
"Stranded Crew: {vehicle} down at {grid}. Crew bailed, grabbed {salvage} salvage, now standing here like idiots. Pick us up!",
|
||
"Stranded Crew: Emergency broadcast from {vehicle} crew at {grid}. {salvage} salvage ready. Our ride? Not so much.",
|
||
"Stranded Crew: {vehicle} at {grid}. Status report: vehicle's a loss, crew's intact, {salvage} salvage secured. Send taxi!",
|
||
"Stranded Crew: Hey command! {vehicle} crew at {grid}. We saved {salvage} salvage but couldn't save the vehicle. Priorities!",
|
||
"Stranded Crew: This is {vehicle} broadcasting from {grid}. Crew's good, vehicle's bad, {salvage} salvage available. Get us outta here!",
|
||
"Stranded Crew: {vehicle} survivors at {grid} with {salvage} salvage. We're sunburned, pissed off, and ready for extraction!",
|
||
"Stranded Crew: Attention: {vehicle} crew at {grid} requires pickup. {salvage} salvage recovered. Hurry before we become salvage too!",
|
||
"Stranded Crew: {vehicle} here at {grid}. The good news: {salvage} salvage. The bad news: everything else. Send help!",
|
||
"Stranded Crew: From the smoking remains of {vehicle} at {grid}, we bring you {salvage} salvage and a request for immediate evac!",
|
||
"Stranded Crew: {vehicle} crew calling from {grid}. Vehicle's done, crew's done waiting. {salvage} salvage ready. Move it!",
|
||
"Stranded Crew: This is {vehicle} at {grid}. Collected {salvage} salvage while our ride went up in flames. Worth it?",
|
||
"Stranded Crew: {vehicle} operators at {grid}. Got {salvage} salvage and a newfound appreciation for walking. Please send helo!",
|
||
"Stranded Crew: {grid} here. {vehicle} crew reporting. Salvage count: {salvage}. Ride count: zero. Help count: needed!",
|
||
"Stranded Crew: {vehicle} down at {grid}! Crew up and ready with {salvage} salvage! Someone come get us already!",
|
||
"Stranded Crew: This is {vehicle} broadcasting on guard. Position {grid}. {salvage} salvage secured. Crew status: tired of your shit, send pickup!",
|
||
"Stranded Crew: {vehicle} crew at {grid} here. We've got {salvage} salvage, bad sunburns, and a dying radio battery. Hurry!",
|
||
"Stranded Crew: Emergency call from {grid}! {vehicle} crew alive with {salvage} salvage. Vehicle? Not so lucky. Extract ASAP!",
|
||
"Stranded Crew: {vehicle} at {grid}. Mission status: FUBAR. Crew status: alive. Salvage status: {salvage} units ready. Send bird!",
|
||
"Stranded Crew: This is {vehicle} crew. We're at {grid} with {salvage} salvage and zero transportation. Someone fix that!",
|
||
"Stranded Crew: {vehicle} survivors broadcasting from {grid}. Got the salvage ({salvage} units), lost the vehicle. Fair trade?",
|
||
"Stranded Crew: Urgent from {grid}! {vehicle} crew here with {salvage} salvage and rapidly depleting patience. Pick us up!",
|
||
"Stranded Crew: {vehicle} down at {grid}. Crew condition: grumpy but mobile. Salvage available: {salvage}. Ride home: none.",
|
||
"Stranded Crew: This is {vehicle} calling from {grid}. We're standing in the middle of nowhere with {salvage} salvage. Sound fun?",
|
||
"Stranded Crew: {vehicle} crew at {grid}. Salvage recovered: {salvage}. Pride recovered: maybe later. Need pickup now!",
|
||
"Stranded Crew: SOS from {grid}! {vehicle} crew requesting airlift! {salvage} salvage secured! This is not a drill!",
|
||
"Stranded Crew: {vehicle} survivors at {grid}. Vehicle kaput. Crew intact. {salvage} salvage ready. Send chopper!",
|
||
"Stranded Crew: This is {vehicle} crew at {grid}. We walked away from the wreck with {salvage} salvage. Now what?",
|
||
"Stranded Crew: Priority message! {vehicle} down at {grid}! Crew needs evac! {salvage} salvage available!",
|
||
"Stranded Crew: {vehicle} at {grid}. The vehicle didn't make it but we did. {salvage} salvage waiting. Send help!",
|
||
"Stranded Crew: Distress call from {grid}! {vehicle} crew needs immediate pickup! {salvage} salvage on site!",
|
||
"Stranded Crew: {vehicle} operators broadcasting from {grid}. Status: stranded. Payload: {salvage} salvage. Request: extraction!",
|
||
"Stranded Crew: This is {vehicle} crew. Grid: {grid}. Vehicle: destroyed. Salvage: {salvage}. Spirit: broken. Send pickup!",
|
||
"Stranded Crew: {vehicle} down at {grid}. We've got {salvage} salvage and a story that'll make you cringe. Extract us!",
|
||
"Stranded Crew: Emergency! {vehicle} crew at {grid}! Vehicle lost! {salvage} salvage recovered! Need airlift stat!",
|
||
"Stranded Crew: {vehicle} survivors reporting from {grid}. {salvage} salvage secured. Vehicle unsalvageable. We're not!",
|
||
"Stranded Crew: This is {vehicle} at {grid}. Crew escaped with {salvage} salvage. Need immediate extraction before enemy finds us!",
|
||
"Stranded Crew: {vehicle} crew broadcasting from {grid}. Got {salvage} salvage. Lost everything else. Please respond!",
|
||
"Stranded Crew: Mayday from {grid}! {vehicle} crew needs rescue! {salvage} salvage available! Don't leave us here!",
|
||
"Stranded Crew: {vehicle} operators at {grid}. Salvage count: {salvage}. Morale count: negative. Pickup count: zero so far!",
|
||
"Stranded Crew: This is {vehicle} crew at {grid}. We managed to save {salvage} salvage. Can you save us?",
|
||
"Stranded Crew: {vehicle} down at {grid}! Crew on foot with {salvage} salvage! Send taxi before we start hitchhiking!",
|
||
"Stranded Crew: Emergency call! {vehicle} crew at {grid}! {salvage} salvage ready! Vehicle not! We need help!",
|
||
"Stranded Crew: {vehicle} survivors broadcasting from {grid}. We're alive, vehicle's not, {salvage} salvage secured. What now?",
|
||
"Stranded Crew: This is {vehicle} at {grid}. Crew status: homeless. Salvage status: {salvage} units. Transportation status: needed!",
|
||
"Stranded Crew: {vehicle} crew calling from {grid}. We've got {salvage} salvage and no way home. Fix that!",
|
||
"Stranded Crew: Priority rescue needed! {vehicle} at {grid}! {salvage} salvage secured! Crew waiting!",
|
||
"Stranded Crew: {vehicle} operators from {grid}. Vehicle destroyed. Salvage recovered: {salvage}. Us recovered: not yet!",
|
||
"Stranded Crew: This is {vehicle} crew. Location: {grid}. Salvage: {salvage}. Transportation: missing. Patience: running out!",
|
||
"Stranded Crew: {vehicle} down at {grid}! We escaped with {salvage} salvage! Send extraction before our luck runs out!",
|
||
"Stranded Crew: Emergency broadcast from {grid}! {vehicle} crew needs airlift! {salvage} salvage ready for recovery!",
|
||
"Stranded Crew: {vehicle} survivors at {grid}. Got {salvage} salvage. Need helicopter. Preferably soon. Please?",
|
||
"Stranded Crew: This is {vehicle} at {grid}. Vehicle: totaled. Crew: intact. Salvage: {salvage}. Ride: requested!",
|
||
"Stranded Crew: {vehicle} crew broadcasting from {grid}. We saved {salvage} salvage from the wreck. Now save us!",
|
||
"Stranded Crew: Urgent! {vehicle} at {grid}! Crew needs extraction! {salvage} salvage available! Respond ASAP!",
|
||
"Stranded Crew: {vehicle} operators from {grid}. Salvage secured: {salvage}. Everything else: lost. Help requested!",
|
||
"Stranded Crew: This is {vehicle} crew at {grid}. {salvage} salvage recovered. Now we need to be recovered!",
|
||
"Stranded Crew: {vehicle} down at {grid}! Crew survived with {salvage} salvage! Vehicle didn't! Send pickup!",
|
||
"Stranded Crew: Emergency call from {grid}! {vehicle} crew requesting immediate evac! {salvage} salvage on hand!",
|
||
"Stranded Crew: {vehicle} survivors broadcasting from {grid}. Status: stranded. Cargo: {salvage} salvage. Mood: desperate!",
|
||
"Stranded Crew: This is {vehicle} at {grid}. We walked away from disaster with {salvage} salvage. Don't make us walk home!",
|
||
"Stranded Crew: {vehicle} crew calling from {grid}. Vehicle: gone. Salvage: {salvage}. Hope: fading. Send help!",
|
||
"Stranded Crew: Priority message! {vehicle} at {grid}! Crew needs pickup! {salvage} salvage ready! Time is critical!",
|
||
"Stranded Crew: {vehicle} operators from {grid}. We've got {salvage} salvage and no vehicle. Math doesn't work. Send helo!",
|
||
"Stranded Crew: This is {vehicle} crew at {grid}. Salvage recovered: {salvage}. Pride recovered: TBD. Pickup needed: definitely!",
|
||
"Stranded Crew: {vehicle} down at {grid}! Crew intact with {salvage} salvage! Vehicle scattered across 50 meters! Extract us!",
|
||
"Stranded Crew: Emergency from {grid}! {vehicle} crew needs airlift! {salvage} salvage secured! Don't forget about us!",
|
||
"Stranded Crew: {vehicle} survivors at {grid}. We managed to grab {salvage} salvage. Can you manage to grab us?",
|
||
"Stranded Crew: This is {vehicle} broadcasting from {grid}. Crew safe. Vehicle unsafe. {salvage} salvage ready. Pickup overdue!",
|
||
"Stranded Crew: {vehicle} crew at {grid}. We've got {salvage} salvage and regrets. Send extraction before we have more regrets!",
|
||
"Stranded Crew: Urgent call from {grid}! {vehicle} crew stranded! {salvage} salvage on site! Need immediate pickup!",
|
||
"Stranded Crew: {vehicle} operators from {grid}. Salvage count: {salvage}. Vehicle count: zero. Help count: requested!",
|
||
},
|
||
|
||
-- Load messages (shown when crew boards helicopter - initial contact)
|
||
LoadMessages = {
|
||
"Crew: Alright, we're in! Get us the hell out of here!",
|
||
"Crew: Loaded up! Thank God you showed up!",
|
||
"Crew: We're aboard! Let's not hang around!",
|
||
"Crew: All accounted for! Move it, move it!",
|
||
"Crew: Everyone's in! Punch it!",
|
||
"Crew: Secure! Get airborne before they spot us!",
|
||
"Crew: We're good! Nice flying, now let's go!",
|
||
"Crew: Loaded! You're our hero, let's bounce!",
|
||
"Crew: In the bird! Hit the gas!",
|
||
"Crew: Everyone's aboard! Go go go!",
|
||
"Crew: Mounted up! Don't wait for an invitation!",
|
||
"Crew: We're in! Holy shit, that was close!",
|
||
"Crew: All souls aboard! Time to leave!",
|
||
"Crew: Secure! Best thing I've seen all day!",
|
||
"Crew: Loaded! You magnificent bastard!",
|
||
"Crew: We're good to go! Pedal to the metal!",
|
||
"Crew: All in! Get us home, please!",
|
||
"Crew: Aboard! This is not a drill, GO!",
|
||
"Crew: Everyone's in! You're a lifesaver!",
|
||
"Crew: Locked and loaded! Wait, wrong phrase... just go!",
|
||
"Crew: All personnel aboard! Outstanding work!",
|
||
"Crew: We're in! Never been happier to see a helicopter!",
|
||
"Crew: Boarding complete! Let's get the fuck out of here!",
|
||
"Crew: Secure! You deserve a medal for this!",
|
||
"Crew: Everyone's aboard! Enemy's probably watching!",
|
||
"Crew: All in! Don't let us keep you!",
|
||
"Crew: Mounted! Nice flying, seriously!",
|
||
"Crew: Loaded up! First round's on us!",
|
||
"Crew: We're in! Best Uber rating ever!",
|
||
"Crew: All aboard! You're a goddamn angel!",
|
||
"Crew: Secure! Nicest thing anyone's done for us!",
|
||
"Crew: Everyone's in! Time's wasting!",
|
||
"Crew: Boarding complete! You rock!",
|
||
"Crew: All souls accounted for! Let's roll!",
|
||
"Crew: We're good! Get altitude, fast!",
|
||
"Crew: Loaded! I could kiss you!",
|
||
"Crew: Everyone's aboard! Don't wait around!",
|
||
"Crew: All in! Unbelievable timing!",
|
||
"Crew: Secure! You're the best!",
|
||
"Crew: Mounted up! We owe you big time!",
|
||
"Crew: All aboard! Rotors up, let's go!",
|
||
"Crew: We're in! Perfect execution!",
|
||
"Crew: Loaded! Smoothest pickup ever!",
|
||
"Crew: Everyone's good! Haul ass!",
|
||
"Crew: All accounted for! Spectacular flying!",
|
||
"Crew: Secure! Get us out of this hellhole!",
|
||
"Crew: We're aboard! Don't stick around!",
|
||
"Crew: All in! You're incredible!",
|
||
"Crew: Loaded up! Time to jet!",
|
||
"Crew: Everyone's secure! Outstanding!",
|
||
"Crew: All aboard! Best day ever!",
|
||
"Crew: We're good! Thank fucking God!",
|
||
"Crew: Loaded! You beautiful human being!",
|
||
"Crew: All personnel in! Fly fly fly!",
|
||
"Crew: Secure! Can't thank you enough!",
|
||
"Crew: Everyone's aboard! Green light!",
|
||
"Crew: All in! You're a legend!",
|
||
"Crew: Loaded! Sweet baby Jesus, let's go!",
|
||
"Crew: We're aboard! Best rescue ever!",
|
||
"Crew: All accounted for! Move out!",
|
||
"Crew: Secure! You saved our asses!",
|
||
"Crew: Everyone's in! Don't wait!",
|
||
"Crew: All aboard! Brilliant work!",
|
||
"Crew: Loaded up! We're getting married!",
|
||
"Crew: We're good! Absolutely perfect!",
|
||
"Crew: All in! Hit the throttle!",
|
||
"Crew: Secure! You're amazing!",
|
||
"Crew: Everyone's aboard! Let's leave!",
|
||
"Crew: All accounted for! Superb!",
|
||
"Crew: Loaded! Get us home safe!",
|
||
"Crew: We're in! Textbook pickup!",
|
||
"Crew: All aboard! Go go go!",
|
||
"Crew: Secure! We love you!",
|
||
"Crew: Everyone's good! Don't linger!",
|
||
"Crew: All in! Professional as hell!",
|
||
"Crew: Loaded up! Time to skedaddle!",
|
||
"Crew: We're aboard! You're the GOAT!",
|
||
"Crew: All souls in! Get moving!",
|
||
"Crew: Secure! We're naming our kids after you!",
|
||
"Crew: Everyone's aboard! Clear to leave!",
|
||
"Crew: All in! Never doubt yourself!",
|
||
"Crew: Loaded! You're a fucking hero!",
|
||
"Crew: We're good! Exceptional timing!",
|
||
"Crew: All accounted for! Hats off!",
|
||
"Crew: Secure! Best pilot ever!",
|
||
"Crew: Everyone's in! Throttle up!",
|
||
"Crew: All aboard! You're the man!",
|
||
"Crew: Loaded up! Pure excellence!",
|
||
"Crew: We're aboard! Flawless!",
|
||
"Crew: All in! Get us airborne!",
|
||
"Crew: Secure! Impressive stuff!",
|
||
"Crew: Everyone's good! Don't delay!",
|
||
"Crew: All accounted for! Top notch!",
|
||
"Crew: Loaded! Words can't express our thanks!",
|
||
"Crew: We're in! You're certified awesome!",
|
||
"Crew: All aboard! Time to split!",
|
||
"Crew: Secure! We're forever grateful!",
|
||
"Crew: Everyone's aboard! Wheels up!",
|
||
"Crew: All in! Couldn't be better!",
|
||
"Crew: Loaded up! You're the best pilot we know!",
|
||
"Crew: We're good! Clear skies ahead!",
|
||
"Crew: All souls aboard! Let's book it!",
|
||
"Crew: Secure! You're our guardian angel!",
|
||
},
|
||
|
||
-- Loading messages (shown periodically during boarding process)
|
||
LoadingMessages = {
|
||
"Crew: Hold still, we're getting in...",
|
||
"Crew: Watch your head! Coming through!",
|
||
"Crew: Almost there, keep it steady...",
|
||
"Crew: Just a sec, getting situated...",
|
||
"Crew: Loading up, hang tight...",
|
||
"Crew: Careful with Jenkins, he's bleeding pretty bad...",
|
||
"Crew: Someone grab the salvage!",
|
||
"Crew: Easy does it, wounded coming aboard...",
|
||
"Crew: Keep it level, we're climbing in...",
|
||
"Crew: Steady now, injured personnel...",
|
||
"Crew: Oh God, there's so much blood...",
|
||
"Crew: Medic! Where's the first aid kit?",
|
||
"Crew: Hold position, almost loaded...",
|
||
"Crew: Watch the rotor wash!",
|
||
"Crew: Someone's unconscious, careful!",
|
||
"Crew: Getting the wounded in first...",
|
||
"Crew: Steady as she goes...",
|
||
"Crew: Holy hell, Mike's leg is fucked up...",
|
||
"Crew: Hurry, he's losing blood fast!",
|
||
"Crew: Nice and easy, don't rush...",
|
||
"Crew: Everyone watch your step...",
|
||
"Crew: Loading wounded, give us a second...",
|
||
"Crew: Jesus, that's a lot of shrapnel...",
|
||
"Crew: Keep those rotors spinning!",
|
||
"Crew: Almost done, standby...",
|
||
"Crew: Careful, compound fracture here!",
|
||
"Crew: Someone's in shock, move it!",
|
||
"Crew: Loading gear, then we're good...",
|
||
"Crew: Stay put, we're working...",
|
||
"Crew: Damn, this guy's a mess...",
|
||
"Crew: Getting everyone situated...",
|
||
"Crew: Nice flying, keep it steady...",
|
||
"Crew: Hold still while we board...",
|
||
"Crew: Watch that head wound!",
|
||
"Crew: Everyone stay calm...",
|
||
"Crew: Getting the critical cases first...",
|
||
"Crew: Standby, loading continues...",
|
||
"Crew: Someone's got a sucking chest wound!",
|
||
"Crew: Keep that bird steady, sir!",
|
||
"Crew: Almost there, patience...",
|
||
"Crew: Wounded first, then equipment...",
|
||
"Crew: Oh fuck, internal bleeding...",
|
||
"Crew: Stay with us, buddy!",
|
||
"Crew: Loading process underway...",
|
||
"Crew: Keep those engines running!",
|
||
"Crew: Careful with his arm, it's shattered!",
|
||
"Crew: Getting everyone secured...",
|
||
"Crew: Hold your position, pilot!",
|
||
"Crew: Someone's not breathing right...",
|
||
"Crew: Almost done loading...",
|
||
"Crew: Watch your footing!",
|
||
"Crew: Traumatic amputation, careful!",
|
||
"Crew: Everyone grab something!",
|
||
"Crew: Standby, still boarding...",
|
||
"Crew: Nice hover, keep it up...",
|
||
"Crew: Getting the gear stowed...",
|
||
"Crew: Oh man, burns everywhere...",
|
||
"Crew: Stay conscious, stay with me!",
|
||
"Crew: Loading in progress...",
|
||
"Crew: Excellent flying, seriously...",
|
||
"Crew: Watch out for that wound!",
|
||
"Crew: Everyone move carefully...",
|
||
"Crew: He's going into shock!",
|
||
"Crew: Almost finished boarding...",
|
||
"Crew: Keep it stable, we're working...",
|
||
"Crew: Jesus, look at his face...",
|
||
"Crew: Getting everyone in...",
|
||
"Crew: Hold that position!",
|
||
"Crew: Someone's barely conscious...",
|
||
"Crew: Loading continues, standby...",
|
||
"Crew: Perfect hover, captain!",
|
||
"Crew: Careful, severe trauma here...",
|
||
"Crew: Everyone's moving slow...",
|
||
"Crew: Hold on, still loading...",
|
||
"Crew: Damn good flying, pilot!",
|
||
"Crew: Watch the blood slick!",
|
||
"Crew: Getting situated here...",
|
||
"Crew: He needs a hospital NOW...",
|
||
"Crew: Almost done, keep steady...",
|
||
"Crew: Loading wounded personnel...",
|
||
"Crew: Stay with us, soldier!",
|
||
"Crew: Keep those rotors turning...",
|
||
"Crew: Careful, major injuries...",
|
||
"Crew: Everyone board carefully...",
|
||
"Crew: Hold position, nearly done...",
|
||
"Crew: Oh God, the smell...",
|
||
"Crew: Loading critical cases...",
|
||
"Crew: Steady now, pilot...",
|
||
"Crew: Someone's in bad shape...",
|
||
"Crew: Almost loaded up...",
|
||
"Crew: Nice hover, excellent control...",
|
||
"Crew: Watch the shrapnel wounds!",
|
||
"Crew: Everyone move slowly...",
|
||
"Crew: He's bleeding out!",
|
||
"Crew: Getting everyone aboard...",
|
||
"Crew: Hold that hover!",
|
||
"Crew: Severe burns, careful!",
|
||
"Crew: Loading in progress, standby...",
|
||
"Crew: Perfect positioning, sir...",
|
||
"Crew: Watch those injuries!",
|
||
"Crew: Everyone take it easy...",
|
||
"Crew: Almost finished here...",
|
||
},
|
||
|
||
-- Unloading messages (shown when delivering crew to MASH)
|
||
UnloadingMessages = {
|
||
"Crew: We're at MASH! Thank you so much!",
|
||
"Crew: Finally! Get these guys to the docs!",
|
||
"Crew: Medical team, we need help here!",
|
||
"Crew: We made it! Get the wounded inside!",
|
||
"Crew: MASH arrival! These guys need immediate attention!",
|
||
"Crew: Unloading! Someone call the surgeons!",
|
||
"Crew: We're here! Priority casualties!",
|
||
"Crew: Made it alive! You're incredible!",
|
||
"Crew: MASH delivery! Critical patients!",
|
||
"Crew: Get the medics! We got wounded!",
|
||
"Crew: Arrived! These guys are in bad shape!",
|
||
"Crew: We're down! Medical emergency!",
|
||
"Crew: At MASH! Someone help these men!",
|
||
"Crew: Delivered! Thank God for you!",
|
||
"Crew: We made it! Get stretchers!",
|
||
"Crew: Arrival confirmed! Wounded aboard!",
|
||
"Crew: Finally here! Need doctors NOW!",
|
||
"Crew: MASH drop-off! Several critical!",
|
||
"Crew: We're safe! Get the medical team!",
|
||
"Crew: Landed! These boys need surgery!",
|
||
"Crew: Delivery complete! You saved lives today!",
|
||
"Crew: At medical! Urgent care needed!",
|
||
"Crew: We're here! Someone's coding!",
|
||
"Crew: MASH arrival! Serious trauma cases!",
|
||
"Crew: Made it! Outstanding flying!",
|
||
"Crew: Delivered safely! Medical assist required!",
|
||
"Crew: We're down! Get the surgical team!",
|
||
"Crew: At MASH! Multiple wounded!",
|
||
"Crew: Arrived! These guys won't last long!",
|
||
"Crew: Delivery! We owe you everything!",
|
||
"Crew: MASH landing! Emergency cases!",
|
||
"Crew: We made it! Immediate medical attention!",
|
||
"Crew: Here safe! Call the surgeons!",
|
||
"Crew: Delivered! Some really bad injuries!",
|
||
"Crew: At medical! They need help fast!",
|
||
"Crew: We're here! You're a hero!",
|
||
"Crew: MASH drop! Priority patients!",
|
||
"Crew: Arrived alive! Medical emergency!",
|
||
"Crew: Delivery complete! Get them inside!",
|
||
"Crew: We made it! Someone's critical!",
|
||
"Crew: At MASH! Severe casualties!",
|
||
"Crew: Landed safely! Thank you!",
|
||
"Crew: Delivered! Medical team needed!",
|
||
"Crew: We're here! These guys are fucked up!",
|
||
"Crew: MASH arrival! Get the doctors!",
|
||
"Crew: Made it! They're losing blood!",
|
||
"Crew: Arrived! Urgent surgical cases!",
|
||
"Crew: We're down! Multiple trauma!",
|
||
"Crew: At medical! You saved our asses!",
|
||
"Crew: Delivery! Several critical injuries!",
|
||
"Crew: MASH landing! They need OR stat!",
|
||
"Crew: We made it! Heavy casualties!",
|
||
"Crew: Here safely! Medical response!",
|
||
"Crew: Delivered! Some won't make it without surgery!",
|
||
"Crew: At MASH! Emergency personnel needed!",
|
||
"Crew: Arrived! These boys need immediate care!",
|
||
"Crew: We're here! Call triage!",
|
||
"Crew: MASH drop-off! Serious wounds!",
|
||
"Crew: Made it alive! Outstanding work!",
|
||
"Crew: Delivered safely! Get the medics!",
|
||
"Crew: We're down! They're in rough shape!",
|
||
"Crew: At medical! Priority one casualties!",
|
||
"Crew: Arrived! You're a lifesaver!",
|
||
"Crew: Delivery complete! Medical emergency!",
|
||
"Crew: MASH landing! Critical patients!",
|
||
"Crew: We made it! Someone's not breathing well!",
|
||
"Crew: Here! Get them to surgery!",
|
||
"Crew: Delivered! Severe trauma aboard!",
|
||
"Crew: At MASH! They need doctors now!",
|
||
"Crew: Arrived safely! You're amazing!",
|
||
"Crew: We're here! Multiple serious injuries!",
|
||
"Crew: MASH drop! Get the surgical team!",
|
||
"Crew: Made it! Thank fucking God!",
|
||
"Crew: Delivered! Several need immediate surgery!",
|
||
"Crew: We're down! Medical assist!",
|
||
"Crew: At medical! These guys are critical!",
|
||
"Crew: Arrived! You deserve a medal!",
|
||
"Crew: Delivery! Heavy casualties!",
|
||
"Crew: MASH landing! Emergency patients!",
|
||
"Crew: We made it! Get help quick!",
|
||
"Crew: Here safely! Brilliant flying!",
|
||
"Crew: Delivered! Someone's in bad shape!",
|
||
"Crew: At MASH! Urgent care!",
|
||
"Crew: Arrived alive! Medical emergency!",
|
||
"Crew: We're here! They need triage!",
|
||
"Crew: MASH drop-off! You saved lives!",
|
||
"Crew: Made it! These boys need help!",
|
||
"Crew: Delivered safely! Call the doctors!",
|
||
"Crew: We're down! Priority casualties!",
|
||
"Crew: At medical! You're our hero!",
|
||
"Crew: Arrived! Severe wounds here!",
|
||
"Crew: Delivery complete! Get medical personnel!",
|
||
"Crew: MASH landing! Critical condition!",
|
||
"Crew: We made it! They're barely hanging on!",
|
||
"Crew: Here! Immediate medical attention!",
|
||
"Crew: Delivered! Someone's dying!",
|
||
"Crew: At MASH! Get the OR ready!",
|
||
"Crew: Arrived safely! We can't thank you enough!",
|
||
"Crew: We're here! Emergency surgery needed!",
|
||
"Crew: MASH drop! Multiple trauma!",
|
||
"Crew: Made it alive! Exceptional flying!",
|
||
"Crew: Delivered! They need help now!",
|
||
"Crew: We're down! Medical response required!",
|
||
},
|
||
|
||
-- Crew unit types per coalition (fallback if not specified in catalog)
|
||
CrewUnitTypes = {
|
||
[coalition.side.BLUE] = 'Soldier M4',
|
||
[coalition.side.RED] = 'Paratrooper RPG-16', -- Try Russian paratrooper instead
|
||
},
|
||
|
||
-- MANPADS unit types per coalition (one random crew member gets this weapon)
|
||
ManPadUnitTypes = {
|
||
[coalition.side.BLUE] = 'Soldier stinger',
|
||
[coalition.side.RED] = 'SA-18 Igla manpad',
|
||
},
|
||
|
||
-- Respawn settings
|
||
RespawnOnPickup = true, -- if true, vehicle respawns when crew loaded into helo
|
||
RespawnOffset = 15, -- meters from original death position
|
||
RespawnSameHeading = true, -- preserve original heading
|
||
|
||
-- Automatic pickup/unload settings
|
||
AutoPickup = {
|
||
Enabled = true, -- if true, crews will run to landed helicopters and board automatically
|
||
MaxDistance = 500, -- meters - max distance crew will detect and run to helicopter
|
||
CrewMoveSpeed = 25, -- meters/second - speed crew runs to helicopter (25 = sprint)
|
||
CheckInterval = 3, -- seconds between checks for landed helicopters
|
||
},
|
||
|
||
AutoUnload = {
|
||
Enabled = true, -- if true, crews automatically unload when landed in MASH zone
|
||
UnloadDelay = 8, -- seconds after landing before auto-unload triggers
|
||
},
|
||
|
||
-- Salvage system
|
||
Salvage = {
|
||
Enabled = true,
|
||
PoolType = 'global', -- 'global' = coalition-wide pool
|
||
DefaultValue = 1, -- default salvageValue if not in catalog
|
||
ShowInStatus = true, -- show salvage points in F10 status menu
|
||
AutoApply = true, -- auto-use salvage when out of stock (no manual confirmation)
|
||
AllowAnyItem = true, -- can build items that never had inventory using salvage
|
||
},
|
||
|
||
-- Map markers for downed crews
|
||
MapMarkers = {
|
||
Enabled = true,
|
||
IconText = '🔴 MEDEVAC', -- prefix for marker text
|
||
ShowGrid = true, -- include grid coordinates in marker
|
||
ShowTimeRemaining = true, -- show expiration time in marker
|
||
ShowSalvageValue = true, -- show salvage value in marker
|
||
},
|
||
|
||
-- Warning messages before crew timeout
|
||
Warnings = {
|
||
{ time = 900, message = 'MEDEVAC: {crew} at {grid} has 15 minutes remaining!' },
|
||
{ time = 300, message = 'URGENT MEDEVAC: {crew} at {grid} will be KIA in 5 minutes!' },
|
||
},
|
||
|
||
MASHZoneRadius = 500, -- default radius for MASH zones
|
||
MASHZoneColors = {
|
||
border = {1, 1, 0, 0.85}, -- yellow border
|
||
fill = {1, 0.75, 0.8, 0.25}, -- pink fill
|
||
},
|
||
|
||
-- Mobile MASH (player-deployable via crates)
|
||
MobileMASH = {
|
||
Enabled = true,
|
||
ZoneRadius = 500, -- radius of Mobile MASH zone in meters
|
||
CrateRecipeKey = 'MOBILE_MASH', -- catalog key for building mobile MASH
|
||
AnnouncementInterval = 1800, -- 30 mins between announcements
|
||
BeaconFrequency = '30.0 FM', -- radio frequency for announcements
|
||
Destructible = true,
|
||
VehicleTypes = {
|
||
[coalition.side.BLUE] = 'M113', -- Medical variant for BLUE
|
||
[coalition.side.RED] = 'BTR-D', -- Medical/transport variant for RED
|
||
},
|
||
AutoIncrementName = true, -- "Mobile MASH 1", "Mobile MASH 2"...
|
||
},
|
||
|
||
-- Statistics tracking
|
||
Statistics = {
|
||
Enabled = true,
|
||
TrackByPlayer = false, -- if true, track per-player stats (not yet implemented)
|
||
},
|
||
}
|
||
-- #endregion MEDEVAC Config
|
||
|
||
-- #region State
|
||
-- Internal state tables
|
||
CTLD._instances = CTLD._instances or {}
|
||
CTLD._crates = {} -- [crateName] = { key, zone, side, spawnTime, point }
|
||
CTLD._troopsLoaded = {} -- [groupName] = { count, typeKey, weightKg }
|
||
CTLD._loadedCrates = {} -- [groupName] = { total=n, totalWeightKg=w, byKey = { key -> count } }
|
||
CTLD._deployedTroops = {} -- [groupName] = { typeKey, count, side, spawnTime, point, weightKg }
|
||
CTLD._hoverState = {} -- [unitName] = { targetCrate=name, startTime=t }
|
||
CTLD._unitLast = {} -- [unitName] = { x, z, t }
|
||
CTLD._coachState = {} -- [unitName] = { lastKeyTimes = {key->time}, lastHint = "", phase = "", lastPhaseMsg = 0, target = crateName, holdStart = nil }
|
||
CTLD._msgState = { } -- messaging throttle state: [scopeKey] = { lastKeyTimes = { key -> time } }
|
||
CTLD._buildConfirm = {} -- [groupName] = time of first build request (awaiting confirmation)
|
||
CTLD._buildCooldown = {} -- [groupName] = time of last successful build
|
||
CTLD._NextMarkupId = 10000 -- global-ish id generator shared by instances for map drawings
|
||
-- Spatial indexing for hover pickup performance
|
||
CTLD._spatialGrid = CTLD._spatialGrid or {} -- [gridKey] = { crates = {name->meta}, troops = {name->meta} }
|
||
CTLD._spatialGridSize = 500 -- meters per grid cell (tunable based on hover pickup distance)
|
||
-- Inventory state
|
||
CTLD._stockByZone = CTLD._stockByZone or {} -- [zoneName] = { [crateKey] = count }
|
||
CTLD._inStockMenus = CTLD._inStockMenus or {} -- per-group filtered menu handles
|
||
CTLD._jtacReservedCodes = CTLD._jtacReservedCodes or {
|
||
[coalition.side.BLUE] = {},
|
||
[coalition.side.RED] = {},
|
||
[coalition.side.NEUTRAL] = {},
|
||
}
|
||
-- MEDEVAC state
|
||
CTLD._medevacCrews = CTLD._medevacCrews or {} -- [crewGroupName] = { vehicleType, side, spawnTime, position, salvageValue, markerID, originalHeading, requestTime, warningsSent }
|
||
CTLD._salvagePoints = CTLD._salvagePoints or {} -- [coalition.side] = points (global pool)
|
||
CTLD._mashZones = CTLD._mashZones or {} -- [zoneName] = { zone, side, isMobile, unitName (if mobile) }
|
||
CTLD._mobileMASHCounter = CTLD._mobileMASHCounter or { [coalition.side.BLUE] = 0, [coalition.side.RED] = 0 }
|
||
CTLD._medevacStats = CTLD._medevacStats or { -- [coalition.side] = { spawned, rescued, delivered, timedOut, killed, salvageEarned, vehiclesRespawned }
|
||
[coalition.side.BLUE] = { spawned = 0, rescued = 0, delivered = 0, timedOut = 0, killed = 0, salvageEarned = 0, vehiclesRespawned = 0, salvageUsed = 0 },
|
||
[coalition.side.RED] = { spawned = 0, rescued = 0, delivered = 0, timedOut = 0, killed = 0, salvageEarned = 0, vehiclesRespawned = 0, salvageUsed = 0 },
|
||
}
|
||
|
||
-- #endregion State
|
||
|
||
-- =========================
|
||
-- Utilities
|
||
-- =========================
|
||
-- #region Utilities
|
||
|
||
-- Spatial indexing helpers for performance optimization
|
||
local function _getSpatialGridKey(x, z)
|
||
local gridSize = CTLD._spatialGridSize or 500
|
||
local gx = math.floor(x / gridSize)
|
||
local gz = math.floor(z / gridSize)
|
||
return string.format("%d_%d", gx, gz)
|
||
end
|
||
|
||
local function _addToSpatialGrid(name, meta, itemType)
|
||
if not meta or not meta.point then return end
|
||
local key = _getSpatialGridKey(meta.point.x, meta.point.z)
|
||
CTLD._spatialGrid[key] = CTLD._spatialGrid[key] or { crates = {}, troops = {} }
|
||
if itemType == 'crate' then
|
||
CTLD._spatialGrid[key].crates[name] = meta
|
||
elseif itemType == 'troops' then
|
||
CTLD._spatialGrid[key].troops[name] = meta
|
||
end
|
||
end
|
||
|
||
local function _removeFromSpatialGrid(name, point, itemType)
|
||
if not point then return end
|
||
local key = _getSpatialGridKey(point.x, point.z)
|
||
local cell = CTLD._spatialGrid[key]
|
||
if cell then
|
||
if itemType == 'crate' then
|
||
cell.crates[name] = nil
|
||
elseif itemType == 'troops' then
|
||
cell.troops[name] = nil
|
||
end
|
||
-- Clean up empty cells
|
||
if not next(cell.crates) and not next(cell.troops) then
|
||
CTLD._spatialGrid[key] = nil
|
||
end
|
||
end
|
||
end
|
||
|
||
local function _getNearbyFromSpatialGrid(x, z, maxDistance)
|
||
local gridSize = CTLD._spatialGridSize or 500
|
||
local cellRadius = math.ceil(maxDistance / gridSize) + 1
|
||
local centerGX = math.floor(x / gridSize)
|
||
local centerGZ = math.floor(z / gridSize)
|
||
|
||
local nearby = { crates = {}, troops = {} }
|
||
for dx = -cellRadius, cellRadius do
|
||
for dz = -cellRadius, cellRadius do
|
||
local key = string.format("%d_%d", centerGX + dx, centerGZ + dz)
|
||
local cell = CTLD._spatialGrid[key]
|
||
if cell then
|
||
for name, meta in pairs(cell.crates) do
|
||
nearby.crates[name] = meta
|
||
end
|
||
for name, meta in pairs(cell.troops) do
|
||
nearby.troops[name] = meta
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return nearby
|
||
end
|
||
|
||
local function _isIn(list, value)
|
||
for _,v in ipairs(list or {}) do if v == value then return true end end
|
||
return false
|
||
end
|
||
|
||
local function _vec3(x, y, z)
|
||
return { x = x, y = y, z = z }
|
||
end
|
||
|
||
local function _distance3d(a, b)
|
||
if not a or not b then return math.huge end
|
||
local dx = (a.x or 0) - (b.x or 0)
|
||
local dy = (a.y or 0) - (b.y or 0)
|
||
local dz = (a.z or 0) - (b.z or 0)
|
||
return math.sqrt(dx * dx + dy * dy + dz * dz)
|
||
end
|
||
|
||
local function _unitHasAttribute(unit, attr)
|
||
if not unit or not attr then return false end
|
||
local ok, res = pcall(function() return unit:hasAttribute(attr) end)
|
||
return ok and res == true
|
||
end
|
||
|
||
local function _isDcsInfantry(unit)
|
||
if not unit then return false end
|
||
local tn = string.lower(unit:getTypeName() or '')
|
||
if tn:find('infantry') or tn:find('soldier') or tn:find('paratrooper') or tn:find('manpad') then
|
||
return true
|
||
end
|
||
return _unitHasAttribute(unit, 'Infantry')
|
||
end
|
||
|
||
local function _hasLineOfSight(fromPos, toPos)
|
||
if not (fromPos and toPos) then return false end
|
||
local p1 = _vec3(fromPos.x, (fromPos.y or 0) + 2.0, fromPos.z)
|
||
local p2 = _vec3(toPos.x, (toPos.y or 0) + 2.0, toPos.z)
|
||
local ok, visible = pcall(function() return land.isVisible(p1, p2) end)
|
||
return ok and visible == true
|
||
end
|
||
|
||
local function _jtacTargetScore(unit)
|
||
if not unit then return -1 end
|
||
if _unitHasAttribute(unit, 'SAM SR') or _unitHasAttribute(unit, 'SAM TR') or _unitHasAttribute(unit, 'SAM CC') or _unitHasAttribute(unit, 'SAM LN') then
|
||
return 120
|
||
end
|
||
if _unitHasAttribute(unit, 'Air Defence') or _unitHasAttribute(unit, 'AAA') then
|
||
return 100
|
||
end
|
||
if _unitHasAttribute(unit, 'IR Guided SAM') or _unitHasAttribute(unit, 'SAM') then
|
||
return 95
|
||
end
|
||
if _unitHasAttribute(unit, 'Artillery') or _unitHasAttribute(unit, 'MLRS') then
|
||
return 80
|
||
end
|
||
if _unitHasAttribute(unit, 'Armor') or _unitHasAttribute(unit, 'Tanks') then
|
||
return 70
|
||
end
|
||
if _unitHasAttribute(unit, 'APC') or _unitHasAttribute(unit, 'IFV') then
|
||
return 60
|
||
end
|
||
if _isDcsInfantry(unit) then
|
||
return 20
|
||
end
|
||
return 40
|
||
end
|
||
|
||
local function _msgGroup(group, text, t)
|
||
if not group then return end
|
||
MESSAGE:New(text, t or CTLD.Config.MessageDuration):ToGroup(group)
|
||
end
|
||
|
||
local function _msgCoalition(side, text, t)
|
||
MESSAGE:New(text, t or CTLD.Config.MessageDuration):ToCoalition(side)
|
||
end
|
||
|
||
-- =========================
|
||
-- Logging Helpers
|
||
-- =========================
|
||
-- Log levels: 0=NONE, 1=ERROR, 2=INFO, 3=VERBOSE, 4=DEBUG
|
||
local LOG_NONE = 0
|
||
local LOG_ERROR = 1
|
||
local LOG_INFO = 2
|
||
local LOG_VERBOSE = 3
|
||
local LOG_DEBUG = 4
|
||
|
||
local _logLevelLabels = {
|
||
[LOG_ERROR] = 'ERROR',
|
||
[LOG_INFO] = 'INFO',
|
||
[LOG_VERBOSE] = 'VERBOSE',
|
||
[LOG_DEBUG] = 'DEBUG',
|
||
}
|
||
|
||
local function _log(level, msg)
|
||
local logLevel = CTLD.Config and CTLD.Config.LogLevel or LOG_INFO
|
||
if level > logLevel or level == LOG_NONE then return end
|
||
local label = _logLevelLabels[level] or tostring(level)
|
||
local text = string.format('[Moose_CTLD][%s] %s', label, tostring(msg))
|
||
if env and env.info then
|
||
env.info(text)
|
||
else
|
||
print(text)
|
||
end
|
||
end
|
||
|
||
local function _logError(msg) _log(LOG_ERROR, msg) end
|
||
local function _logInfo(msg) _log(LOG_INFO, msg) end
|
||
local function _logVerbose(msg) _log(LOG_VERBOSE, msg) end
|
||
local function _logDebug(msg) _log(LOG_DEBUG, msg) end
|
||
|
||
-- =========================
|
||
-- Zone and Unit Utilities
|
||
-- =========================
|
||
|
||
local function _findZone(z)
|
||
if z.name then
|
||
local mz = ZONE:FindByName(z.name)
|
||
if mz then return mz end
|
||
end
|
||
if z.coord then
|
||
local r = z.radius or 150
|
||
-- Create a Vec2 in a way that works even if MOOSE VECTOR2 class isn't available
|
||
local function _mkVec2(x, z)
|
||
if VECTOR2 and VECTOR2.New then return VECTOR2:New(x, z) end
|
||
-- DCS uses Vec2 with fields x and y
|
||
return { x = x, y = z }
|
||
end
|
||
local v = _mkVec2(z.coord.x, z.coord.z)
|
||
return ZONE_RADIUS:New(z.name or ('CTLD_ZONE_'..math.random(10000,99999)), v, r)
|
||
end
|
||
return nil
|
||
end
|
||
|
||
local function _getUnitType(unit)
|
||
local ud = unit and unit:GetDesc() or nil
|
||
return ud and ud.typeName or unit and unit:GetTypeName()
|
||
end
|
||
|
||
-- Get aircraft capacity limits for crates and troops
|
||
-- Returns { maxCrates, maxTroops, maxWeightKg } for the given unit
|
||
-- Falls back to DefaultCapacity if aircraft type not specifically configured
|
||
local function _getAircraftCapacity(unit)
|
||
if not unit then
|
||
return {
|
||
maxCrates = CTLD.Config.DefaultCapacity.maxCrates or 4,
|
||
maxTroops = CTLD.Config.DefaultCapacity.maxTroops or 12,
|
||
maxWeightKg = CTLD.Config.DefaultCapacity.maxWeightKg or 2000
|
||
}
|
||
end
|
||
|
||
local unitType = _getUnitType(unit)
|
||
local capacities = CTLD.Config.AircraftCapacities or {}
|
||
local specific = capacities[unitType]
|
||
|
||
if specific then
|
||
return {
|
||
maxCrates = specific.maxCrates or 0,
|
||
maxTroops = specific.maxTroops or 0,
|
||
maxWeightKg = specific.maxWeightKg or 0
|
||
}
|
||
end
|
||
|
||
-- Fallback to defaults
|
||
local defaults = CTLD.Config.DefaultCapacity or {}
|
||
return {
|
||
maxCrates = defaults.maxCrates or 4,
|
||
maxTroops = defaults.maxTroops or 12,
|
||
maxWeightKg = defaults.maxWeightKg or 2000
|
||
}
|
||
end
|
||
|
||
-- Check if a unit is in the air (flying/hovering, not landed)
|
||
-- Based on original CTLD logic: uses DCS InAir() API plus velocity threshold
|
||
-- Returns: true if airborne, false if landed/grounded
|
||
local function _isUnitInAir(unit)
|
||
if not unit then return false end
|
||
|
||
-- First check: DCS API InAir() - if it says we're on ground, trust it
|
||
if not unit:InAir() then
|
||
return false
|
||
end
|
||
|
||
-- Second check: velocity threshold (handles edge cases where InAir() is true but we're stationary on ground)
|
||
-- Less than 0.05 m/s (~0.1 knots) = essentially stopped = consider landed
|
||
-- NOTE: AI can hold perfect hover, so only apply this check for player-controlled units
|
||
local vel = unit:GetVelocity()
|
||
if vel and unit:GetPlayerName() then
|
||
local groundSpeed = math.sqrt(vel.x * vel.x + vel.z * vel.z) -- horizontal speed in m/s
|
||
if groundSpeed < 0.05 then
|
||
return false -- stopped on ground
|
||
end
|
||
end
|
||
|
||
return true -- airborne
|
||
end
|
||
|
||
-- Get ground speed in m/s for a unit
|
||
local function _getGroundSpeed(unit)
|
||
if not unit then return 0 end
|
||
local vel = unit:GetVelocity()
|
||
if not vel or not vel.x or not vel.z then return 0 end
|
||
return math.sqrt(vel.x * vel.x + vel.z * vel.z)
|
||
end
|
||
|
||
local function _nearestZonePoint(unit, list)
|
||
if not unit or not unit:IsAlive() then return nil end
|
||
-- Get unit position using DCS API to avoid dependency on MOOSE point methods
|
||
local uname = unit:GetName()
|
||
local du = Unit.getByName and Unit.getByName(uname) or nil
|
||
if not du or not du:getPoint() then return nil end
|
||
local up = du:getPoint()
|
||
local ux, uz = up.x, up.z
|
||
|
||
local best, bestd = nil, nil
|
||
for _, z in ipairs(list or {}) do
|
||
local mz = _findZone(z)
|
||
local zx, zz
|
||
if z and z.name and trigger and trigger.misc and trigger.misc.getZone then
|
||
local tz = trigger.misc.getZone(z.name)
|
||
if tz and tz.point then zx, zz = tz.point.x, tz.point.z end
|
||
end
|
||
if (not zx) and mz and mz.GetPointVec3 then
|
||
local zp = mz:GetPointVec3()
|
||
-- Try to read numeric fields directly to avoid method calls
|
||
if zp and type(zp) == 'table' and zp.x and zp.z then zx, zz = zp.x, zp.z end
|
||
end
|
||
if (not zx) and z and z.coord then
|
||
zx, zz = z.coord.x, z.coord.z
|
||
end
|
||
|
||
if zx and zz then
|
||
local dx = (zx - ux)
|
||
local dz = (zz - uz)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if (not bestd) or d < bestd then best, bestd = mz, d end
|
||
end
|
||
end
|
||
if not best then return nil, nil end
|
||
return best, bestd
|
||
end
|
||
|
||
-- Check if a unit is inside a Pickup Zone. Returns (inside:boolean, zone, dist, radius)
|
||
function CTLD:_isUnitInsidePickupZone(unit, activeOnly)
|
||
if not unit or not unit:IsAlive() then return false, nil, nil, nil end
|
||
local zone, dist
|
||
if activeOnly then
|
||
zone, dist = self:_nearestActivePickupZone(unit)
|
||
else
|
||
local defs = self.Config and self.Config.Zones and self.Config.Zones.PickupZones or {}
|
||
zone, dist = _nearestZonePoint(unit, defs)
|
||
end
|
||
if not zone or not dist then return false, nil, nil, nil end
|
||
local r = self:_getZoneRadius(zone)
|
||
if not r then return false, zone, dist, nil end
|
||
return dist <= r, zone, dist, r
|
||
end
|
||
|
||
-- Helper: get nearest ACTIVE pickup zone (by configured list), respecting CTLD's active flags
|
||
function CTLD:_collectActivePickupDefs()
|
||
local out = {}
|
||
local added = {} -- Track added zone names to prevent duplicates
|
||
|
||
-- From config-defined zones
|
||
local defs = (self.Config and self.Config.Zones and self.Config.Zones.PickupZones) or {}
|
||
for _, z in ipairs(defs) do
|
||
local n = z.name
|
||
if (not n) or self._ZoneActive.Pickup[n] ~= false then
|
||
table.insert(out, z)
|
||
if n then added[n] = true end
|
||
end
|
||
end
|
||
|
||
-- From MOOSE zone objects if present (skip if already added from config)
|
||
if self.PickupZones and #self.PickupZones > 0 then
|
||
for _, mz in ipairs(self.PickupZones) do
|
||
if mz and mz.GetName then
|
||
local n = mz:GetName()
|
||
if self._ZoneActive.Pickup[n] ~= false and not added[n] then
|
||
table.insert(out, { name = n })
|
||
added[n] = true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return out
|
||
end
|
||
|
||
function CTLD:_nearestActivePickupZone(unit)
|
||
return _nearestZonePoint(unit, self:_collectActivePickupDefs())
|
||
end
|
||
|
||
local function _defaultCountryForSide(side)
|
||
if not (country and country.id) then return nil end
|
||
if side == coalition.side.BLUE then
|
||
return country.id.USA or country.id.CJTF_BLUE
|
||
elseif side == coalition.side.RED then
|
||
return country.id.RUSSIA or country.id.CJTF_RED
|
||
elseif side == coalition.side.NEUTRAL then
|
||
return country.id.UN or country.id.CJTF_NEUTRAL or country.id.USA
|
||
end
|
||
return nil
|
||
end
|
||
|
||
local function _coalitionAddGroup(side, category, groupData, ctldConfig)
|
||
-- Enforce side/category in groupData just to be safe
|
||
groupData.category = category
|
||
local countryId = ctldConfig and ctldConfig.CountryId
|
||
if not countryId then
|
||
countryId = _defaultCountryForSide(side)
|
||
if ctldConfig then ctldConfig.CountryId = countryId end
|
||
end
|
||
if countryId then
|
||
groupData.country = countryId
|
||
end
|
||
|
||
-- Apply air-spawn altitude adjustment for AIRPLANE category if DroneAirSpawn is enabled
|
||
if category == Group.Category.AIRPLANE and ctldConfig and ctldConfig.DroneAirSpawn and ctldConfig.DroneAirSpawn.Enabled then
|
||
if groupData.units and #groupData.units > 0 then
|
||
local altAGL = ctldConfig.DroneAirSpawn.AltitudeMeters or 3048
|
||
local speed = ctldConfig.DroneAirSpawn.SpeedMps or 120
|
||
|
||
for _, unit in ipairs(groupData.units) do
|
||
-- Get terrain height at spawn location
|
||
local terrainHeight = land.getHeight({x = unit.x, y = unit.y})
|
||
-- Set altitude ASL (Above Sea Level)
|
||
unit.alt = terrainHeight + altAGL
|
||
unit.speed = speed
|
||
-- Ensure unit has appropriate spawn type set
|
||
unit.alt_type = "BARO" -- Barometric altitude
|
||
end
|
||
end
|
||
end
|
||
|
||
local addCountry = countryId or side
|
||
return coalition.addGroup(addCountry, category, groupData)
|
||
end
|
||
|
||
local function _spawnStaticCargo(side, point, cargoType, name)
|
||
local static = {
|
||
name = name,
|
||
type = cargoType,
|
||
x = point.x,
|
||
y = point.z,
|
||
heading = 0,
|
||
canCargo = true,
|
||
}
|
||
return coalition.addStaticObject(side, static)
|
||
end
|
||
|
||
local function _vec3FromUnit(unit)
|
||
local p = unit:GetPointVec3()
|
||
return { x = p.x, y = p.y, z = p.z }
|
||
end
|
||
|
||
-- Update DCS internal cargo weight based on loaded crates and troops
|
||
-- This affects aircraft performance (hover, fuel consumption, speed, etc.)
|
||
local function _updateCargoWeight(group)
|
||
if not group then return end
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
local gname = group:GetName()
|
||
local totalWeight = 0
|
||
|
||
-- Add weight from loaded crates
|
||
local crateData = CTLD._loadedCrates[gname]
|
||
if crateData and crateData.totalWeightKg then
|
||
totalWeight = totalWeight + crateData.totalWeightKg
|
||
end
|
||
|
||
-- Add weight from loaded troops
|
||
local troopData = CTLD._troopsLoaded[gname]
|
||
if troopData and troopData.weightKg then
|
||
totalWeight = totalWeight + troopData.weightKg
|
||
end
|
||
|
||
-- Call DCS API to set internal cargo weight (affects flight model)
|
||
local unitName = unit:GetName()
|
||
if unitName and trigger and trigger.action and trigger.action.setUnitInternalCargo then
|
||
pcall(function()
|
||
trigger.action.setUnitInternalCargo(unitName, totalWeight)
|
||
end)
|
||
end
|
||
end
|
||
|
||
-- Unique id generator for map markups (lines/circles/text)
|
||
local function _nextMarkupId()
|
||
CTLD._NextMarkupId = (CTLD._NextMarkupId or 10000) + 1
|
||
return CTLD._NextMarkupId
|
||
end
|
||
|
||
-- Spawn smoke at a position using MOOSE COORDINATE smoke (better appearance) or trigger smoke (old thick ground smoke)
|
||
-- position: {x, y, z} table (Vec3)
|
||
-- color: trigger.smokeColor enum value
|
||
-- config: reference to a CrateSmoke config table (or nil to use defaults)
|
||
-- crateId: optional crate identifier for tracking smoke refresh schedules
|
||
local function _spawnCrateSmoke(position, color, config, crateId)
|
||
if not position or not color then return end
|
||
|
||
-- Parse config with defaults
|
||
local enabled = true
|
||
local autoRefresh = false
|
||
local refreshInterval = 240
|
||
local maxRefreshDuration = 600
|
||
local offsetMeters = 5
|
||
local offsetRandom = true
|
||
local offsetVertical = 2
|
||
|
||
if config then
|
||
enabled = (config.Enabled ~= false) -- default true
|
||
autoRefresh = (config.AutoRefresh == true)
|
||
refreshInterval = tonumber(config.RefreshInterval) or 240
|
||
maxRefreshDuration = tonumber(config.MaxRefreshDuration) or 600
|
||
offsetMeters = tonumber(config.OffsetMeters) or 5
|
||
offsetRandom = (config.OffsetRandom ~= false) -- default true
|
||
offsetVertical = tonumber(config.OffsetVertical) or 2
|
||
end
|
||
|
||
-- If smoke is disabled, skip entirely
|
||
if not enabled then return end
|
||
|
||
-- Apply offset to smoke position so helicopters don't hover in the smoke
|
||
local smokePos = { x = position.x, y = position.y, z = position.z }
|
||
if offsetMeters > 0 then
|
||
local angle = 0 -- North by default
|
||
if offsetRandom then
|
||
angle = math.random() * 2 * math.pi -- Random direction
|
||
end
|
||
smokePos.x = smokePos.x + offsetMeters * math.cos(angle)
|
||
smokePos.z = smokePos.z + offsetMeters * math.sin(angle)
|
||
end
|
||
-- Apply vertical offset (above ground level)
|
||
smokePos.y = smokePos.y + offsetVertical
|
||
|
||
-- Spawn the smoke using MOOSE COORDINATE (better appearance than trigger.action.smoke)
|
||
local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z)
|
||
if coord and coord.Smoke then
|
||
-- MOOSE smoke method - produces better looking smoke similar to F6 cargo smoke
|
||
if color == trigger.smokeColor.Green then
|
||
coord:SmokeGreen()
|
||
elseif color == trigger.smokeColor.Red then
|
||
coord:SmokeRed()
|
||
elseif color == trigger.smokeColor.White then
|
||
coord:SmokeWhite()
|
||
elseif color == trigger.smokeColor.Orange then
|
||
coord:SmokeOrange()
|
||
elseif color == trigger.smokeColor.Blue then
|
||
coord:SmokeBlue()
|
||
else
|
||
coord:SmokeGreen() -- default
|
||
end
|
||
else
|
||
-- Fallback to trigger.action.smoke if MOOSE COORDINATE not available
|
||
trigger.action.smoke(smokePos, color)
|
||
end
|
||
|
||
-- Schedule smoke refresh if enabled
|
||
if autoRefresh and crateId and refreshInterval > 0 and maxRefreshDuration > 0 then
|
||
|
||
CTLD._smokeRefreshSchedules = CTLD._smokeRefreshSchedules or {}
|
||
|
||
-- Clear any existing schedule for this crate
|
||
if CTLD._smokeRefreshSchedules[crateId] then
|
||
timer.removeFunction(CTLD._smokeRefreshSchedules[crateId].funcId)
|
||
end
|
||
|
||
local startTime = timer.getTime()
|
||
local capturedColor = color -- Capture variables for the closure
|
||
local capturedOffsetMeters = offsetMeters
|
||
local capturedOffsetRandom = offsetRandom
|
||
local capturedOffsetVertical = offsetVertical
|
||
local function refreshSmoke()
|
||
local elapsed = timer.getTime() - startTime
|
||
if elapsed >= maxRefreshDuration then
|
||
-- Max refresh duration exceeded, stop refreshing (safety limit)
|
||
CTLD._smokeRefreshSchedules[crateId] = nil
|
||
return nil
|
||
end
|
||
|
||
-- Check if crate still exists
|
||
if not CTLD._crates or not CTLD._crates[crateId] then
|
||
-- Crate was picked up, built, or cleaned up - stop refreshing
|
||
CTLD._smokeRefreshSchedules[crateId] = nil
|
||
return nil
|
||
end
|
||
|
||
-- Refresh smoke at crate position
|
||
local crateMeta = CTLD._crates[crateId]
|
||
if crateMeta and crateMeta.point then
|
||
local sy = 0
|
||
if land and land.getHeight then
|
||
local ok, h = pcall(land.getHeight, { x = crateMeta.point.x, y = crateMeta.point.z })
|
||
if ok and type(h) == 'number' then sy = h end
|
||
end
|
||
|
||
-- Apply offset to smoke position
|
||
local refreshSmokePos = { x = crateMeta.point.x, y = sy, z = crateMeta.point.z }
|
||
if capturedOffsetMeters > 0 then
|
||
local angle = 0 -- North by default
|
||
if capturedOffsetRandom then
|
||
angle = math.random() * 2 * math.pi -- Random direction
|
||
end
|
||
refreshSmokePos.x = refreshSmokePos.x + capturedOffsetMeters * math.cos(angle)
|
||
refreshSmokePos.z = refreshSmokePos.z + capturedOffsetMeters * math.sin(angle)
|
||
end
|
||
-- Apply vertical offset
|
||
refreshSmokePos.y = refreshSmokePos.y + capturedOffsetVertical
|
||
|
||
local refreshCoord = COORDINATE:New(refreshSmokePos.x, refreshSmokePos.y, refreshSmokePos.z)
|
||
if refreshCoord and refreshCoord.Smoke then
|
||
if capturedColor == trigger.smokeColor.Green then
|
||
refreshCoord:SmokeGreen()
|
||
elseif capturedColor == trigger.smokeColor.Red then
|
||
refreshCoord:SmokeRed()
|
||
elseif capturedColor == trigger.smokeColor.White then
|
||
refreshCoord:SmokeWhite()
|
||
elseif capturedColor == trigger.smokeColor.Orange then
|
||
refreshCoord:SmokeOrange()
|
||
elseif capturedColor == trigger.smokeColor.Blue then
|
||
refreshCoord:SmokeBlue()
|
||
else
|
||
refreshCoord:SmokeGreen()
|
||
end
|
||
else
|
||
trigger.action.smoke(refreshSmokePos, capturedColor)
|
||
end
|
||
end
|
||
|
||
return timer.getTime() + refreshInterval
|
||
end
|
||
|
||
local funcId = timer.scheduleFunction(refreshSmoke, nil, timer.getTime() + refreshInterval)
|
||
CTLD._smokeRefreshSchedules[crateId] = { funcId = funcId, startTime = startTime }
|
||
end
|
||
|
||
end
|
||
|
||
-- Clean up smoke refresh schedule for a crate
|
||
local function _cleanupCrateSmoke(crateId)
|
||
if not crateId then return end
|
||
CTLD._smokeRefreshSchedules = CTLD._smokeRefreshSchedules or {}
|
||
if CTLD._smokeRefreshSchedules[crateId] then
|
||
if CTLD._smokeRefreshSchedules[crateId].funcId then
|
||
timer.removeFunction(CTLD._smokeRefreshSchedules[crateId].funcId)
|
||
end
|
||
CTLD._smokeRefreshSchedules[crateId] = nil
|
||
end
|
||
end
|
||
|
||
-- Spawn smoke for MEDEVAC crews with offset system
|
||
-- position: {x, y, z} table
|
||
-- smokeColor: trigger.smokeColor enum value
|
||
-- config: MEDEVAC config table (for offset settings)
|
||
local function _spawnMEDEVACSmoke(position, smokeColor, config)
|
||
if not position or not smokeColor then return end
|
||
|
||
-- Apply smoke offset system
|
||
local smokePos = {
|
||
x = position.x,
|
||
y = land.getHeight({x = position.x, y = position.z}),
|
||
z = position.z
|
||
}
|
||
|
||
local offsetMeters = (config and config.SmokeOffsetMeters) or 5
|
||
local offsetRandom = (not config or config.SmokeOffsetRandom ~= false) -- default true
|
||
local offsetVertical = (config and config.SmokeOffsetVertical) or 2
|
||
|
||
if offsetMeters > 0 then
|
||
local angle = 0 -- North by default
|
||
if offsetRandom then
|
||
angle = math.random() * 2 * math.pi -- Random direction
|
||
end
|
||
smokePos.x = smokePos.x + offsetMeters * math.cos(angle)
|
||
smokePos.z = smokePos.z + offsetMeters * math.sin(angle)
|
||
end
|
||
smokePos.y = smokePos.y + offsetVertical
|
||
|
||
-- Spawn smoke using MOOSE COORDINATE (better appearance) or fallback to trigger.action.smoke
|
||
local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z)
|
||
if coord and coord.Smoke then
|
||
if smokeColor == trigger.smokeColor.Green then
|
||
coord:SmokeGreen()
|
||
elseif smokeColor == trigger.smokeColor.Red then
|
||
coord:SmokeRed()
|
||
elseif smokeColor == trigger.smokeColor.White then
|
||
coord:SmokeWhite()
|
||
elseif smokeColor == trigger.smokeColor.Orange then
|
||
coord:SmokeOrange()
|
||
elseif smokeColor == trigger.smokeColor.Blue then
|
||
coord:SmokeBlue()
|
||
else
|
||
coord:SmokeRed() -- default
|
||
end
|
||
else
|
||
trigger.action.smoke(smokePos, smokeColor)
|
||
end
|
||
end
|
||
|
||
-- Resolve a zone's center (vec3) and radius (meters).
|
||
-- Accepts a MOOSE ZONE object returned by _findZone/ZONE:FindByName/ZONE_RADIUS:New
|
||
function CTLD:_getZoneCenterAndRadius(mz)
|
||
if not mz then return nil, nil end
|
||
local name = mz.GetName and mz:GetName() or nil
|
||
-- Prefer Mission Editor zone data if available
|
||
if name and trigger and trigger.misc and trigger.misc.getZone then
|
||
local z = trigger.misc.getZone(name)
|
||
if z and z.point and z.radius then
|
||
local p = { x = z.point.x, y = z.point.y or 0, z = z.point.z }
|
||
return p, z.radius
|
||
end
|
||
end
|
||
-- Fall back to MOOSE zone center
|
||
local pv = mz.GetPointVec3 and mz:GetPointVec3() or nil
|
||
local p = pv and { x = pv.x, y = pv.y or 0, z = pv.z } or nil
|
||
-- Try to fetch a configured radius from our zone defs
|
||
local r
|
||
if name and self._ZoneDefs then
|
||
local d = self._ZoneDefs.PickupZones and self._ZoneDefs.PickupZones[name]
|
||
or self._ZoneDefs.DropZones and self._ZoneDefs.DropZones[name]
|
||
or self._ZoneDefs.FOBZones and self._ZoneDefs.FOBZones[name]
|
||
or self._ZoneDefs.MASHZones and self._ZoneDefs.MASHZones[name]
|
||
if d and d.radius then r = d.radius end
|
||
end
|
||
r = r or (mz.GetRadius and mz:GetRadius()) or 150
|
||
return p, r
|
||
end
|
||
|
||
-- Draw a circle and label for a zone on the F10 map for this coalition.
|
||
-- kind: 'Pickup' | 'Drop' | 'FOB' | 'MASH'
|
||
function CTLD:_drawZoneCircleAndLabel(kind, mz, opts)
|
||
if not (trigger and trigger.action and trigger.action.circleToAll and trigger.action.textToAll) then return end
|
||
opts = opts or {}
|
||
local p, r = self:_getZoneCenterAndRadius(mz)
|
||
if not p or not r then return end
|
||
local side = (opts.ForAll and -1) or self.Side
|
||
local outline = opts.OutlineColor or {0,1,0,0.85}
|
||
local fill = opts.FillColor or {0,1,0,0.15}
|
||
local lineType = opts.LineType or 1
|
||
local readOnly = (opts.ReadOnly ~= false)
|
||
local fontSize = opts.FontSize or 18
|
||
local labelPrefix = opts.LabelPrefix or 'Zone'
|
||
local zname = (mz.GetName and mz:GetName()) or '(zone)'
|
||
local circleId = _nextMarkupId()
|
||
local textId = _nextMarkupId()
|
||
trigger.action.circleToAll(side, circleId, p, r, outline, fill, lineType, readOnly, "")
|
||
local label = string.format('%s: %s', labelPrefix, zname)
|
||
-- Place label centered above the circle (12 o'clock). Horizontal nudge via LabelOffsetX.
|
||
-- Simple formula: extra offset from edge = r * ratio + fromEdge
|
||
local extra = (r * (opts.LabelOffsetRatio or 0.0)) + (opts.LabelOffsetFromEdge or 30)
|
||
local nx = p.x + (opts.LabelOffsetX or 0)
|
||
local nz = p.z - (r + (extra or 0))
|
||
local textPos = { x = nx, y = 0, z = nz }
|
||
trigger.action.textToAll(side, textId, textPos, {1,1,1,0.9}, {0,0,0,0}, fontSize, readOnly, label)
|
||
-- Track ids so they can be cleared later
|
||
self._MapMarkup = self._MapMarkup or { Pickup = {}, Drop = {}, FOB = {} }
|
||
self._MapMarkup[kind] = self._MapMarkup[kind] or {}
|
||
self._MapMarkup[kind][zname] = { circle = circleId, text = textId }
|
||
end
|
||
|
||
function CTLD:ClearMapDrawings()
|
||
if not (self._MapMarkup and trigger and trigger.action and trigger.action.removeMark) then return end
|
||
for _, byName in pairs(self._MapMarkup) do
|
||
for _, ids in pairs(byName) do
|
||
if ids.circle then pcall(trigger.action.removeMark, ids.circle) end
|
||
if ids.text then pcall(trigger.action.removeMark, ids.text) end
|
||
end
|
||
end
|
||
self._MapMarkup = { Pickup = {}, Drop = {}, FOB = {}, MASH = {} }
|
||
end
|
||
|
||
function CTLD:_removeZoneDrawing(kind, zname)
|
||
if not (self._MapMarkup and self._MapMarkup[kind] and self._MapMarkup[kind][zname]) then return end
|
||
local ids = self._MapMarkup[kind][zname]
|
||
if ids.circle then pcall(trigger.action.removeMark, ids.circle) end
|
||
if ids.text then pcall(trigger.action.removeMark, ids.text) end
|
||
self._MapMarkup[kind][zname] = nil
|
||
end
|
||
|
||
-- Public: set a specific zone active/inactive by kind and name
|
||
function CTLD:SetZoneActive(kind, name, active, silent)
|
||
if not (kind and name) then return end
|
||
local k = (kind == 'Pickup' or kind == 'Drop' or kind == 'FOB' or kind == 'MASH') and kind or nil
|
||
if not k then return end
|
||
self._ZoneActive = self._ZoneActive or { Pickup = {}, Drop = {}, FOB = {}, MASH = {} }
|
||
self._ZoneActive[k][name] = (active ~= false)
|
||
-- Update drawings for this one zone only
|
||
if self.Config.MapDraw and self.Config.MapDraw.Enabled then
|
||
-- Find the MOOSE zone object by name
|
||
local list = (k=='Pickup' and self.PickupZones) or (k=='Drop' and self.DropZones) or (k=='FOB' and self.FOBZones) or (k=='MASH' and self.MASHZones) or {}
|
||
local mz
|
||
for _,z in ipairs(list or {}) do if z and z.GetName and z:GetName() == name then mz = z break end end
|
||
if self._ZoneActive[k][name] then
|
||
if mz then
|
||
local md = self.Config.MapDraw
|
||
local opts = {
|
||
OutlineColor = md.OutlineColor,
|
||
FillColor = (md.FillColors and md.FillColors[k]) or nil,
|
||
LineType = (md.LineTypes and md.LineTypes[k]) or md.LineType or 1,
|
||
FontSize = md.FontSize,
|
||
ReadOnly = (md.ReadOnly ~= false),
|
||
LabelOffsetX = md.LabelOffsetX,
|
||
LabelOffsetFromEdge = md.LabelOffsetFromEdge,
|
||
LabelOffsetRatio = md.LabelOffsetRatio,
|
||
LabelPrefix = ((md.LabelPrefixes and md.LabelPrefixes[k])
|
||
or (k=='Pickup' and md.LabelPrefix)
|
||
or (k..' Zone'))
|
||
}
|
||
self:_drawZoneCircleAndLabel(k, mz, opts)
|
||
end
|
||
else
|
||
self:_removeZoneDrawing(k, name)
|
||
end
|
||
end
|
||
-- Optional messaging
|
||
local stateStr = self._ZoneActive[k][name] and 'ACTIVATED' or 'DEACTIVATED'
|
||
_logVerbose(string.format('Zone %s %s (%s)', tostring(name), stateStr, k))
|
||
if not silent then
|
||
local msgKey = self._ZoneActive[k][name] and 'zone_activated' or 'zone_deactivated'
|
||
_eventSend(self, nil, self.Side, msgKey, { kind = k, zone = name })
|
||
end
|
||
end
|
||
|
||
function CTLD:DrawZonesOnMap()
|
||
local md = self.Config and self.Config.MapDraw or {}
|
||
if not md.Enabled then return end
|
||
-- Clear previous drawings before re-drawing
|
||
self:ClearMapDrawings()
|
||
local opts = {
|
||
OutlineColor = md.OutlineColor,
|
||
LineType = md.LineType,
|
||
FontSize = md.FontSize,
|
||
ReadOnly = (md.ReadOnly ~= false),
|
||
LabelPrefix = md.LabelPrefix or 'Zone',
|
||
LabelOffsetX = md.LabelOffsetX,
|
||
LabelOffsetFromEdge = md.LabelOffsetFromEdge,
|
||
LabelOffsetRatio = md.LabelOffsetRatio,
|
||
ForAll = (md.ForAll == true),
|
||
}
|
||
if md.DrawPickupZones then
|
||
for _,mz in ipairs(self.PickupZones or {}) do
|
||
local name = mz:GetName()
|
||
if self._ZoneActive.Pickup[name] ~= false then
|
||
opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.Pickup) or md.LabelPrefix or 'Pickup Zone'
|
||
opts.LineType = (md.LineTypes and md.LineTypes.Pickup) or md.LineType or 1
|
||
opts.FillColor = (md.FillColors and md.FillColors.Pickup) or nil
|
||
self:_drawZoneCircleAndLabel('Pickup', mz, opts)
|
||
end
|
||
end
|
||
end
|
||
if md.DrawDropZones then
|
||
for _,mz in ipairs(self.DropZones or {}) do
|
||
local name = mz:GetName()
|
||
if self._ZoneActive.Drop[name] ~= false then
|
||
opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.Drop) or 'Drop Zone'
|
||
opts.LineType = (md.LineTypes and md.LineTypes.Drop) or md.LineType or 1
|
||
opts.FillColor = (md.FillColors and md.FillColors.Drop) or nil
|
||
self:_drawZoneCircleAndLabel('Drop', mz, opts)
|
||
end
|
||
end
|
||
end
|
||
if md.DrawFOBZones then
|
||
for _,mz in ipairs(self.FOBZones or {}) do
|
||
local name = mz:GetName()
|
||
if self._ZoneActive.FOB[name] ~= false then
|
||
opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.FOB) or 'FOB Zone'
|
||
opts.LineType = (md.LineTypes and md.LineTypes.FOB) or md.LineType or 1
|
||
opts.FillColor = (md.FillColors and md.FillColors.FOB) or nil
|
||
self:_drawZoneCircleAndLabel('FOB', mz, opts)
|
||
end
|
||
end
|
||
end
|
||
if md.DrawMASHZones then
|
||
for _,mz in ipairs(self.MASHZones or {}) do
|
||
local name = mz:GetName()
|
||
if self._ZoneActive.MASH[name] ~= false then
|
||
opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.MASH) or 'MASH'
|
||
opts.LineType = (md.LineTypes and md.LineTypes.MASH) or md.LineType or 1
|
||
opts.FillColor = (md.FillColors and md.FillColors.MASH) or nil
|
||
self:_drawZoneCircleAndLabel('MASH', mz, opts)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Unit preference detection and unit-aware formatting
|
||
local function _getPlayerIsMetric(unit)
|
||
local ok, isMetric = pcall(function()
|
||
local pname = unit and unit.GetPlayerName and unit:GetPlayerName() or nil
|
||
if pname and type(SETTINGS) == 'table' and SETTINGS.Set then
|
||
local ps = SETTINGS:Set(pname)
|
||
if ps and ps.IsMetric then return ps:IsMetric() end
|
||
end
|
||
if _SETTINGS and _SETTINGS.IsMetric then return _SETTINGS:IsMetric() end
|
||
return true
|
||
end)
|
||
return (ok and isMetric) and true or false
|
||
end
|
||
|
||
local function _round(n, prec)
|
||
local m = 10^(prec or 0)
|
||
return math.floor(n * m + 0.5) / m
|
||
end
|
||
|
||
local function _fmtDistance(meters, isMetric)
|
||
if isMetric then
|
||
local v = math.max(0, _round(meters, 0))
|
||
return v, 'm'
|
||
else
|
||
local ft = meters * 3.28084
|
||
-- snap to 5 ft increments for readability
|
||
ft = math.max(0, math.floor((ft + 2.5) / 5) * 5)
|
||
return ft, 'ft'
|
||
end
|
||
end
|
||
|
||
local function _fmtRange(meters, isMetric)
|
||
if isMetric then
|
||
local v = math.max(0, _round(meters, 0))
|
||
return v, 'm'
|
||
else
|
||
local nm = meters / 1852
|
||
return _round(nm, 1), 'NM'
|
||
end
|
||
end
|
||
|
||
local function _fmtSpeed(mps, isMetric)
|
||
if isMetric then
|
||
return _round(mps, 1), 'm/s'
|
||
else
|
||
local fps = mps * 3.28084
|
||
return math.max(0, math.floor(fps + 0.5)), 'ft/s'
|
||
end
|
||
end
|
||
|
||
local function _fmtAGL(meters, isMetric)
|
||
return _fmtDistance(meters, isMetric)
|
||
end
|
||
|
||
local function _fmtTemplate(tpl, data)
|
||
if not tpl or tpl == '' then return '' end
|
||
-- Support placeholder keys with underscores (e.g., {zone_dist_u})
|
||
return (tpl:gsub('{([%w_]+)}', function(k)
|
||
local v = data and data[k]
|
||
-- If value is missing, leave placeholder intact to aid debugging
|
||
if v == nil then return '{'..k..'}' end
|
||
return tostring(v)
|
||
end))
|
||
end
|
||
|
||
-- Coalition utility: return opposite side (BLUE<->RED); NEUTRAL returns RED by default
|
||
local function _enemySide(side)
|
||
if coalition and coalition.side then
|
||
if side == coalition.side.BLUE then return coalition.side.RED end
|
||
if side == coalition.side.RED then return coalition.side.BLUE end
|
||
end
|
||
return coalition.side.RED
|
||
end
|
||
|
||
-- Find nearest enemy-held base within radius; returns {point=vec3, name=string, dist=meters}
|
||
function CTLD:_findNearestEnemyBase(point, radius)
|
||
local enemy = _enemySide(self.Side)
|
||
local ok, bases = pcall(function()
|
||
if coalition and coalition.getAirbases then return coalition.getAirbases(enemy) end
|
||
return {}
|
||
end)
|
||
if not ok or not bases then return nil end
|
||
local best
|
||
for _,ab in ipairs(bases) do
|
||
local p = ab:getPoint()
|
||
local dx = (p.x - point.x); local dz = (p.z - point.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if d <= radius and ((not best) or d < best.dist) then
|
||
best = { point = { x = p.x, z = p.z }, name = ab:getName() or 'Base', dist = d }
|
||
end
|
||
end
|
||
return best
|
||
end
|
||
|
||
-- Find nearest enemy ground group centroid within radius; returns {point=vec3, group=GROUP|nil, dcsGroupName=string, dist=meters, type=string}
|
||
function CTLD:_findNearestEnemyGround(point, radius)
|
||
local enemy = _enemySide(self.Side)
|
||
local best
|
||
-- Use MOOSE SET_GROUP to enumerate enemy ground groups
|
||
local set = SET_GROUP:New():FilterCoalitions(enemy):FilterCategories(Group.Category.GROUND):FilterActive(true):FilterStart()
|
||
set:ForEachGroup(function(g)
|
||
local alive = g:IsAlive()
|
||
if alive then
|
||
local c = g:GetCoordinate()
|
||
if c then
|
||
local v3 = c:GetVec3()
|
||
local dx = (v3.x - point.x); local dz = (v3.z - point.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if d <= radius and ((not best) or d < best.dist) then
|
||
-- Try to infer a type label from first unit
|
||
local ut = 'unit'
|
||
local u1 = g:GetUnit(1)
|
||
if u1 then ut = _getUnitType(u1) or ut end
|
||
best = { point = { x = v3.x, z = v3.z }, group = g, dcsGroupName = g:GetName(), dist = d, type = ut }
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
return best
|
||
end
|
||
|
||
-- Order a ground group by name to move toward target point at a given speed (km/h). Uses MOOSE route when available.
|
||
function CTLD:_orderGroundGroupToPointByName(groupName, targetPoint, speedKmh)
|
||
if not groupName or not targetPoint then return end
|
||
local mg
|
||
local ok = pcall(function() mg = GROUP:FindByName(groupName) end)
|
||
if ok and mg then
|
||
local vec2 = (VECTOR2 and VECTOR2.New) and VECTOR2:New(targetPoint.x, targetPoint.z) or { x = targetPoint.x, y = targetPoint.z }
|
||
-- RouteGroundTo(speed km/h). Use pcall to avoid mission halt if API differs.
|
||
local _, _ = pcall(function() mg:RouteGroundTo(vec2, speedKmh or 25) end)
|
||
return
|
||
end
|
||
-- Fallback: DCS Group controller simple mission to single waypoint
|
||
local dg = Group.getByName(groupName)
|
||
if not dg then return end
|
||
local ctrl = dg:getController()
|
||
if not ctrl then return end
|
||
-- Try to set a simple go-to task
|
||
local task = {
|
||
id = 'Mission',
|
||
params = {
|
||
route = {
|
||
points = {
|
||
{
|
||
x = targetPoint.x, y = targetPoint.z, speed = 5, action = 'Off Road', task = {}, type = 'Turning Point', ETA = 0, ETA_locked = false,
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
pcall(function() ctrl:setTask(task) end)
|
||
end
|
||
|
||
-- Assign attack behavior to a newly spawned ground group by name
|
||
function CTLD:_assignAttackBehavior(groupName, originPoint, isVehicle)
|
||
if not (self.Config.AttackAI and self.Config.AttackAI.Enabled) then return end
|
||
local radius = isVehicle and (self.Config.AttackAI.VehicleSearchRadius or 5000) or (self.Config.AttackAI.TroopSearchRadius or 3000)
|
||
local prioBase = (self.Config.AttackAI.PrioritizeEnemyBases ~= false)
|
||
local speed = isVehicle and (self.Config.AttackAI.VehicleAdvanceSpeedKmh or 35) or (self.Config.AttackAI.TroopAdvanceSpeedKmh or 20)
|
||
local player = 'Player'
|
||
-- Try to infer last requesting player from crate/troop context is complex; caller should pass announcements separately when needed.
|
||
-- Target selection
|
||
local target
|
||
local pickedBase
|
||
if prioBase then
|
||
local base = self:_findNearestEnemyBase(originPoint, radius)
|
||
if base then target = { point = base.point, name = base.name, kind = 'base', dist = base.dist } pickedBase = base end
|
||
end
|
||
if not target then
|
||
local eg = self:_findNearestEnemyGround(originPoint, radius)
|
||
if eg then target = { point = eg.point, name = eg.dcsGroupName, kind = 'enemy', dist = eg.dist, etype = eg.type } end
|
||
end
|
||
-- Order movement if we have a target
|
||
if target then
|
||
self:_orderGroundGroupToPointByName(groupName, target.point, speed)
|
||
end
|
||
return target -- caller will handle announcement
|
||
end
|
||
|
||
local function _bearingDeg(from, to)
|
||
local dx = (to.x - from.x)
|
||
local dz = (to.z - from.z)
|
||
local ang = math.deg(math.atan2(dx, dz)) -- 0=N, +CW
|
||
if ang < 0 then ang = ang + 360 end
|
||
return math.floor(ang + 0.5)
|
||
end
|
||
|
||
-- Normalize MOOSE/DCS heading to both radians and degrees consistently.
|
||
-- Some environments may yield degrees; others radians. This returns (rad, deg).
|
||
local function _headingRadDeg(unit)
|
||
local h = (unit and unit.GetHeading and unit:GetHeading()) or 0
|
||
local hrad, hdeg
|
||
if h and h > (2*math.pi + 0.1) then
|
||
-- Looks like degrees
|
||
hdeg = h % 360
|
||
hrad = math.rad(hdeg)
|
||
else
|
||
-- Radians (normalize into [0, 2pi))
|
||
hrad = (h or 0) % (2*math.pi)
|
||
hdeg = math.deg(hrad)
|
||
end
|
||
return hrad, hdeg
|
||
end
|
||
|
||
local function _projectToBodyFrame(dx, dz, hdg)
|
||
-- world (east=X=dx, north=Z=dz) to body frame (fwd/right)
|
||
local fwd = dx * math.sin(hdg) + dz * math.cos(hdg)
|
||
local right = dx * math.cos(hdg) - dz * math.sin(hdg)
|
||
return right, fwd
|
||
end
|
||
|
||
local function _playerNameFromGroup(group)
|
||
if not group then return 'Player' end
|
||
local unit = group:GetUnit(1)
|
||
local pname = unit and unit.GetPlayerName and unit:GetPlayerName()
|
||
if pname and pname ~= '' then return pname end
|
||
return group:GetName() or 'Player'
|
||
end
|
||
|
||
local function _coachSend(self, group, unitName, key, data, isCoach)
|
||
local cfg = CTLD.HoverCoachConfig or {}
|
||
local now = timer.getTime()
|
||
CTLD._coachState[unitName] = CTLD._coachState[unitName] or { lastKeyTimes = {} }
|
||
local st = CTLD._coachState[unitName]
|
||
local last = st.lastKeyTimes[key] or 0
|
||
local minGap = isCoach and ((cfg.throttle and cfg.throttle.coachUpdate) or 1.5) or ((cfg.throttle and cfg.throttle.generic) or 3.0)
|
||
local repeatGap = (cfg.throttle and cfg.throttle.repeatSame) or (minGap * 2)
|
||
if last > 0 and (now - last) < minGap then return end
|
||
-- prevent repeat spam of identical key too fast (only after first send)
|
||
if last > 0 and (now - last) < repeatGap then return end
|
||
local tpl = CTLD.Messages and CTLD.Messages[key]
|
||
if not tpl then return end
|
||
local text = _fmtTemplate(tpl, data)
|
||
if text and text ~= '' then
|
||
_msgGroup(group, text)
|
||
st.lastKeyTimes[key] = now
|
||
end
|
||
end
|
||
|
||
local function _eventSend(self, group, side, key, data)
|
||
local tpl = CTLD.Messages and CTLD.Messages[key]
|
||
if not tpl then return end
|
||
local now = timer.getTime()
|
||
local scopeKey
|
||
if group then scopeKey = 'GRP:'..group:GetName() else scopeKey = 'COAL:'..tostring(side or self.Side) end
|
||
CTLD._msgState[scopeKey] = CTLD._msgState[scopeKey] or { lastKeyTimes = {} }
|
||
local st = CTLD._msgState[scopeKey]
|
||
local last = st.lastKeyTimes[key] or 0
|
||
local cfg = CTLD.HoverCoachConfig
|
||
local minGap = (cfg and cfg.throttle and cfg.throttle.generic) or 3.0
|
||
local repeatGap = (cfg and cfg.throttle and cfg.throttle.repeatSame) or (minGap * 2)
|
||
if last > 0 and (now - last) < minGap then return end
|
||
if last > 0 and (now - last) < repeatGap then return end
|
||
|
||
local text = _fmtTemplate(tpl, data)
|
||
if not text or text == '' then return end
|
||
if group then _msgGroup(group, text) else _msgCoalition(side or self.Side, text) end
|
||
st.lastKeyTimes[key] = now
|
||
end
|
||
|
||
-- Format helpers for menu labels and recipe info
|
||
function CTLD:_recipeTotalCrates(def)
|
||
if not def then return 1 end
|
||
if type(def.requires) == 'table' then
|
||
local n = 0
|
||
for _,qty in pairs(def.requires) do n = n + (qty or 0) end
|
||
return math.max(1, n)
|
||
end
|
||
return math.max(1, def.required or 1)
|
||
end
|
||
|
||
function CTLD:_friendlyNameForKey(key)
|
||
local d = self.Config and self.Config.CrateCatalog and self.Config.CrateCatalog[key]
|
||
if not d then return tostring(key) end
|
||
return (d.menu or d.description or key)
|
||
end
|
||
|
||
function CTLD:_formatMenuLabelWithCrates(key, def)
|
||
local base = (def and (def.menu or def.description)) or key
|
||
local total = self:_recipeTotalCrates(def)
|
||
local suffix = (total == 1) and '1 crate' or (tostring(total)..' crates')
|
||
-- Optionally append stock for UX; uses nearest pickup zone dynamically
|
||
if self.Config.Inventory and self.Config.Inventory.ShowStockInMenu then
|
||
local group = nil
|
||
-- Try to find any active group menu owner to infer nearest zone; if none, skip hint
|
||
for gname,_ in pairs(self.MenusByGroup or {}) do group = GROUP:FindByName(gname); if group then break end end
|
||
if group and group:IsAlive() then
|
||
local unit = group:GetUnit(1)
|
||
if unit and unit:IsAlive() then
|
||
local zone, dist = _nearestZonePoint(unit, self.Config.Zones and self.Config.Zones.PickupZones or {})
|
||
if zone and dist and dist <= (self.Config.PickupZoneMaxDistance or 10000) then
|
||
local zname = zone:GetName()
|
||
-- For composite recipes, show bundle availability based on component stock; otherwise show per-key stock
|
||
if def and type(def.requires) == 'table' then
|
||
local stockTbl = CTLD._stockByZone[zname] or {}
|
||
local bundles = math.huge
|
||
for reqKey, qty in pairs(def.requires) do
|
||
local have = tonumber(stockTbl[reqKey] or 0) or 0
|
||
local need = tonumber(qty or 0) or 0
|
||
if need > 0 then bundles = math.min(bundles, math.floor(have / need)) end
|
||
end
|
||
if bundles == math.huge then bundles = 0 end
|
||
return string.format('%s (%s) [%s: %d bundle%s]', base, suffix, zname, bundles, (bundles==1 and '' or 's'))
|
||
else
|
||
local stock = (CTLD._stockByZone[zname] and CTLD._stockByZone[zname][key]) or 0
|
||
return string.format('%s (%s) [%s: %d]', base, suffix, zname, stock)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return string.format('%s (%s)', base, suffix)
|
||
end
|
||
|
||
function CTLD:_formatRecipeInfo(key, def)
|
||
local lines = {}
|
||
local title = self:_friendlyNameForKey(key)
|
||
table.insert(lines, string.format('%s', title))
|
||
if def and def.isFOB then table.insert(lines, '(FOB recipe)') end
|
||
if def and type(def.requires) == 'table' then
|
||
local total = self:_recipeTotalCrates(def)
|
||
table.insert(lines, string.format('Requires: %d crate(s) total', total))
|
||
table.insert(lines, 'Breakdown:')
|
||
-- stable order
|
||
local items = {}
|
||
for k,qty in pairs(def.requires) do table.insert(items, {k=k, q=qty}) end
|
||
table.sort(items, function(a,b) return tostring(a.k) < tostring(b.k) end)
|
||
for _,it in ipairs(items) do
|
||
local fname = self:_friendlyNameForKey(it.k)
|
||
table.insert(lines, string.format('- %dx %s', it.q or 1, fname))
|
||
end
|
||
else
|
||
local n = self:_recipeTotalCrates(def)
|
||
table.insert(lines, string.format('Requires: %d crate(s)', n))
|
||
end
|
||
if def and def.dcsCargoType then
|
||
table.insert(lines, string.format('Cargo type: %s', tostring(def.dcsCargoType)))
|
||
end
|
||
return table.concat(lines, '\n')
|
||
end
|
||
|
||
-- Determine an approximate radius for a ZONE. Tries MOOSE radius, then trigger zone radius, then configured radius.
|
||
function CTLD:_getZoneRadius(zone)
|
||
if zone and zone.Radius then return zone.Radius end
|
||
local name = zone and zone.GetName and zone:GetName() or nil
|
||
if name and trigger and trigger.misc and trigger.misc.getZone then
|
||
local z = trigger.misc.getZone(name)
|
||
if z and z.radius then return z.radius end
|
||
end
|
||
if name and self._ZoneDefs and self._ZoneDefs.FOBZones and self._ZoneDefs.FOBZones[name] then
|
||
local d = self._ZoneDefs.FOBZones[name]
|
||
if d and d.radius then return d.radius end
|
||
end
|
||
return 150
|
||
end
|
||
|
||
-- Check if a 2D point (x,z) lies within any FOB zone; returns (bool, zone)
|
||
function CTLD:IsPointInFOBZones(point)
|
||
for _,z in ipairs(self.FOBZones or {}) do
|
||
local pz = z:GetPointVec3()
|
||
local r = self:_getZoneRadius(z)
|
||
local dx = (pz.x - point.x)
|
||
local dz = (pz.z - point.z)
|
||
if (dx*dx + dz*dz) <= (r*r) then return true, z end
|
||
end
|
||
return false, nil
|
||
end
|
||
|
||
-- #endregion Utilities
|
||
|
||
-- =========================
|
||
-- Construction
|
||
-- =========================
|
||
-- #region Construction
|
||
function CTLD:New(cfg)
|
||
local o = setmetatable({}, self)
|
||
o.Config = DeepCopy(CTLD.Config)
|
||
if cfg then o.Config = DeepMerge(o.Config, cfg) end
|
||
|
||
-- Debug: check if MASH zones survived the merge
|
||
_logDebug('After config merge:')
|
||
_logDebug(' o.Config.Zones exists: '..tostring(o.Config.Zones ~= nil))
|
||
if o.Config.Zones then
|
||
_logDebug(' o.Config.Zones.MASHZones exists: '..tostring(o.Config.Zones.MASHZones ~= nil))
|
||
if o.Config.Zones.MASHZones then
|
||
_logDebug(' o.Config.Zones.MASHZones count: '..tostring(#o.Config.Zones.MASHZones))
|
||
end
|
||
end
|
||
|
||
o.Side = o.Config.CoalitionSide
|
||
o.CountryId = o.Config.CountryId or _defaultCountryForSide(o.Side)
|
||
o.Config.CountryId = o.CountryId
|
||
o.MenuRoots = {}
|
||
o.MenusByGroup = {}
|
||
o._jtacRegistry = {}
|
||
|
||
-- If caller disabled builtin catalog, clear it before merging any globals
|
||
if o.Config.UseBuiltinCatalog == false then
|
||
o.Config.CrateCatalog = {}
|
||
end
|
||
|
||
-- If a global catalog was loaded earlier (via DO SCRIPT FILE), merge it automatically
|
||
-- Supported globals: _CTLD_EXTRACTED_CATALOG (our extractor), CTLD_CATALOG, MOOSE_CTLD_CATALOG
|
||
do
|
||
local globalsToCheck = { '_CTLD_EXTRACTED_CATALOG', 'CTLD_CATALOG', 'MOOSE_CTLD_CATALOG' }
|
||
for _,gn in ipairs(globalsToCheck) do
|
||
local t = rawget(_G, gn)
|
||
if type(t) == 'table' then
|
||
o:MergeCatalog(t)
|
||
_logInfo('Merged crate catalog from global '..gn)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Load troop types from catalog if available
|
||
do
|
||
local troopTypes = rawget(_G, '_CTLD_TROOP_TYPES')
|
||
if type(troopTypes) == 'table' and next(troopTypes) then
|
||
o.Config.Troops.TroopTypes = troopTypes
|
||
_logInfo('Loaded troop types from _CTLD_TROOP_TYPES')
|
||
else
|
||
-- Fallback: catalog not loaded, warn user and provide minimal defaults
|
||
_logError('WARNING: _CTLD_TROOP_TYPES not found. Catalog may not be loaded. Using minimal troop fallbacks.')
|
||
_logError('Please ensure catalog file is loaded via DO SCRIPT FILE *before* creating CTLD instances.')
|
||
-- Minimal fallback troop types to prevent spawning wrong units
|
||
o.Config.Troops.TroopTypes = {
|
||
AS = { label = 'Assault Squad', size = 8, unitsBlue = { 'Soldier M4' }, unitsRed = { 'Infantry AK' }, units = { 'Infantry AK' } },
|
||
AA = { label = 'MANPADS Team', size = 4, unitsBlue = { 'Soldier stinger' }, unitsRed = { 'SA-18 Igla-S manpad' }, units = { 'Infantry AK' } },
|
||
AT = { label = 'AT Team', size = 4, unitsBlue = { 'Soldier M136' }, unitsRed = { 'Soldier RPG' }, units = { 'Infantry AK' } },
|
||
AR = { label = 'Mortar Team', size = 4, unitsBlue = { 'Mortar M252' }, unitsRed = { '2B11 mortar' }, units = { 'Infantry AK' } },
|
||
}
|
||
end
|
||
end
|
||
|
||
o:InitZones()
|
||
-- Validate configured zones and warn if missing
|
||
o:ValidateZones()
|
||
-- Optional: draw configured zones on the F10 map
|
||
if o.Config.MapDraw and o.Config.MapDraw.Enabled then
|
||
-- Defer a tiny bit to ensure mission environment is fully up
|
||
timer.scheduleFunction(function()
|
||
pcall(function() o:DrawZonesOnMap() end)
|
||
end, {}, timer.getTime() + 1)
|
||
end
|
||
-- Optional: bind zone activation to mission flags (merge from config table and per-zone flag fields)
|
||
do
|
||
local merged = {}
|
||
-- Collect from explicit bindings (backward compatible)
|
||
if o.Config.ZoneEventBindings then
|
||
for _,b in ipairs(o.Config.ZoneEventBindings) do table.insert(merged, b) end
|
||
end
|
||
-- Collect from per-zone entries (preferred)
|
||
local function pushFromZones(kind, list)
|
||
for _,z in ipairs(list or {}) do
|
||
if z and z.name and z.flag then
|
||
table.insert(merged, { kind = kind, name = z.name, flag = z.flag, activeWhen = z.activeWhen or 1 })
|
||
end
|
||
end
|
||
end
|
||
pushFromZones('Pickup', o.Config.Zones and o.Config.Zones.PickupZones)
|
||
pushFromZones('Drop', o.Config.Zones and o.Config.Zones.DropZones)
|
||
pushFromZones('FOB', o.Config.Zones and o.Config.Zones.FOBZones)
|
||
pushFromZones('MASH', o.Config.Zones and o.Config.Zones.MASHZones)
|
||
|
||
o._BindingsMerged = merged
|
||
if o._BindingsMerged and #o._BindingsMerged > 0 then
|
||
o._ZoneFlagState = {}
|
||
o._ZoneFlagsPrimed = false
|
||
o.ZoneFlagSched = SCHEDULER:New(nil, function()
|
||
if not o._ZoneFlagsPrimed then
|
||
-- Prime states on first run without spamming messages
|
||
for _,b in ipairs(o._BindingsMerged) do
|
||
if b and b.flag and b.kind and b.name then
|
||
local val = (trigger and trigger.misc and trigger.misc.getUserFlag) and trigger.misc.getUserFlag(b.flag) or 0
|
||
local activeWhen = (b.activeWhen ~= nil) and b.activeWhen or 1
|
||
local shouldBeActive = (val == activeWhen)
|
||
local key = tostring(b.kind)..'|'..tostring(b.name)
|
||
o._ZoneFlagState[key] = shouldBeActive
|
||
o:SetZoneActive(b.kind, b.name, shouldBeActive, true)
|
||
end
|
||
end
|
||
o._ZoneFlagsPrimed = true
|
||
return
|
||
end
|
||
-- Subsequent runs: announce changes
|
||
for _,b in ipairs(o._BindingsMerged) do
|
||
if b and b.flag and b.kind and b.name then
|
||
local val = (trigger and trigger.misc and trigger.misc.getUserFlag) and trigger.misc.getUserFlag(b.flag) or 0
|
||
local activeWhen = (b.activeWhen ~= nil) and b.activeWhen or 1
|
||
local shouldBeActive = (val == activeWhen)
|
||
local key = tostring(b.kind)..'|'..tostring(b.name)
|
||
if o._ZoneFlagState[key] ~= shouldBeActive then
|
||
o._ZoneFlagState[key] = shouldBeActive
|
||
o:SetZoneActive(b.kind, b.name, shouldBeActive, false)
|
||
end
|
||
end
|
||
end
|
||
end, {}, 1, 1)
|
||
end
|
||
end
|
||
o:InitMenus()
|
||
|
||
-- Initialize inventory for configured pickup zones (seed from catalog initialStock)
|
||
if o.Config.Inventory and o.Config.Inventory.Enabled then
|
||
pcall(function() o:InitInventory() end)
|
||
end
|
||
|
||
-- Initialize MEDEVAC system
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
pcall(function() o:InitMEDEVAC() end)
|
||
end
|
||
|
||
-- Periodic cleanup for crates
|
||
o.Sched = SCHEDULER:New(nil, function()
|
||
o:CleanupCrates()
|
||
end, {}, 60, 60)
|
||
|
||
-- Periodic cleanup for deployed troops (remove dead/missing groups)
|
||
o.TroopCleanupSched = SCHEDULER:New(nil, function()
|
||
o:CleanupDeployedTroops()
|
||
end, {}, 30, 30)
|
||
|
||
-- Optional: auto-build FOBs inside FOB zones when crates present
|
||
if o.Config.AutoBuildFOBInZones then
|
||
o.AutoFOBSched = SCHEDULER:New(nil, function()
|
||
o:AutoBuildFOBCheck()
|
||
end, {}, 10, 10) -- check every 10 seconds
|
||
end
|
||
|
||
-- Optional: hover pickup scanner
|
||
local coachCfg = CTLD.HoverCoachConfig or {}
|
||
if coachCfg.enabled then
|
||
o.HoverSched = SCHEDULER:New(nil, function()
|
||
o:ScanHoverPickup()
|
||
end, {}, 0.5, 0.5)
|
||
end
|
||
|
||
-- MEDEVAC auto-pickup and auto-unload scheduler
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
local checkInterval = (CTLD.MEDEVAC.AutoPickup and CTLD.MEDEVAC.AutoPickup.CheckInterval) or 3
|
||
o.MEDEVACSched = SCHEDULER:New(nil, function()
|
||
o:ScanMEDEVACAutoActions()
|
||
end, {}, checkInterval, checkInterval)
|
||
end
|
||
|
||
if o.Config.JTAC and o.Config.JTAC.Enabled then
|
||
local jtacInterval = 5
|
||
if o.Config.JTAC.AutoLase then
|
||
local refresh = tonumber(o.Config.JTAC.AutoLase.RefreshSeconds) or 15
|
||
local idle = tonumber(o.Config.JTAC.AutoLase.IdleRescanSeconds) or 30
|
||
jtacInterval = math.max(2, math.min(refresh, idle, 10))
|
||
end
|
||
o.JTACSched = SCHEDULER:New(nil, function()
|
||
o:_tickJTACs()
|
||
end, {}, jtacInterval, jtacInterval)
|
||
end
|
||
|
||
table.insert(CTLD._instances, o)
|
||
_msgCoalition(o.Side, string.format('CTLD %s initialized for coalition', CTLD.Version))
|
||
return o
|
||
end
|
||
|
||
function CTLD:InitZones()
|
||
self.PickupZones = {}
|
||
self.DropZones = {}
|
||
self.FOBZones = {}
|
||
self.MASHZones = {}
|
||
self._ZoneDefs = { PickupZones = {}, DropZones = {}, FOBZones = {}, MASHZones = {} }
|
||
self._ZoneActive = { Pickup = {}, Drop = {}, FOB = {}, MASH = {} }
|
||
for _,z in ipairs(self.Config.Zones.PickupZones or {}) do
|
||
local mz = _findZone(z)
|
||
if mz then
|
||
table.insert(self.PickupZones, mz)
|
||
local name = mz:GetName()
|
||
self._ZoneDefs.PickupZones[name] = z
|
||
if self._ZoneActive.Pickup[name] == nil then self._ZoneActive.Pickup[name] = (z.active ~= false) end
|
||
end
|
||
end
|
||
for _,z in ipairs(self.Config.Zones.DropZones or {}) do
|
||
local mz = _findZone(z)
|
||
if mz then
|
||
table.insert(self.DropZones, mz)
|
||
local name = mz:GetName()
|
||
self._ZoneDefs.DropZones[name] = z
|
||
if self._ZoneActive.Drop[name] == nil then self._ZoneActive.Drop[name] = (z.active ~= false) end
|
||
end
|
||
end
|
||
for _,z in ipairs(self.Config.Zones.FOBZones or {}) do
|
||
local mz = _findZone(z)
|
||
if mz then
|
||
table.insert(self.FOBZones, mz)
|
||
local name = mz:GetName()
|
||
self._ZoneDefs.FOBZones[name] = z
|
||
if self._ZoneActive.FOB[name] == nil then self._ZoneActive.FOB[name] = (z.active ~= false) end
|
||
end
|
||
end
|
||
for _,z in ipairs(self.Config.Zones.MASHZones or {}) do
|
||
local mz = _findZone(z)
|
||
if mz then
|
||
table.insert(self.MASHZones, mz)
|
||
local name = mz:GetName()
|
||
self._ZoneDefs.MASHZones[name] = z
|
||
if self._ZoneActive.MASH[name] == nil then self._ZoneActive.MASH[name] = (z.active ~= false) end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Validate configured zone names exist in the mission; warn coalition if any are missing.
|
||
function CTLD:ValidateZones()
|
||
local function zoneExistsByName(name)
|
||
if not name or name == '' then return false end
|
||
if trigger and trigger.misc and trigger.misc.getZone then
|
||
local z = trigger.misc.getZone(name)
|
||
if z then return true end
|
||
end
|
||
if ZONE and ZONE.FindByName then
|
||
local mz = ZONE:FindByName(name)
|
||
if mz then return true end
|
||
end
|
||
return false
|
||
end
|
||
|
||
local function sideToStr(s)
|
||
if coalition and coalition.side then
|
||
if s == coalition.side.BLUE then return 'BLUE' end
|
||
if s == coalition.side.RED then return 'RED' end
|
||
if s == coalition.side.NEUTRAL then return 'NEUTRAL' end
|
||
end
|
||
return tostring(s)
|
||
end
|
||
|
||
local function join(t)
|
||
local s = ''
|
||
for i,name in ipairs(t) do s = s .. (i>1 and ', ' or '') .. tostring(name) end
|
||
return s
|
||
end
|
||
|
||
local missing = { Pickup = {}, Drop = {}, FOB = {}, MASH = {} }
|
||
local found = { Pickup = {}, Drop = {}, FOB = {}, MASH = {} }
|
||
local coords = { Pickup = 0, Drop = 0, FOB = 0, MASH = 0 }
|
||
|
||
for _,z in ipairs(self.Config.Zones.PickupZones or {}) do
|
||
if z.name then
|
||
if zoneExistsByName(z.name) then table.insert(found.Pickup, z.name) else table.insert(missing.Pickup, z.name) end
|
||
elseif z.coord then
|
||
coords.Pickup = coords.Pickup + 1
|
||
end
|
||
end
|
||
for _,z in ipairs(self.Config.Zones.DropZones or {}) do
|
||
if z.name then
|
||
if zoneExistsByName(z.name) then table.insert(found.Drop, z.name) else table.insert(missing.Drop, z.name) end
|
||
elseif z.coord then
|
||
coords.Drop = coords.Drop + 1
|
||
end
|
||
end
|
||
for _,z in ipairs(self.Config.Zones.FOBZones or {}) do
|
||
if z.name then
|
||
if zoneExistsByName(z.name) then table.insert(found.FOB, z.name) else table.insert(missing.FOB, z.name) end
|
||
elseif z.coord then
|
||
coords.FOB = coords.FOB + 1
|
||
end
|
||
end
|
||
for _,z in ipairs(self.Config.Zones.MASHZones or {}) do
|
||
if z.name then
|
||
if zoneExistsByName(z.name) then table.insert(found.MASH, z.name) else table.insert(missing.MASH, z.name) end
|
||
elseif z.coord then
|
||
coords.MASH = coords.MASH + 1
|
||
end
|
||
end
|
||
|
||
-- Log a concise summary to dcs.log
|
||
local sideStr = sideToStr(self.Side)
|
||
_logVerbose(string.format('[ZoneValidation][%s] Pickup: configured=%d (named=%d, coord=%d) found=%d missing=%d',
|
||
sideStr,
|
||
#(self.Config.Zones.PickupZones or {}), #found.Pickup + #missing.Pickup, coords.Pickup, #found.Pickup, #missing.Pickup))
|
||
_logVerbose(string.format('[ZoneValidation][%s] Drop : configured=%d (named=%d, coord=%d) found=%d missing=%d',
|
||
sideStr,
|
||
#(self.Config.Zones.DropZones or {}), #found.Drop + #missing.Drop, coords.Drop, #found.Drop, #missing.Drop))
|
||
_logVerbose(string.format('[ZoneValidation][%s] FOB : configured=%d (named=%d, coord=%d) found=%d missing=%d',
|
||
sideStr,
|
||
#(self.Config.Zones.FOBZones or {}), #found.FOB + #missing.FOB, coords.FOB, #found.FOB, #missing.FOB))
|
||
_logVerbose(string.format('[ZoneValidation][%s] MASH : configured=%d (named=%d, coord=%d) found=%d missing=%d',
|
||
sideStr,
|
||
#(self.Config.Zones.MASHZones or {}), #found.MASH + #missing.MASH, coords.MASH, #found.MASH, #missing.MASH))
|
||
|
||
local anyMissing = (#missing.Pickup > 0) or (#missing.Drop > 0) or (#missing.FOB > 0) or (#missing.MASH > 0)
|
||
if anyMissing then
|
||
if #missing.Pickup > 0 then
|
||
local msg = 'CTLD config warning: Missing Pickup Zones: '..join(missing.Pickup)
|
||
_msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg)
|
||
end
|
||
if #missing.Drop > 0 then
|
||
local msg = 'CTLD config warning: Missing Drop Zones: '..join(missing.Drop)
|
||
_msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg)
|
||
end
|
||
if #missing.FOB > 0 then
|
||
local msg = 'CTLD config warning: Missing FOB Zones: '..join(missing.FOB)
|
||
_msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg)
|
||
end
|
||
if #missing.MASH > 0 then
|
||
local msg = 'CTLD config warning: Missing MASH Zones: '..join(missing.MASH)
|
||
_msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg)
|
||
end
|
||
else
|
||
_logVerbose(string.format('[ZoneValidation][%s] All configured zone names resolved successfully.', sideStr))
|
||
end
|
||
|
||
self._MissingZones = missing
|
||
end
|
||
-- #endregion Construction
|
||
|
||
-- =========================
|
||
-- Menus
|
||
-- =========================
|
||
-- #region Menus
|
||
function CTLD:InitMenus()
|
||
if self.Config.UseGroupMenus then
|
||
-- Create placeholder menu at mission start to reserve F10 position if requested
|
||
if self.Config.CreateMenuAtMissionStart then
|
||
-- Create a coalition-level placeholder that will be replaced by per-group menus on birth
|
||
self.PlaceholderMenu = MENU_COALITION:New(self.Side, self.Config.RootMenuName or 'CTLD')
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Spawn in an aircraft to see options', self.PlaceholderMenu, function()
|
||
_msgCoalition(self.Side, 'CTLD menus will appear when you spawn in a transport aircraft.')
|
||
end)
|
||
end
|
||
self:WireBirthHandler()
|
||
-- No coalition-level root when using per-group menus; Admin/Help is nested under each group's CTLD menu
|
||
else
|
||
self.MenuRoot = MENU_COALITION:New(self.Side, self.Config.RootMenuName or 'CTLD')
|
||
self:BuildCoalitionMenus(self.MenuRoot)
|
||
self:InitCoalitionAdminMenu()
|
||
end
|
||
end
|
||
|
||
function CTLD:WireBirthHandler()
|
||
local handler = EVENTHANDLER:New()
|
||
handler:HandleEvent(EVENTS.Birth)
|
||
local selfref = self
|
||
function handler:OnEventBirth(eventData)
|
||
local unit = eventData.IniUnit
|
||
if not unit or not unit:IsAlive() then return end
|
||
if unit:GetCoalition() ~= selfref.Side then return end
|
||
local typ = _getUnitType(unit)
|
||
if not _isIn(selfref.Config.AllowedAircraft, typ) then return end
|
||
local grp = unit:GetGroup()
|
||
if not grp then return end
|
||
local gname = grp:GetName()
|
||
if selfref.MenusByGroup[gname] then return end
|
||
selfref.MenusByGroup[gname] = selfref:BuildGroupMenus(grp)
|
||
_msgGroup(grp, 'CTLD menu available (F10)')
|
||
end
|
||
self.BirthHandler = handler
|
||
end
|
||
|
||
function CTLD:BuildGroupMenus(group)
|
||
local root = MENU_GROUP:New(group, self.Config.RootMenuName or 'CTLD')
|
||
-- Safe menu command helper: wraps callbacks to prevent silent errors
|
||
local function CMD(title, parent, cb)
|
||
return MENU_GROUP_COMMAND:New(group, title, parent, function()
|
||
local ok, err = pcall(cb)
|
||
if not ok then
|
||
_logError('Menu error: '..tostring(err))
|
||
MESSAGE:New('CTLD menu error: '..tostring(err), 8):ToGroup(group)
|
||
end
|
||
end)
|
||
end
|
||
|
||
-- Initialize per-player coach preference from default
|
||
local gname = group:GetName()
|
||
CTLD._coachOverride = CTLD._coachOverride or {}
|
||
if CTLD._coachOverride[gname] == nil then
|
||
local coachCfg = CTLD.HoverCoachConfig or {}
|
||
CTLD._coachOverride[gname] = coachCfg.coachOnByDefault
|
||
end
|
||
|
||
-- Top-level roots per requested structure
|
||
local opsRoot = MENU_GROUP:New(group, 'Operations', root)
|
||
local logRoot = MENU_GROUP:New(group, 'Logistics', root)
|
||
local toolsRoot = MENU_GROUP:New(group, 'Field Tools', root)
|
||
local navRoot = MENU_GROUP:New(group, 'Navigation', root)
|
||
local adminRoot = MENU_GROUP:New(group, 'Admin/Help', root)
|
||
|
||
-- Admin/Help -> Player Guides (moved to top of Admin/Help)
|
||
local help = MENU_GROUP:New(group, 'Player Guides', adminRoot)
|
||
MENU_GROUP_COMMAND:New(group, 'CTLD Basics (2-minute tour)', help, function()
|
||
local lines = {}
|
||
table.insert(lines, 'CTLD Basics - 2 minute tour')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Loop: Request -> Deliver -> Build -> Fight')
|
||
table.insert(lines, '- Request crates at an ACTIVE Supply Zone (Pickup).')
|
||
table.insert(lines, '- Deliver crates to the build point (within Build Radius).')
|
||
table.insert(lines, '- Build units or sites with "Build Here" (confirm + cooldown).')
|
||
table.insert(lines, '- Optional: set Attack or Defend behavior when building.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Key concepts:')
|
||
table.insert(lines, '- Zones: Pickup (supply), Drop (mission targets), FOB (forward supply).')
|
||
table.insert(lines, '- Inventory: stock is tracked per zone; requests consume stock there.')
|
||
table.insert(lines, '- FOBs: building one creates a local supply point with seeded stock.')
|
||
table.insert(lines, '- Advanced: SAM site repair crates, AI attack orders, EWR/JTAC support.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Zones - Guide', help, function()
|
||
local lines = {}
|
||
table.insert(lines, 'CTLD Zones - Guide')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Zone types:')
|
||
table.insert(lines, '- Pickup (Supply): Request crates and load troops here. Crate requests require proximity to an ACTIVE pickup zone (default within 10 km).')
|
||
table.insert(lines, '- Drop: Mission-defined delivery or rally areas. Some missions may require delivery or deployment at these zones (see briefing).')
|
||
table.insert(lines, '- FOB: Forward Operating Base areas. Some recipes (FOB Site) can be built here; if FOB restriction is enabled, FOB-only builds must be inside an FOB zone.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Colors and map marks:')
|
||
table.insert(lines, '- Pickup zone crate spawns are marked with smoke in the configured color. Admin/Help -> Draw CTLD Zones on Map draws zone circles and labels on F10.')
|
||
table.insert(lines, '- Use Admin/Help -> Clear CTLD Map Drawings to remove the drawings. Drawings are read-only if configured.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'How to use zones:')
|
||
table.insert(lines, '- To request crates: move within the pickup zone distance and use CTLD -> Request Crate.')
|
||
table.insert(lines, '- To load troops: must be inside a Pickup zone if troop loading restriction is enabled.')
|
||
table.insert(lines, '- Navigation: CTLD -> Coach & Nav -> Vectors to Nearest Pickup Zone gives bearing and range.')
|
||
table.insert(lines, '- Activation: Zones can be active/inactive per mission logic; inactive pickup zones block crate requests.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('Build Radius: about %d m to collect nearby crates when building.', self.Config.BuildRadius or 60))
|
||
table.insert(lines, string.format('Pickup Zone Max Distance: about %d m to request crates.', self.Config.PickupZoneMaxDistance or 10000))
|
||
MESSAGE:New(table.concat(lines, '\n'), 40):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Inventory - How It Works', help, function()
|
||
local inv = self.Config.Inventory or {}
|
||
local enabled = inv.Enabled ~= false
|
||
local showHint = inv.ShowStockInMenu == true
|
||
local fobPct = math.floor(((inv.FOBStockFactor or 0.25) * 100) + 0.5)
|
||
local lines = {}
|
||
table.insert(lines, 'CTLD Inventory - How It Works')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Overview:')
|
||
table.insert(lines, '- Inventory is tracked per Supply (Pickup) Zone and per FOB. Requests consume stock at that location.')
|
||
table.insert(lines, string.format('- Inventory is %s.', enabled and 'ENABLED' or 'DISABLED'))
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Starting stock:')
|
||
table.insert(lines, '- Each configured Supply Zone is seeded from the catalog initialStock for every crate type at mission start.')
|
||
table.insert(lines, string.format('- When you build a FOB, it creates a small Supply Zone with stock seeded at ~%d%% of initialStock.', fobPct))
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Requesting crates:')
|
||
table.insert(lines, '- You must be within range of an ACTIVE Supply Zone to request crates; stock is decremented on spawn.')
|
||
table.insert(lines, '- If out of stock for a type at that zone, requests are denied for that type until resupplied (mission logic).')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'UI hints:')
|
||
table.insert(lines, string.format('- Show stock in menu labels: %s.', showHint and 'ON' or 'OFF'))
|
||
table.insert(lines, '- Some missions may include an "In Stock Here" list showing only items available at the nearest zone.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 40):ToGroup(group)
|
||
end)
|
||
|
||
MENU_GROUP_COMMAND:New(group, 'Troop Transport & JTAC Use', help, function()
|
||
local lines = {}
|
||
table.insert(lines, 'Troop Transport & JTAC Use')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Troops:')
|
||
table.insert(lines, '- Load inside an ACTIVE Supply Zone (if mission enforces it).')
|
||
table.insert(lines, '- Deploy with Defend (hold) or Attack (advance to targets/bases).')
|
||
table.insert(lines, '- Attack uses a search radius and moves at configured speed.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'JTAC:')
|
||
table.insert(lines, '- Build JTAC units (MRAP/Tigr or drones) to support target marking.')
|
||
table.insert(lines, '- JTAC helps with target designation/SA; details depend on mission setup.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Crates 101: Requesting and Handling', help, function()
|
||
local lines = {}
|
||
table.insert(lines, 'Crates 101 - Requesting and Handling')
|
||
table.insert(lines, '')
|
||
table.insert(lines, '- Request crates near an ACTIVE Supply Zone; max distance is configurable.')
|
||
table.insert(lines, '- Menu labels show the total crates required for a recipe.')
|
||
table.insert(lines, '- Drop crates close together but avoid overlap; smoke marks spawns.')
|
||
table.insert(lines, '- Use Coach & Nav tools: vectors to nearest pickup zone, re-mark crate with smoke.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Hover Pickup & Slingloading', help, function()
|
||
local coachCfg = CTLD.HoverCoachConfig or {}
|
||
local aglMin = (coachCfg.thresholds and coachCfg.thresholds.aglMin) or 5
|
||
local aglMax = (coachCfg.thresholds and coachCfg.thresholds.aglMax) or 20
|
||
local capGS = (coachCfg.thresholds and coachCfg.thresholds.captureGS) or (4/3.6)
|
||
local hold = (coachCfg.thresholds and coachCfg.thresholds.stabilityHold) or 1.8
|
||
local lines = {}
|
||
table.insert(lines, 'Hover Pickup & Slingloading')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('- Hover pickup: hold AGL %d-%d m, speed < %.1f m/s, for ~%.1f s to auto-load.', aglMin, aglMax, capGS, hold))
|
||
table.insert(lines, '- Keep steady within ~15 m of the crate; Hover Coach gives cues if enabled.')
|
||
table.insert(lines, '- Slingloading tips: avoid rotor wash over stacks; approach from upwind; re-mark crate with smoke if needed.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Build System: Build Here and Advanced', help, function()
|
||
local br = self.Config.BuildRadius or 60
|
||
local win = self.Config.BuildConfirmWindowSeconds or 10
|
||
local cd = self.Config.BuildCooldownSeconds or 60
|
||
local lines = {}
|
||
table.insert(lines, 'Build System - Build Here and Advanced')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('- Build Here collects crates within ~%d m. Double-press within %d s to confirm.', br, win))
|
||
table.insert(lines, string.format('- Cooldown: about %d s per group after a successful build.', cd))
|
||
table.insert(lines, '- Advanced Build lets you choose Defend (hold) or Attack (move).')
|
||
table.insert(lines, '- Static or unsuitable units will hold even if Attack is chosen.')
|
||
table.insert(lines, '- FOB-only recipes must be inside an FOB zone when restriction is enabled.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 40):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'FOBs: Forward Supply & Why They Matter', help, function()
|
||
local fobPct = math.floor(((self.Config.Inventory and self.Config.Inventory.FOBStockFactor or 0.25) * 100) + 0.5)
|
||
local lines = {}
|
||
table.insert(lines, 'FOBs - Forward Supply and Why They Matter')
|
||
table.insert(lines, '')
|
||
table.insert(lines, '- Build a FOB by assembling its crate recipe (see Recipe Info).')
|
||
table.insert(lines, string.format('- A new local Supply Zone is created and seeded at ~%d%% of initial stock.', fobPct))
|
||
table.insert(lines, '- FOBs shorten logistics legs and increase throughput toward the front.')
|
||
table.insert(lines, '- If enabled, FOB-only builds must occur inside FOB zones.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'SAM Sites: Building, Repairing, and Augmenting', help, function()
|
||
local br = self.Config.BuildRadius or 60
|
||
local lines = {}
|
||
table.insert(lines, 'SAM Sites - Building, Repairing, and Augmenting')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Build:')
|
||
table.insert(lines, '- Assemble site recipes using the required component crates (see menu labels). Build Here will place the full site.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Repair/Augment (merged):')
|
||
table.insert(lines, '- Request the matching "Repair/Launcher +1" crate for your site type (HAWK, Patriot, KUB, BUK).')
|
||
table.insert(lines, string.format('- Drop repair crate(s) within ~%d m of the site, then use Build Here (confirm window applies).', br))
|
||
table.insert(lines, '- The nearest matching site (within a local search) is respawned fully repaired; +1 launcher per crate, up to caps.')
|
||
table.insert(lines, '- Caps: HAWK 6, Patriot 6, KUB 3, BUK 6. Extra crates beyond the cap are not consumed.')
|
||
table.insert(lines, '- Must match coalition and site type; otherwise no changes are applied.')
|
||
table.insert(lines, '- Respawn is required to apply repairs/augmentation due to DCS limitations.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Placement tips:')
|
||
table.insert(lines, '- Space launchers to avoid masking; keep radars with good line-of-sight; avoid fratricide arcs.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 45):ToGroup(group)
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'MASH & Salvage System', help, function()
|
||
local lines = {}
|
||
table.insert(lines, 'MASH & Salvage System - Player Guide')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'What is it?')
|
||
table.insert(lines, '- MASH (Mobile Army Surgical Hospital) zones accept MEDEVAC crew deliveries.')
|
||
table.insert(lines, '- When ground vehicles are destroyed, crews spawn nearby and call for rescue.')
|
||
table.insert(lines, '- Rescuing crews and delivering them to MASH earns Salvage Points for your coalition.')
|
||
table.insert(lines, '- Salvage Points let you build out-of-stock items, keeping logistics flowing.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'How MEDEVAC works:')
|
||
table.insert(lines, '- Vehicle destroyed → crew spawns after delay with invulnerability period.')
|
||
table.insert(lines, '- MEDEVAC request announced with grid coordinates and salvage value.')
|
||
table.insert(lines, '- Crews have a time limit (default 60 minutes); failure = crew KIA and vehicle lost.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Pickup Methods:')
|
||
table.insert(lines, '- AUTO: Land within 500m of crew - they will run to you and board automatically!')
|
||
table.insert(lines, '- HOVER: Fly close, hover nearby, load troops normally - system detects MEDEVAC crew.')
|
||
table.insert(lines, '- Original vehicle respawns when crew is picked up (if enabled).')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Delivering to MASH:')
|
||
table.insert(lines, '- AUTO: Land in any MASH zone - crews unload automatically after 2 seconds.')
|
||
table.insert(lines, '- MANUAL: Deploy troops inside MASH zone - salvage points awarded automatically.')
|
||
table.insert(lines, '- Coalition message shows points earned and new total.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Using Salvage Points:')
|
||
table.insert(lines, '- When crate requests fail (out of stock), salvage auto-applies if available.')
|
||
table.insert(lines, '- Each catalog item has a salvage cost (usually matches its value).')
|
||
table.insert(lines, '- Check current salvage: Coach & Nav -> MEDEVAC Status.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Mobile MASH:')
|
||
table.insert(lines, '- Build Mobile MASH crates to deploy field hospitals anywhere.')
|
||
table.insert(lines, '- Mobile MASH creates a new delivery zone with radio beacon.')
|
||
table.insert(lines, '- Multiple mobile MASHs can be deployed for forward operations.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Best practices:')
|
||
table.insert(lines, '- Monitor MEDEVAC requests: Coach & Nav -> Vectors to Nearest MEDEVAC Crew.')
|
||
table.insert(lines, '- Prioritize high-value vehicles (armor, AA) for maximum salvage.')
|
||
table.insert(lines, '- Deploy Mobile MASH near active combat zones to reduce delivery time.')
|
||
table.insert(lines, '- Coordinate with team: share MEDEVAC locations and salvage status.')
|
||
table.insert(lines, '- Watch for warnings: 15min and 5min alerts before crew timeout.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 50):ToGroup(group)
|
||
end)
|
||
|
||
-- Operations -> Troop Transport
|
||
local troopsRoot = MENU_GROUP:New(group, 'Troop Transport', opsRoot)
|
||
CMD('Load Troops', troopsRoot, function() self:LoadTroops(group) end)
|
||
-- Optional typed troop loading submenu
|
||
do
|
||
local typedRoot = MENU_GROUP:New(group, 'Load Troops (Type)', troopsRoot)
|
||
local tcfg = (self.Config.Troops and self.Config.Troops.TroopTypes) or {}
|
||
-- Stable order per common roles
|
||
local order = { 'AS', 'AA', 'AT', 'AR' }
|
||
local seen = {}
|
||
local function addItem(key)
|
||
local def = tcfg[key]
|
||
if not def then return end
|
||
local label = (def.label or key)
|
||
local size = def.size or 6
|
||
CMD(string.format('%s (%d)', label, size), typedRoot, function()
|
||
self:LoadTroops(group, { typeKey = key })
|
||
end)
|
||
seen[key] = true
|
||
end
|
||
for _,k in ipairs(order) do addItem(k) end
|
||
-- Add any additional custom types not in the default order
|
||
for k,_ in pairs(tcfg) do if not seen[k] then addItem(k) end end
|
||
end
|
||
do
|
||
local tr = (self.Config.AttackAI and self.Config.AttackAI.TroopSearchRadius) or 3000
|
||
CMD('Deploy [Hold Position]', troopsRoot, function() self:UnloadTroops(group, { behavior = 'defend' }) end)
|
||
CMD(string.format('Deploy [Attack (%dm)]', tr), troopsRoot, function() self:UnloadTroops(group, { behavior = 'attack' }) end)
|
||
end
|
||
|
||
-- Operations -> Build
|
||
local buildRoot = MENU_GROUP:New(group, 'Build', opsRoot)
|
||
CMD('Build Here', buildRoot, function() self:BuildAtGroup(group) end)
|
||
local buildAdvRoot = MENU_GROUP:New(group, 'Build (Advanced)', buildRoot)
|
||
-- Buildable Near You (dynamic) lives directly under Build
|
||
self:_BuildOrRefreshBuildAdvancedMenu(group, buildRoot)
|
||
-- Refresh Buildable List (refreshes the list under Build)
|
||
MENU_GROUP_COMMAND:New(group, 'Refresh Buildable List', buildRoot, function()
|
||
self:_BuildOrRefreshBuildAdvancedMenu(group, buildRoot)
|
||
MESSAGE:New('Buildable list refreshed.', 6):ToGroup(group)
|
||
end)
|
||
|
||
-- Operations -> MEDEVAC
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
local medevacRoot = MENU_GROUP:New(group, 'MEDEVAC', opsRoot)
|
||
|
||
-- List Active MEDEVAC Requests
|
||
CMD('List Active MEDEVAC Requests', medevacRoot, function() self:ListActiveMEDEVACRequests(group) end)
|
||
|
||
-- Nearest MEDEVAC Location
|
||
CMD('Nearest MEDEVAC Location', medevacRoot, function() self:NearestMEDEVACLocation(group) end)
|
||
|
||
-- Coalition Salvage Points
|
||
CMD('Coalition Salvage Points', medevacRoot, function() self:ShowSalvagePoints(group) end)
|
||
|
||
-- Vectors to Nearest MEDEVAC
|
||
CMD('Vectors to Nearest MEDEVAC', medevacRoot, function() self:VectorsToNearestMEDEVAC(group) end)
|
||
|
||
-- MASH Locations
|
||
CMD('MASH Locations', medevacRoot, function() self:ListMASHLocations(group) end)
|
||
|
||
-- Pop Smoke at Crew Locations
|
||
CMD('Pop Smoke at Crew Locations', medevacRoot, function() self:PopSmokeAtMEDEVACSites(group) end)
|
||
|
||
-- Pop Smoke at MASH Zones
|
||
CMD('Pop Smoke at MASH Zones', medevacRoot, function() self:PopSmokeAtMASHZones(group) end)
|
||
|
||
-- Duplicate guide from Admin/Help -> Player Guides for quick access
|
||
MENU_GROUP_COMMAND:New(group, 'MASH & Salvage System - Guide', medevacRoot, function()
|
||
local lines = {}
|
||
table.insert(lines, 'MASH & Salvage System - Player Guide')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'What is it?')
|
||
table.insert(lines, '- MASH (Mobile Army Surgical Hospital) zones accept MEDEVAC crew deliveries.')
|
||
table.insert(lines, '- When ground vehicles are destroyed, crews spawn nearby and call for rescue.')
|
||
table.insert(lines, '- Rescuing crews and delivering them to MASH earns Salvage Points for your coalition.')
|
||
table.insert(lines, '- Salvage Points let you build out-of-stock items, keeping logistics flowing.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'How MEDEVAC works:')
|
||
table.insert(lines, '- Vehicle destroyed → crew spawns after delay with invulnerability period.')
|
||
table.insert(lines, '- MEDEVAC request announced with grid coordinates and salvage value.')
|
||
table.insert(lines, '- Crews have a time limit (default 60 minutes); failure = crew KIA and vehicle lost.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Pickup Methods:')
|
||
table.insert(lines, '- AUTO: Land within 500m of crew - they will run to you and board automatically!')
|
||
table.insert(lines, '- HOVER: Fly close, hover nearby, load troops normally - system detects MEDEVAC crew.')
|
||
table.insert(lines, '- Original vehicle respawns when crew is picked up (if enabled).')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Delivering to MASH:')
|
||
table.insert(lines, '- AUTO: Land in any MASH zone - crews unload automatically after 2 seconds.')
|
||
table.insert(lines, '- MANUAL: Deploy troops inside MASH zone - salvage points awarded automatically.')
|
||
table.insert(lines, '- Coalition message shows points earned and new total.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Using Salvage Points:')
|
||
table.insert(lines, '- When crate requests fail (out of stock), salvage auto-applies if available.')
|
||
table.insert(lines, '- Each catalog item has a salvage cost (usually matches its value).')
|
||
table.insert(lines, '- Check current salvage: Coach & Nav -> MEDEVAC Status.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Mobile MASH:')
|
||
table.insert(lines, '- Build Mobile MASH crates to deploy field hospitals anywhere.')
|
||
table.insert(lines, '- Mobile MASH creates a new delivery zone with radio beacon.')
|
||
table.insert(lines, '- Multiple mobile MASHs can be deployed for forward operations.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Best practices:')
|
||
table.insert(lines, '- Monitor MEDEVAC requests: Coach & Nav -> Vectors to Nearest MEDEVAC Crew.')
|
||
table.insert(lines, '- Prioritize high-value vehicles (armor, AA) for maximum salvage.')
|
||
table.insert(lines, '- Deploy Mobile MASH near active combat zones to reduce delivery time.')
|
||
table.insert(lines, '- Coordinate with team: share MEDEVAC locations and salvage status.')
|
||
table.insert(lines, '- Watch for warnings: 15min and 5min alerts before crew timeout.')
|
||
MESSAGE:New(table.concat(lines, '\n'), 50):ToGroup(group)
|
||
end)
|
||
|
||
-- Admin/Settings submenu
|
||
local medevacAdminRoot = MENU_GROUP:New(group, 'Admin/Settings', medevacRoot)
|
||
CMD('Clear All MEDEVAC Missions', medevacAdminRoot, function() self:ClearAllMEDEVACMissions(group) end)
|
||
end
|
||
|
||
-- Logistics -> Request Crate and Recipe Info
|
||
local reqRoot = MENU_GROUP:New(group, 'Request Crate', logRoot)
|
||
local infoRoot = MENU_GROUP:New(group, 'Recipe Info', logRoot)
|
||
if self.Config.UseCategorySubmenus then
|
||
local submenus = {}
|
||
local function getSubmenu(catLabel)
|
||
if not submenus[catLabel] then
|
||
submenus[catLabel] = MENU_GROUP:New(group, catLabel, reqRoot)
|
||
end
|
||
return submenus[catLabel]
|
||
end
|
||
local infoSubs = {}
|
||
local function getInfoSub(catLabel)
|
||
if not infoSubs[catLabel] then
|
||
infoSubs[catLabel] = MENU_GROUP:New(group, catLabel, infoRoot)
|
||
end
|
||
return infoSubs[catLabel]
|
||
end
|
||
for key,def in pairs(self.Config.CrateCatalog) do
|
||
local label = self:_formatMenuLabelWithCrates(key, def)
|
||
local sideOk = (not def.side) or def.side == self.Side
|
||
if sideOk then
|
||
local catLabel = (def and def.menuCategory) or 'Other'
|
||
local parent = getSubmenu(catLabel)
|
||
if def and type(def.requires) == 'table' then
|
||
-- Composite recipe: request full bundle of component crates
|
||
CMD(label, parent, function() self:RequestRecipeBundleForGroup(group, key) end)
|
||
else
|
||
CMD(label, parent, function() self:RequestCrateForGroup(group, key) end)
|
||
end
|
||
local infoParent = getInfoSub(catLabel)
|
||
CMD((def and (def.menu or def.description)) or key, infoParent, function()
|
||
local text = self:_formatRecipeInfo(key, def)
|
||
_msgGroup(group, text)
|
||
end)
|
||
end
|
||
end
|
||
else
|
||
for key,def in pairs(self.Config.CrateCatalog) do
|
||
local label = self:_formatMenuLabelWithCrates(key, def)
|
||
local sideOk = (not def.side) or def.side == self.Side
|
||
if sideOk then
|
||
if def and type(def.requires) == 'table' then
|
||
CMD(label, reqRoot, function() self:RequestRecipeBundleForGroup(group, key) end)
|
||
else
|
||
CMD(label, reqRoot, function() self:RequestCrateForGroup(group, key) end)
|
||
end
|
||
CMD(((def and (def.menu or def.description)) or key)..' (info)', infoRoot, function()
|
||
local text = self:_formatRecipeInfo(key, def)
|
||
_msgGroup(group, text)
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
-- Logistics -> Crate Management
|
||
local crateMgmt = MENU_GROUP:New(group, 'Crate Management', logRoot)
|
||
CMD('Drop One Loaded Crate', crateMgmt, function() self:DropLoadedCrates(group, 1) end)
|
||
CMD('Drop All Loaded Crates', crateMgmt, function() self:DropLoadedCrates(group, -1) end)
|
||
CMD('Re-mark Nearest Crate (Smoke)', crateMgmt, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
local bestName, bestMeta, bestd
|
||
for name,meta in pairs(CTLD._crates) do
|
||
if meta.side == self.Side then
|
||
local dx = (meta.point.x - here.x)
|
||
local dz = (meta.point.z - here.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if (not bestd) or d < bestd then
|
||
bestName, bestMeta, bestd = name, meta, d
|
||
end
|
||
end
|
||
end
|
||
if bestName and bestMeta then
|
||
local zdef = { smoke = self.Config.PickupZoneSmokeColor }
|
||
local sx, sz = bestMeta.point.x, bestMeta.point.z
|
||
local sy = 0
|
||
if land and land.getHeight then
|
||
-- land.getHeight expects Vec2 where y is z
|
||
local ok, h = pcall(land.getHeight, { x = sx, y = sz })
|
||
if ok and type(h) == 'number' then sy = h end
|
||
end
|
||
-- Use new smoke helper with crate ID for refresh scheduling
|
||
local smokeColor = (zdef and zdef.smoke) or self.Config.PickupZoneSmokeColor
|
||
_spawnCrateSmoke({ x = sx, y = sy, z = sz }, smokeColor, self.Config.CrateSmoke, bestName)
|
||
_eventSend(self, group, nil, 'crate_re_marked', { id = bestName, mark = 'smoke' })
|
||
else
|
||
_msgGroup(group, 'No friendly crates found to mark.')
|
||
end
|
||
end)
|
||
|
||
-- Logistics -> Show Inventory at Nearest Pickup Zone/FOB
|
||
CMD('Show Inventory at Nearest Zone', logRoot, function() self:ShowNearestZoneInventory(group) end)
|
||
|
||
-- Field Tools
|
||
CMD('Create Drop Zone (AO)', toolsRoot, function() self:CreateDropZoneAtGroup(group) end)
|
||
local smokeRoot = MENU_GROUP:New(group, 'Smoke My Location', toolsRoot)
|
||
local function smokeHere(color)
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local p = unit:GetPointVec3()
|
||
-- Use full Vec3 to ensure correct placement
|
||
trigger.action.smoke({ x = p.x, y = p.y, z = p.z }, color)
|
||
end
|
||
MENU_GROUP_COMMAND:New(group, 'Green', smokeRoot, function() smokeHere(trigger.smokeColor.Green) end)
|
||
MENU_GROUP_COMMAND:New(group, 'Red', smokeRoot, function() smokeHere(trigger.smokeColor.Red) end)
|
||
MENU_GROUP_COMMAND:New(group, 'White', smokeRoot, function() smokeHere(trigger.smokeColor.White) end)
|
||
MENU_GROUP_COMMAND:New(group, 'Orange', smokeRoot, function() smokeHere(trigger.smokeColor.Orange) end)
|
||
MENU_GROUP_COMMAND:New(group, 'Blue', smokeRoot, function() smokeHere(trigger.smokeColor.Blue) end)
|
||
|
||
-- Navigation
|
||
local gname = group:GetName()
|
||
CMD('Request Vectors to Nearest Crate', navRoot, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
local bestName, bestMeta, bestd
|
||
for name,meta in pairs(CTLD._crates) do
|
||
if meta.side == self.Side then
|
||
local dx = (meta.point.x - here.x)
|
||
local dz = (meta.point.z - here.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if (not bestd) or d < bestd then
|
||
bestName, bestMeta, bestd = name, meta, d
|
||
end
|
||
end
|
||
end
|
||
if bestName and bestMeta then
|
||
local brg = _bearingDeg(here, bestMeta.point)
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngV, rngU = _fmtRange(bestd, isMetric)
|
||
_eventSend(self, group, nil, 'vectors_to_crate', { id = bestName, brg = brg, rng = rngV, rng_u = rngU })
|
||
else
|
||
_msgGroup(group, 'No friendly crates found.')
|
||
end
|
||
end)
|
||
CMD('Vectors to Nearest Pickup Zone', navRoot, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local zone = nil
|
||
local dist = nil
|
||
local list = nil
|
||
if self.Config and self.Config.Zones and self.Config.Zones.PickupZones then
|
||
list = {}
|
||
for _,z in ipairs(self.Config.Zones.PickupZones) do
|
||
if (not z.name) or self._ZoneActive.Pickup[z.name] ~= false then table.insert(list, z) end
|
||
end
|
||
elseif self.PickupZones and #self.PickupZones > 0 then
|
||
list = {}
|
||
for _,mz in ipairs(self.PickupZones) do
|
||
if mz and mz.GetName then
|
||
local n = mz:GetName()
|
||
if self._ZoneActive.Pickup[n] ~= false then table.insert(list, { name = n }) end
|
||
end
|
||
end
|
||
else
|
||
list = {}
|
||
end
|
||
zone, dist = _nearestZonePoint(unit, list)
|
||
if not zone then
|
||
local allDefs = self.Config and self.Config.Zones and self.Config.Zones.PickupZones or {}
|
||
if allDefs and #allDefs > 0 then
|
||
local fbZone, fbDist = _nearestZonePoint(unit, allDefs)
|
||
if fbZone then
|
||
local up = unit:GetPointVec3(); local zp = fbZone:GetPointVec3()
|
||
local from = { x = up.x, z = up.z }
|
||
local to = { x = zp.x, z = zp.z }
|
||
local brg = _bearingDeg(from, to)
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngV, rngU = _fmtRange(fbDist or 0, isMetric)
|
||
_eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = fbZone:GetName(), brg = brg, rng = rngV, rng_u = rngU })
|
||
return
|
||
end
|
||
end
|
||
_eventSend(self, group, nil, 'no_pickup_zones', {})
|
||
return
|
||
end
|
||
local up = unit:GetPointVec3()
|
||
local zp = zone:GetPointVec3()
|
||
local from = { x = up.x, z = up.z }
|
||
local to = { x = zp.x, z = zp.z }
|
||
local brg = _bearingDeg(from, to)
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngV, rngU = _fmtRange(dist, isMetric)
|
||
_eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = zone:GetName(), brg = brg, rng = rngV, rng_u = rngU })
|
||
end)
|
||
|
||
-- Navigation -> Smoke Nearest Zone (Pickup/Drop/FOB)
|
||
CMD('Smoke Nearest Zone (Pickup/Drop/FOB/MASH)', navRoot, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
-- Build lists of active zones by kind in a format usable by _nearestZonePoint
|
||
local function collectActive(kind)
|
||
if kind == 'Pickup' then
|
||
return self:_collectActivePickupDefs()
|
||
elseif kind == 'Drop' then
|
||
local out = {}
|
||
for _, mz in ipairs(self.DropZones or {}) do
|
||
if mz and mz.GetName then
|
||
local n = mz:GetName()
|
||
if (self._ZoneActive and self._ZoneActive.Drop and self._ZoneActive.Drop[n] ~= false) then
|
||
table.insert(out, { name = n })
|
||
end
|
||
end
|
||
end
|
||
return out
|
||
elseif kind == 'FOB' then
|
||
local out = {}
|
||
for _, mz in ipairs(self.FOBZones or {}) do
|
||
if mz and mz.GetName then
|
||
local n = mz:GetName()
|
||
if (self._ZoneActive and self._ZoneActive.FOB and self._ZoneActive.FOB[n] ~= false) then
|
||
table.insert(out, { name = n })
|
||
end
|
||
end
|
||
end
|
||
return out
|
||
elseif kind == 'MASH' then
|
||
local out = {}
|
||
if CTLD._mashZones then
|
||
for name, data in pairs(CTLD._mashZones) do
|
||
if data and data.side == self.Side and data.zone then
|
||
table.insert(out, { name = name })
|
||
end
|
||
end
|
||
end
|
||
return out
|
||
end
|
||
return {}
|
||
end
|
||
|
||
local bestKind, bestZone, bestDist
|
||
for _, k in ipairs({ 'Pickup', 'Drop', 'FOB', 'MASH' }) do
|
||
local list = collectActive(k)
|
||
if list and #list > 0 then
|
||
local z, d = _nearestZonePoint(unit, list)
|
||
if z and d and ((not bestDist) or d < bestDist) then
|
||
bestKind, bestZone, bestDist = k, z, d
|
||
end
|
||
end
|
||
end
|
||
|
||
if not bestZone then
|
||
_msgGroup(group, 'No zones available to smoke.')
|
||
return
|
||
end
|
||
|
||
-- Determine smoke point (zone center)
|
||
-- _getZoneCenterAndRadius returns (center, radius); call directly to capture center
|
||
local center
|
||
if self._getZoneCenterAndRadius then center = select(1, self:_getZoneCenterAndRadius(bestZone)) end
|
||
if not center then
|
||
local v3 = bestZone:GetPointVec3()
|
||
center = { x = v3.x, y = v3.y or 0, z = v3.z }
|
||
else
|
||
center = { x = center.x, y = center.y or 0, z = center.z }
|
||
end
|
||
|
||
-- Choose smoke color per kind
|
||
local color = trigger.smokeColor.Green -- default
|
||
if bestKind == 'Pickup' then
|
||
color = self.Config.PickupZoneSmokeColor or trigger.smokeColor.Green
|
||
elseif bestKind == 'Drop' then
|
||
color = trigger.smokeColor.Red
|
||
elseif bestKind == 'FOB' then
|
||
color = trigger.smokeColor.White
|
||
elseif bestKind == 'MASH' then
|
||
color = trigger.smokeColor.Orange
|
||
end
|
||
|
||
-- Apply smoke offset system (use crate smoke config settings)
|
||
local smokeConfig = self.Config.CrateSmoke or {}
|
||
local smokePos = {
|
||
x = center.x,
|
||
y = land.getHeight({x = center.x, y = center.z}),
|
||
z = center.z
|
||
}
|
||
local offsetMeters = tonumber(smokeConfig.OffsetMeters) or 5
|
||
local offsetRandom = (smokeConfig.OffsetRandom ~= false) -- default true
|
||
local offsetVertical = tonumber(smokeConfig.OffsetVertical) or 2
|
||
|
||
if offsetMeters > 0 then
|
||
local angle = 0
|
||
if offsetRandom then
|
||
angle = math.random() * 2 * math.pi
|
||
end
|
||
smokePos.x = smokePos.x + offsetMeters * math.cos(angle)
|
||
smokePos.z = smokePos.z + offsetMeters * math.sin(angle)
|
||
end
|
||
smokePos.y = smokePos.y + offsetVertical
|
||
|
||
-- Use MOOSE COORDINATE smoke for better appearance (tall, thin smoke like cargo smoke)
|
||
local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z)
|
||
if coord and coord.Smoke then
|
||
if color == trigger.smokeColor.Green then
|
||
coord:SmokeGreen()
|
||
elseif color == trigger.smokeColor.Red then
|
||
coord:SmokeRed()
|
||
elseif color == trigger.smokeColor.White then
|
||
coord:SmokeWhite()
|
||
elseif color == trigger.smokeColor.Orange then
|
||
coord:SmokeOrange()
|
||
elseif color == trigger.smokeColor.Blue then
|
||
coord:SmokeBlue()
|
||
else
|
||
coord:SmokeGreen()
|
||
end
|
||
local distKm = bestDist / 1000
|
||
local distNm = bestDist / 1852
|
||
_msgGroup(group, string.format('Smoked nearest %s zone: %s (%.1f km / %.1f nm)', bestKind, bestZone:GetName(), distKm, distNm))
|
||
elseif trigger and trigger.action and trigger.action.smoke then
|
||
-- Fallback to trigger.action.smoke if MOOSE COORDINATE not available
|
||
trigger.action.smoke(smokePos, color)
|
||
local distKm = bestDist / 1000
|
||
local distNm = bestDist / 1852
|
||
_msgGroup(group, string.format('Smoked nearest %s zone: %s (%.1f km / %.1f nm)', bestKind, bestZone:GetName(), distKm, distNm))
|
||
else
|
||
_msgGroup(group, 'Smoke not available in this environment.')
|
||
end
|
||
end)
|
||
|
||
-- Smoke all nearby zones within range
|
||
CMD('Smoke All Nearby Zones (5km)', navRoot, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
local maxRange = 5000 -- 5km in meters
|
||
|
||
-- Get unit position
|
||
local uname = unit:GetName()
|
||
local du = Unit.getByName and Unit.getByName(uname) or nil
|
||
if not du or not du:getPoint() then
|
||
_msgGroup(group, 'Unable to determine your position.')
|
||
return
|
||
end
|
||
local up = du:getPoint()
|
||
local ux, uz = up.x, up.z
|
||
|
||
-- Helper function to calculate distance and smoke a zone if in range
|
||
local function smokeZoneIfInRange(zoneName, zoneObj, zoneType, smokeColor)
|
||
if not zoneObj then return false end
|
||
|
||
-- Get zone center
|
||
local center
|
||
if self._getZoneCenterAndRadius then
|
||
center = select(1, self:_getZoneCenterAndRadius(zoneObj))
|
||
end
|
||
if not center and zoneObj.GetPointVec3 then
|
||
local v3 = zoneObj:GetPointVec3()
|
||
center = { x = v3.x, y = v3.y or 0, z = v3.z }
|
||
end
|
||
|
||
if not center then return false end
|
||
|
||
-- Calculate distance
|
||
local dx = center.x - ux
|
||
local dz = center.z - uz
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist <= maxRange then
|
||
-- Apply smoke offset system
|
||
local smokeConfig = self.Config.CrateSmoke or {}
|
||
local smokePos = {
|
||
x = center.x,
|
||
y = land.getHeight({x = center.x, y = center.z}),
|
||
z = center.z
|
||
}
|
||
local offsetMeters = tonumber(smokeConfig.OffsetMeters) or 5
|
||
local offsetRandom = (smokeConfig.OffsetRandom ~= false)
|
||
local offsetVertical = tonumber(smokeConfig.OffsetVertical) or 2
|
||
|
||
if offsetMeters > 0 then
|
||
local angle = 0
|
||
if offsetRandom then
|
||
angle = math.random() * 2 * math.pi
|
||
end
|
||
smokePos.x = smokePos.x + offsetMeters * math.cos(angle)
|
||
smokePos.z = smokePos.z + offsetMeters * math.sin(angle)
|
||
end
|
||
smokePos.y = smokePos.y + offsetVertical
|
||
|
||
-- Spawn smoke
|
||
local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z)
|
||
if coord and coord.Smoke then
|
||
if smokeColor == trigger.smokeColor.Green then
|
||
coord:SmokeGreen()
|
||
elseif smokeColor == trigger.smokeColor.Red then
|
||
coord:SmokeRed()
|
||
elseif smokeColor == trigger.smokeColor.White then
|
||
coord:SmokeWhite()
|
||
elseif smokeColor == trigger.smokeColor.Orange then
|
||
coord:SmokeOrange()
|
||
elseif smokeColor == trigger.smokeColor.Blue then
|
||
coord:SmokeBlue()
|
||
else
|
||
coord:SmokeGreen()
|
||
end
|
||
else
|
||
trigger.action.smoke(smokePos, smokeColor)
|
||
end
|
||
|
||
return true, dist
|
||
end
|
||
|
||
return false, dist
|
||
end
|
||
|
||
-- Helper to get color name
|
||
local function getColorName(color)
|
||
if color == trigger.smokeColor.Green then return "Green"
|
||
elseif color == trigger.smokeColor.Red then return "Red"
|
||
elseif color == trigger.smokeColor.White then return "White"
|
||
elseif color == trigger.smokeColor.Orange then return "Orange"
|
||
elseif color == trigger.smokeColor.Blue then return "Blue"
|
||
else return "Unknown" end
|
||
end
|
||
|
||
local count = 0
|
||
local zones = {}
|
||
|
||
-- Check Pickup zones
|
||
local pickupDefs = self:_collectActivePickupDefs()
|
||
for _, def in ipairs(pickupDefs or {}) do
|
||
local mz = _findZone(def)
|
||
if mz then
|
||
-- Check for zone-specific smoke override, then fall back to config default
|
||
local zdef = self._ZoneDefs and self._ZoneDefs.PickupZones and self._ZoneDefs.PickupZones[def.name]
|
||
local smokeColor = (zdef and zdef.smoke) or self.Config.PickupZoneSmokeColor or trigger.smokeColor.Green
|
||
local smoked, dist = smokeZoneIfInRange(def.name, mz, 'Pickup', smokeColor)
|
||
if smoked then
|
||
count = count + 1
|
||
local zp = mz:GetPointVec3()
|
||
local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z })
|
||
table.insert(zones, string.format('Pickup: %s - %.1f km @ %03d° (%s)', def.name, dist/1000, brg, getColorName(smokeColor)))
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Check Drop zones
|
||
for _, mz in ipairs(self.DropZones or {}) do
|
||
if mz and mz.GetName then
|
||
local n = mz:GetName()
|
||
if (self._ZoneActive and self._ZoneActive.Drop and self._ZoneActive.Drop[n] ~= false) then
|
||
local smokeColor = trigger.smokeColor.Red
|
||
local smoked, dist = smokeZoneIfInRange(n, mz, 'Drop', smokeColor)
|
||
if smoked then
|
||
count = count + 1
|
||
local zp = mz:GetPointVec3()
|
||
local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z })
|
||
table.insert(zones, string.format('Drop: %s - %.1f km @ %03d° (%s)', n, dist/1000, brg, getColorName(smokeColor)))
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Check FOB zones
|
||
for _, mz in ipairs(self.FOBZones or {}) do
|
||
if mz and mz.GetName then
|
||
local n = mz:GetName()
|
||
if (self._ZoneActive and self._ZoneActive.FOB and self._ZoneActive.FOB[n] ~= false) then
|
||
local smokeColor = trigger.smokeColor.White
|
||
local smoked, dist = smokeZoneIfInRange(n, mz, 'FOB', smokeColor)
|
||
if smoked then
|
||
count = count + 1
|
||
local zp = mz:GetPointVec3()
|
||
local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z })
|
||
table.insert(zones, string.format('FOB: %s - %.1f km @ %03d° (%s)', n, dist/1000, brg, getColorName(smokeColor)))
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Check MASH zones
|
||
if CTLD._mashZones then
|
||
for name, data in pairs(CTLD._mashZones) do
|
||
if data and data.side == self.Side and data.zone then
|
||
local smokeColor = trigger.smokeColor.Orange
|
||
local smoked, dist = smokeZoneIfInRange(name, data.zone, 'MASH', smokeColor)
|
||
if smoked then
|
||
count = count + 1
|
||
local zp = data.zone:GetPointVec3()
|
||
local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z })
|
||
table.insert(zones, string.format('MASH: %s - %.1f km @ %03d° (%s)', name, dist/1000, brg, getColorName(smokeColor)))
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
if count == 0 then
|
||
_msgGroup(group, string.format('No zones found within %.1f km.', maxRange/1000), 10)
|
||
else
|
||
local msg = string.format('Smoked %d zone(s) within %.1f km:\n%s', count, maxRange/1000, table.concat(zones, '\n'))
|
||
_msgGroup(group, msg, 15)
|
||
end
|
||
end)
|
||
|
||
-- Navigation -> MEDEVAC menu items (if MEDEVAC enabled)
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
CMD('Vectors to Nearest MEDEVAC Crew', navRoot, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
local pos = unit:GetPointVec3()
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local nearest = nil
|
||
local nearestDist = math.huge
|
||
|
||
-- Find nearest crew of same coalition
|
||
for crewName, crewData in pairs(CTLD._medevacCrews or {}) do
|
||
if crewData.side == self.Side and not crewData.pickedUp then
|
||
local dx = crewData.position.x - pos.x
|
||
local dz = crewData.position.z - pos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist < nearestDist then
|
||
nearestDist = dist
|
||
nearest = crewData
|
||
end
|
||
end
|
||
end
|
||
|
||
if not nearest then
|
||
_msgGroup(group, 'No active MEDEVAC requests.')
|
||
return
|
||
end
|
||
|
||
local brg = _bearingDeg({ x = pos.x, z = pos.z }, { x = nearest.position.x, z = nearest.position.z })
|
||
local v, u = _fmtRange(nearestDist, isMetric)
|
||
|
||
-- Calculate time remaining until timeout
|
||
local cfg = CTLD.MEDEVAC
|
||
local timeoutAt = nearest.spawnTime + (cfg.CrewTimeout or 3600)
|
||
local timeRemain = math.max(0, math.floor((timeoutAt - timer.getTime()) / 60))
|
||
|
||
_msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_vectors, {
|
||
vehicle = nearest.vehicleType,
|
||
brg = brg,
|
||
rng = v,
|
||
rng_u = u,
|
||
time_remain = timeRemain
|
||
}))
|
||
end)
|
||
|
||
CMD('Vectors to Nearest MASH', navRoot, function()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
local pos = unit:GetPointVec3()
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local nearest = nil
|
||
local nearestDist = math.huge
|
||
|
||
-- Find nearest MASH of same coalition
|
||
for _, mashData in pairs(CTLD._mashZones or {}) do
|
||
if mashData.side == self.Side then
|
||
local dx = mashData.position.x - pos.x
|
||
local dz = mashData.position.z - pos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist < nearestDist then
|
||
nearestDist = dist
|
||
nearest = mashData
|
||
end
|
||
end
|
||
end
|
||
|
||
if not nearest then
|
||
_msgGroup(group, 'No active MASH zones.')
|
||
return
|
||
end
|
||
|
||
local brg = _bearingDeg({ x = pos.x, z = pos.z }, { x = nearest.position.x, z = nearest.position.z })
|
||
local v, u = _fmtRange(nearestDist, isMetric)
|
||
local mashName = nearest.isMobile and ('Mobile MASH ' .. (nearest.id:match('_(%d+)$') or '?')) or nearest.catalogKey
|
||
|
||
_msgGroup(group, string.format('Nearest MASH: %s, bearing %d°, range %s %s', mashName, brg, v, u))
|
||
end)
|
||
end
|
||
|
||
-- Hover Coach (at end of Navigation submenu)
|
||
CMD('Hover Coach: Enable', navRoot, function()
|
||
CTLD._coachOverride = CTLD._coachOverride or {}
|
||
CTLD._coachOverride[gname] = true
|
||
_eventSend(self, group, nil, 'coach_enabled', {})
|
||
end)
|
||
CMD('Hover Coach: Disable', navRoot, function()
|
||
CTLD._coachOverride = CTLD._coachOverride or {}
|
||
CTLD._coachOverride[gname] = false
|
||
_eventSend(self, group, nil, 'coach_disabled', {})
|
||
end)
|
||
|
||
-- Admin/Help
|
||
-- Status & map controls
|
||
CMD('Show CTLD Status', adminRoot, function()
|
||
local crates = 0
|
||
for _ in pairs(CTLD._crates) do crates = crates + 1 end
|
||
local msg = string.format('CTLD Status:\nActive crates: %d\nPickup zones: %d\nDrop zones: %d\nFOB zones: %d\nBuild Confirm: %s (%ds window)\nBuild Cooldown: %s (%ds)'
|
||
, crates, #(self.PickupZones or {}), #(self.DropZones or {}), #(self.FOBZones or {})
|
||
, self.Config.BuildConfirmEnabled and 'ON' or 'OFF', self.Config.BuildConfirmWindowSeconds or 0
|
||
, self.Config.BuildCooldownEnabled and 'ON' or 'OFF', self.Config.BuildCooldownSeconds or 0)
|
||
|
||
-- Add MEDEVAC info if enabled
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
local activeRequests = 0
|
||
for _, data in pairs(CTLD._medevacCrews or {}) do
|
||
if data.side == self.Side and not data.pickedUp then
|
||
activeRequests = activeRequests + 1
|
||
end
|
||
end
|
||
local salvage = CTLD._salvagePoints[self.Side] or 0
|
||
local mashCount = 0
|
||
for _, m in pairs(CTLD._mashZones or {}) do
|
||
if m.side == self.Side then mashCount = mashCount + 1 end
|
||
end
|
||
msg = msg .. string.format('\n\nMEDEVAC:\nActive requests: %d\nMASH zones: %d\nSalvage points: %d',
|
||
activeRequests, mashCount, salvage)
|
||
end
|
||
|
||
MESSAGE:New(msg, 20):ToGroup(group)
|
||
end)
|
||
CMD('Draw CTLD Zones on Map', adminRoot, function()
|
||
self:DrawZonesOnMap()
|
||
MESSAGE:New('CTLD zones drawn on F10 map.', 8):ToGroup(group)
|
||
end)
|
||
CMD('Clear CTLD Map Drawings', adminRoot, function()
|
||
self:ClearMapDrawings()
|
||
MESSAGE:New('CTLD map drawings cleared.', 8):ToGroup(group)
|
||
end)
|
||
|
||
-- MEDEVAC Statistics (if enabled)
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CMD('Show MEDEVAC Statistics', adminRoot, function()
|
||
local stats = CTLD._medevacStats[self.Side] or {}
|
||
local lines = {}
|
||
table.insert(lines, 'MEDEVAC Statistics:')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('Crews spawned: %d', stats.spawned or 0))
|
||
table.insert(lines, string.format('Crews rescued: %d', stats.rescued or 0))
|
||
table.insert(lines, string.format('Delivered to MASH: %d', stats.delivered or 0))
|
||
table.insert(lines, string.format('Timed out: %d', stats.timedOut or 0))
|
||
table.insert(lines, string.format('Killed in action: %d', stats.killed or 0))
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('Vehicles respawned: %d', stats.vehiclesRespawned or 0))
|
||
table.insert(lines, string.format('Salvage earned: %d', stats.salvageEarned or 0))
|
||
table.insert(lines, string.format('Salvage used: %d', stats.salvageUsed or 0))
|
||
table.insert(lines, string.format('Current salvage: %d', CTLD._salvagePoints[self.Side] or 0))
|
||
|
||
MESSAGE:New(table.concat(lines, '\n'), 30):ToGroup(group)
|
||
end)
|
||
end
|
||
|
||
-- Admin/Help -> Debug
|
||
local debugMenu = MENU_GROUP:New(group, 'Debug', adminRoot)
|
||
CMD('Enable verbose logging', debugMenu, function()
|
||
self.Config.LogLevel = LOG_DEBUG
|
||
_logInfo(string.format('[%s] Verbose/Debug logging ENABLED via Admin menu', tostring(self.Side)))
|
||
MESSAGE:New('CTLD verbose logging ENABLED (LogLevel=4)', 8):ToGroup(group)
|
||
end)
|
||
CMD('Normal logging (INFO)', debugMenu, function()
|
||
self.Config.LogLevel = LOG_INFO
|
||
_logInfo(string.format('[%s] Logging set to INFO level via Admin menu', tostring(self.Side)))
|
||
MESSAGE:New('CTLD logging set to INFO (LogLevel=2)', 8):ToGroup(group)
|
||
end)
|
||
CMD('Minimal logging (ERRORS only)', debugMenu, function()
|
||
self.Config.LogLevel = LOG_ERROR
|
||
_logInfo(string.format('[%s] Logging set to ERROR-only via Admin menu', tostring(self.Side)))
|
||
MESSAGE:New('CTLD logging set to ERRORS only (LogLevel=1)', 8):ToGroup(group)
|
||
end)
|
||
CMD('Disable all logging', debugMenu, function()
|
||
self.Config.LogLevel = LOG_NONE
|
||
MESSAGE:New('CTLD logging DISABLED (LogLevel=0)', 8):ToGroup(group)
|
||
end)
|
||
|
||
-- Admin/Help -> Player Guides (moved earlier)
|
||
|
||
return root
|
||
end
|
||
|
||
-- Create or refresh the filtered "In Stock Here" menu for a group.
|
||
-- If rootMenu is provided, (re)create under that. Otherwise, reuse previous stored root.
|
||
function CTLD:_BuildOrRefreshInStockMenu(group, rootMenu)
|
||
if not (self.Config.Inventory and self.Config.Inventory.Enabled and self.Config.Inventory.HideZeroStockMenu) then return end
|
||
if not group or not group:IsAlive() then return end
|
||
local gname = group:GetName()
|
||
-- remove previous menu if present and rootMenu not explicitly provided
|
||
local existing = CTLD._inStockMenus[gname]
|
||
if existing and existing.menu and (rootMenu == nil) then
|
||
pcall(function() existing.menu:Remove() end)
|
||
CTLD._inStockMenus[gname] = nil
|
||
end
|
||
|
||
local parent = rootMenu or (self.MenusByGroup and self.MenusByGroup[gname])
|
||
if not parent then return end
|
||
|
||
-- Create a fresh submenu root
|
||
local inRoot = MENU_GROUP:New(group, 'Request Crate (In Stock Here)', parent)
|
||
CTLD._inStockMenus[gname] = { menu = inRoot }
|
||
|
||
-- Find nearest active pickup zone
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local zone, dist = self:_nearestActivePickupZone(unit)
|
||
if not zone then
|
||
MENU_GROUP_COMMAND:New(group, 'No active supply zone nearby', inRoot, function()
|
||
-- Inform and also provide vectors to nearest configured zone if any
|
||
_eventSend(self, group, nil, 'no_pickup_zones', {})
|
||
-- Fallback: try any configured pickup zone (ignoring active state) for helpful vectors
|
||
local list = self.Config and self.Config.Zones and self.Config.Zones.PickupZones or {}
|
||
if list and #list > 0 then
|
||
local unit = group:GetUnit(1)
|
||
if unit and unit:IsAlive() then
|
||
local fallbackZone, fallbackDist = _nearestZonePoint(unit, list)
|
||
if fallbackZone then
|
||
local up = unit:GetPointVec3(); local zp = fallbackZone:GetPointVec3()
|
||
local brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z})
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngV, rngU = _fmtRange(fallbackDist or 0, isMetric)
|
||
_eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = fallbackZone:GetName(), brg = brg, rng = rngV, rng_u = rngU })
|
||
end
|
||
end
|
||
end
|
||
end)
|
||
-- Still add a refresh item
|
||
MENU_GROUP_COMMAND:New(group, 'Refresh In-Stock List', inRoot, function() self:_BuildOrRefreshInStockMenu(group) end)
|
||
return
|
||
end
|
||
local zname = zone:GetName()
|
||
local maxd = self.Config.PickupZoneMaxDistance or 10000
|
||
if not dist or dist > maxd then
|
||
MENU_GROUP_COMMAND:New(group, string.format('Nearest zone %s is beyond limit (%.0f m).', zname, dist or 0), inRoot, function()
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local v, u = _fmtRange(math.max(0, (dist or 0) - maxd), isMetric)
|
||
local up = unit:GetPointVec3(); local zp = zone:GetPointVec3()
|
||
local brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z})
|
||
_eventSend(self, group, nil, 'pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg })
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Refresh In-Stock List', inRoot, function() self:_BuildOrRefreshInStockMenu(group) end)
|
||
return
|
||
end
|
||
|
||
-- Info and refresh commands at top
|
||
MENU_GROUP_COMMAND:New(group, string.format('Nearest Supply: %s', zname), inRoot, function()
|
||
local up = unit:GetPointVec3(); local zp = zone:GetPointVec3()
|
||
local brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z})
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngV, rngU = _fmtRange(dist or 0, isMetric)
|
||
_eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = zname, brg = brg, rng = rngV, rng_u = rngU })
|
||
end)
|
||
MENU_GROUP_COMMAND:New(group, 'Refresh In-Stock List', inRoot, function() self:_BuildOrRefreshInStockMenu(group) end)
|
||
|
||
-- Build commands for items with stock > 0 at this zone; single-unit entries only
|
||
local inStock = {}
|
||
local stock = CTLD._stockByZone[zname] or {}
|
||
for key,def in pairs(self.Config.CrateCatalog or {}) do
|
||
local sideOk = (not def.side) or def.side == self.Side
|
||
local isSingle = (type(def.requires) ~= 'table')
|
||
if sideOk and isSingle then
|
||
local cnt = tonumber(stock[key] or 0) or 0
|
||
if cnt > 0 then
|
||
table.insert(inStock, { key = key, def = def, cnt = cnt })
|
||
end
|
||
end
|
||
end
|
||
-- Stable sort by menu label for consistency
|
||
table.sort(inStock, function(a,b)
|
||
local la = (a.def and (a.def.menu or a.def.description)) or a.key
|
||
local lb = (b.def and (b.def.menu or b.def.description)) or b.key
|
||
return tostring(la) < tostring(lb)
|
||
end)
|
||
|
||
if #inStock == 0 then
|
||
MENU_GROUP_COMMAND:New(group, 'None in stock at this zone', inRoot, function()
|
||
_msgGroup(group, string.format('No crates in stock at %s.', zname))
|
||
end)
|
||
else
|
||
for _,it in ipairs(inStock) do
|
||
local base = (it.def and (it.def.menu or it.def.description)) or it.key
|
||
local total = self:_recipeTotalCrates(it.def)
|
||
local suffix = (total == 1) and '1 crate' or (tostring(total)..' crates')
|
||
local label = string.format('%s (%s) [%d available]', base, suffix, it.cnt)
|
||
MENU_GROUP_COMMAND:New(group, label, inRoot, function()
|
||
self:RequestCrateForGroup(group, it.key)
|
||
-- After requesting, refresh to reflect the decremented stock
|
||
timer.scheduleFunction(function() self:_BuildOrRefreshInStockMenu(group) end, {}, timer.getTime() + 0.1)
|
||
end)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Create or refresh the dynamic Build (Advanced) menu for a group.
|
||
function CTLD:_BuildOrRefreshBuildAdvancedMenu(group, rootMenu)
|
||
if not group or not group:IsAlive() then return end
|
||
-- Clear previous dynamic children if any by recreating the submenu root when rootMenu passed
|
||
-- We'll remove and recreate inner items by making a temporary child root
|
||
local gname = group:GetName()
|
||
-- Remove existing dynamic children by creating a fresh inner menu under the provided root
|
||
local dynRoot = MENU_GROUP:New(group, 'Buildable Near You', rootMenu)
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
local hdgRad, _ = _headingRadDeg(unit)
|
||
local buildOffset = math.max(0, tonumber(self.Config.BuildSpawnOffset or 0) or 0)
|
||
local spawnAt = (buildOffset > 0) and { x = here.x + math.sin(hdgRad) * buildOffset, z = here.z + math.cos(hdgRad) * buildOffset } or { x = here.x, z = here.z }
|
||
local radius = self.Config.BuildRadius or 60
|
||
local nearby = self:GetNearbyCrates(here, radius)
|
||
local filtered = {}
|
||
for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end
|
||
nearby = filtered
|
||
-- Count by key
|
||
local counts = {}
|
||
for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end
|
||
-- Include carried crates if allowed
|
||
if self.Config.BuildRequiresGroundCrates ~= true then
|
||
local gname = group:GetName()
|
||
local carried = CTLD._loadedCrates[gname]
|
||
if carried and carried.byKey then
|
||
for k,v in pairs(carried.byKey) do counts[k] = (counts[k] or 0) + v end
|
||
end
|
||
end
|
||
-- FOB restriction context
|
||
local insideFOBZone = select(1, self:IsPointInFOBZones(here))
|
||
|
||
-- Build list of buildable recipes
|
||
local items = {}
|
||
for key,cat in pairs(self.Config.CrateCatalog or {}) do
|
||
local sideOk = (not cat.side) or cat.side == self.Side
|
||
if sideOk and cat and cat.build then
|
||
local ok = false
|
||
if type(cat.requires) == 'table' then
|
||
ok = true
|
||
for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < (qty or 0) then ok = false; break end end
|
||
else
|
||
ok = ((counts[key] or 0) >= (cat.required or 1))
|
||
end
|
||
if ok then
|
||
if not (cat.isFOB and self.Config.RestrictFOBToZones and not insideFOBZone) then
|
||
table.insert(items, { key = key, def = cat })
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
if #items == 0 then
|
||
MENU_GROUP_COMMAND:New(group, 'None buildable here. Drop required crates close to your aircraft.', dynRoot, function()
|
||
MESSAGE:New('No buildable items with nearby crates. Use Recipe Info to check requirements.', 10):ToGroup(group)
|
||
end)
|
||
return
|
||
end
|
||
|
||
-- Stable ordering by label
|
||
table.sort(items, function(a,b)
|
||
local la = (a.def and (a.def.menu or a.def.description)) or a.key
|
||
local lb = (b.def and (b.def.menu or b.def.description)) or b.key
|
||
return tostring(la) < tostring(lb)
|
||
end)
|
||
|
||
-- Create per-item submenus
|
||
local function CMD(title, parent, cb)
|
||
return MENU_GROUP_COMMAND:New(group, title, parent, function()
|
||
local ok, err = pcall(cb)
|
||
if not ok then _logVerbose('BuildAdv menu error: '..tostring(err)); MESSAGE:New('CTLD menu error: '..tostring(err), 8):ToGroup(group) end
|
||
end)
|
||
end
|
||
|
||
for _,it in ipairs(items) do
|
||
local label = (it.def and (it.def.menu or it.def.description)) or it.key
|
||
local perItem = MENU_GROUP:New(group, label, dynRoot)
|
||
-- Hold Position
|
||
CMD('Build [Hold Position]', perItem, function()
|
||
self:BuildSpecificAtGroup(group, it.key, { behavior = 'defend' })
|
||
end)
|
||
-- Attack variant (render even if canAttackMove=false; we message accordingly)
|
||
local vr = (self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000
|
||
CMD(string.format('Build [Attack (%dm)]', vr), perItem, function()
|
||
if it.def and it.def.canAttackMove == false then
|
||
MESSAGE:New('This unit is static or not suited to move; it will hold position.', 8):ToGroup(group)
|
||
self:BuildSpecificAtGroup(group, it.key, { behavior = 'defend' })
|
||
else
|
||
self:BuildSpecificAtGroup(group, it.key, { behavior = 'attack' })
|
||
end
|
||
end)
|
||
end
|
||
end
|
||
|
||
-- Build a specific recipe at the group position if crates permit; supports behavior opts
|
||
function CTLD:BuildSpecificAtGroup(group, recipeKey, opts)
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
-- Reuse Build cooldown/confirm logic
|
||
local now = timer.getTime()
|
||
local gname = group:GetName()
|
||
if self.Config.BuildCooldownEnabled then
|
||
local last = CTLD._buildCooldown[gname]
|
||
if last and (now - last) < (self.Config.BuildCooldownSeconds or 60) then
|
||
local rem = math.max(0, math.ceil((self.Config.BuildCooldownSeconds or 60) - (now - last)))
|
||
_msgGroup(group, string.format('Build on cooldown. Try again in %ds.', rem))
|
||
return
|
||
end
|
||
end
|
||
if self.Config.BuildConfirmEnabled then
|
||
local first = CTLD._buildConfirm[gname]
|
||
local win = self.Config.BuildConfirmWindowSeconds or 10
|
||
if not first or (now - first) > win then
|
||
CTLD._buildConfirm[gname] = now
|
||
_msgGroup(group, string.format('Confirm build: select again within %ds to proceed.', win))
|
||
return
|
||
else
|
||
CTLD._buildConfirm[gname] = nil
|
||
end
|
||
end
|
||
|
||
local def = self.Config.CrateCatalog[recipeKey]
|
||
if not def or not def.build then _msgGroup(group, 'Unknown or unbuildable recipe: '..tostring(recipeKey)); return end
|
||
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
local hdgRad, hdgDeg = _headingRadDeg(unit)
|
||
local buildOffset = math.max(0, tonumber(self.Config.BuildSpawnOffset or 0) or 0)
|
||
local spawnAt = (buildOffset > 0) and { x = here.x + math.sin(hdgRad) * buildOffset, z = here.z + math.cos(hdgRad) * buildOffset } or { x = here.x, z = here.z }
|
||
local radius = self.Config.BuildRadius or 60
|
||
local nearby = self:GetNearbyCrates(here, radius)
|
||
local filtered = {}
|
||
for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end
|
||
nearby = filtered
|
||
if #nearby == 0 and self.Config.BuildRequiresGroundCrates ~= true then
|
||
-- still can build using carried crates
|
||
elseif #nearby == 0 then
|
||
_eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey })
|
||
return
|
||
end
|
||
|
||
-- Count by key
|
||
local counts = {}
|
||
for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end
|
||
-- Include carried crates
|
||
local carried = CTLD._loadedCrates[gname]
|
||
if self.Config.BuildRequiresGroundCrates ~= true then
|
||
if carried and carried.byKey then for k,v in pairs(carried.byKey) do counts[k] = (counts[k] or 0) + v end end
|
||
end
|
||
|
||
-- Helper to consume crates of a given key/qty (prefers carried when allowed)
|
||
local function consumeCrates(key, qty)
|
||
local removed = 0
|
||
if self.Config.BuildRequiresGroundCrates ~= true then
|
||
if carried and carried.byKey and (carried.byKey[key] or 0) > 0 then
|
||
local take = math.min(qty, carried.byKey[key])
|
||
carried.byKey[key] = carried.byKey[key] - take
|
||
if carried.byKey[key] <= 0 then carried.byKey[key] = nil end
|
||
carried.total = math.max(0, (carried.total or 0) - take)
|
||
removed = removed + take
|
||
end
|
||
end
|
||
for _,c in ipairs(nearby) do
|
||
if removed >= qty then break end
|
||
if c.meta.key == key then
|
||
local obj = StaticObject.getByName(c.name)
|
||
if obj then obj:destroy() end
|
||
_cleanupCrateSmoke(c.name) -- Clean up smoke refresh schedule
|
||
CTLD._crates[c.name] = nil
|
||
removed = removed + 1
|
||
end
|
||
end
|
||
end
|
||
|
||
-- FOB restriction check
|
||
if def.isFOB and self.Config.RestrictFOBToZones then
|
||
local inside = select(1, self:IsPointInFOBZones(here))
|
||
if not inside then _eventSend(self, group, nil, 'fob_restricted', {}); return end
|
||
end
|
||
|
||
-- Special-case: SAM Site Repair/Augment entries (isRepair)
|
||
if def.isRepair == true or tostring(recipeKey):find('_REPAIR', 1, true) then
|
||
-- Map recipe key family to a template definition
|
||
local function identifyTemplate(key)
|
||
if key:find('HAWK', 1, true) then
|
||
return {
|
||
name='HAWK', side=def.side or self.Side,
|
||
baseUnits={ {type='Hawk sr', dx=12, dz=8}, {type='Hawk tr', dx=-12, dz=8}, {type='Hawk pcp', dx=18, dz=12}, {type='Hawk cwar', dx=-18, dz=12} },
|
||
launcherType='Hawk ln', launcherStart={dx=0, dz=0}, launcherStep={dx=6, dz=0}, maxLaunchers=6
|
||
}
|
||
elseif key:find('PATRIOT', 1, true) then
|
||
return {
|
||
name='PATRIOT', side=def.side or self.Side,
|
||
baseUnits={ {type='Patriot str', dx=14, dz=10}, {type='Patriot ECS', dx=-14, dz=10} },
|
||
launcherType='Patriot ln', launcherStart={dx=0, dz=0}, launcherStep={dx=8, dz=0}, maxLaunchers=6
|
||
}
|
||
elseif key:find('KUB', 1, true) then
|
||
return {
|
||
name='KUB', side=def.side or self.Side,
|
||
baseUnits={ {type='Kub 1S91 str', dx=12, dz=8} },
|
||
launcherType='Kub 2P25 ln', launcherStart={dx=0, dz=0}, launcherStep={dx=6, dz=0}, maxLaunchers=3
|
||
}
|
||
elseif key:find('BUK', 1, true) then
|
||
return {
|
||
name='BUK', side=def.side or self.Side,
|
||
baseUnits={ {type='SA-11 Buk SR 9S18M1', dx=12, dz=8}, {type='SA-11 Buk CC 9S470M1', dx=-12, dz=8} },
|
||
launcherType='SA-11 Buk LN 9A310M1', launcherStart={dx=0, dz=0}, launcherStep={dx=6, dz=0}, maxLaunchers=6
|
||
}
|
||
end
|
||
return nil
|
||
end
|
||
|
||
local tpl = identifyTemplate(tostring(recipeKey))
|
||
if not tpl then _msgGroup(group, 'No matching SAM site type for repair: '..tostring(recipeKey)); return end
|
||
|
||
-- Determine how many repair crates to apply
|
||
local cratesAvail = counts[recipeKey] or 0
|
||
if cratesAvail <= 0 then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }); return end
|
||
|
||
-- Find nearest existing site group that matches template
|
||
local function vec2(u)
|
||
local p = u:getPoint(); return { x = p.x, z = p.z }
|
||
end
|
||
local function dist2(a,b)
|
||
local dx, dz = a.x-b.x, a.z-b.z; return math.sqrt(dx*dx+dz*dz)
|
||
end
|
||
local searchR = math.max(250, (self.Config.BuildRadius or 60) * 10)
|
||
local groups = coalition.getGroups(tpl.side, Group.Category.GROUND) or {}
|
||
local here2 = { x = here.x, z = here.z }
|
||
local bestG, bestD, bestInfo = nil, 1e9, nil
|
||
for _,g in ipairs(groups) do
|
||
if g and g:isExist() then
|
||
local units = g:getUnits() or {}
|
||
if #units > 0 then
|
||
-- Compute center and count types
|
||
local cx, cz = 0, 0
|
||
local byType = {}
|
||
for _,u in ipairs(units) do
|
||
local pt = u:getPoint(); cx = cx + pt.x; cz = cz + pt.z
|
||
local tname = u:getTypeName() or ''
|
||
byType[tname] = (byType[tname] or 0) + 1
|
||
end
|
||
cx = cx / #units; cz = cz / #units
|
||
local d = dist2(here2, { x = cx, z = cz })
|
||
if d <= searchR then
|
||
-- Check presence of base units (at least 1 each)
|
||
local ok = true
|
||
for _,u in ipairs(tpl.baseUnits) do if (byType[u.type] or 0) < 1 then ok = false; break end end
|
||
-- Require at least 1 launcher or allow 0 (initial repair to full base)? we'll allow 0 too.
|
||
if ok then
|
||
if d < bestD then
|
||
bestG, bestD = g, d
|
||
bestInfo = { byType = byType, center = { x = cx, z = cz }, headingDeg = function()
|
||
local h = 0; local leader = units[1]; if leader and leader.isExist and leader:isExist() then h = math.deg(leader:getHeading() or 0) end; return h
|
||
end }
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
if not bestG then
|
||
_msgGroup(group, 'No matching SAM site found nearby to repair/augment.')
|
||
return
|
||
end
|
||
|
||
-- Current launchers in site
|
||
local curLaunchers = (bestInfo.byType[tpl.launcherType] or 0)
|
||
local maxL = tpl.maxLaunchers or (curLaunchers + cratesAvail)
|
||
local canAdd = math.max(0, (maxL - curLaunchers))
|
||
if canAdd <= 0 then
|
||
_msgGroup(group, 'SAM site is already at max launchers.')
|
||
return
|
||
end
|
||
local addNum = math.min(cratesAvail, canAdd)
|
||
|
||
-- Build new group composition: base units + (curLaunchers + addNum) launchers
|
||
local function buildSite(point, headingDeg, side, launcherCount)
|
||
local hdg = math.rad(headingDeg or 0)
|
||
local function off(dx, dz)
|
||
-- rotate offsets by heading
|
||
local s, c = math.sin(hdg), math.cos(hdg)
|
||
local rx = dx * c + dz * s
|
||
local rz = -dx * s + dz * c
|
||
return { x = point.x + rx, z = point.z + rz }
|
||
end
|
||
local units = {}
|
||
-- Place launchers in a row starting at launcherStart and stepping by launcherStep
|
||
for i=0, (launcherCount-1) do
|
||
local dx = (tpl.launcherStart.dx or 0) + (tpl.launcherStep.dx or 0) * i
|
||
local dz = (tpl.launcherStart.dz or 0) + (tpl.launcherStep.dz or 0) * i
|
||
local p = off(dx, dz)
|
||
table.insert(units, { type = tpl.launcherType, name = string.format('CTLD-%s-%d', tpl.launcherType, math.random(100000,999999)), x = p.x, y = p.z, heading = hdg })
|
||
end
|
||
-- Place base units at their template offsets
|
||
for _,u in ipairs(tpl.baseUnits) do
|
||
local p = off(u.dx or 0, u.dz or 0)
|
||
table.insert(units, { type = u.type, name = string.format('CTLD-%s-%d', u.type, math.random(100000,999999)), x = p.x, y = p.z, heading = hdg })
|
||
end
|
||
return { visible=false, lateActivation=false, tasks={}, task='Ground Nothing', route={}, units=units, name=string.format('CTLD_SITE_%d', math.random(100000,999999)) }
|
||
end
|
||
|
||
_eventSend(self, group, nil, 'build_started', { build = def.description or recipeKey })
|
||
-- Destroy old group, spawn new one
|
||
local oldName = bestG:getName()
|
||
local newLauncherCount = curLaunchers + addNum
|
||
local center = bestInfo.center
|
||
local headingDeg = bestInfo.headingDeg()
|
||
if Group.getByName(oldName) then pcall(function() Group.getByName(oldName):destroy() end) end
|
||
local gdata = buildSite({ x = center.x, z = center.z }, headingDeg, tpl.side, newLauncherCount)
|
||
local newG = _coalitionAddGroup(tpl.side, Group.Category.GROUND, gdata, self.Config)
|
||
if not newG then _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }); return end
|
||
-- Consume used repair crates
|
||
consumeCrates(recipeKey, addNum)
|
||
_eventSend(self, nil, self.Side, 'build_success_coalition', { build = (def.description or recipeKey), player = _playerNameFromGroup(group) })
|
||
if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end
|
||
return
|
||
end
|
||
|
||
-- Verify counts and build
|
||
if type(def.requires) == 'table' then
|
||
for reqKey,qty in pairs(def.requires) do if (counts[reqKey] or 0) < (qty or 0) then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }); return end end
|
||
local gdata = def.build({ x = spawnAt.x, z = spawnAt.z }, hdgDeg, def.side or self.Side)
|
||
_eventSend(self, group, nil, 'build_started', { build = def.description or recipeKey })
|
||
local g = _coalitionAddGroup(def.side or self.Side, def.category or Group.Category.GROUND, gdata, self.Config)
|
||
if not g then _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }); return end
|
||
self:_maybeRegisterJTAC(recipeKey, def, g)
|
||
for reqKey,qty in pairs(def.requires) do consumeCrates(reqKey, qty or 0) end
|
||
_eventSend(self, nil, self.Side, 'build_success_coalition', { build = def.description or recipeKey, player = _playerNameFromGroup(group) })
|
||
if def.isFOB then pcall(function() self:_CreateFOBPickupZone({ x = spawnAt.x, z = spawnAt.z }, def, hdg) end) end
|
||
if def.isMobileMASH then pcall(function() self:_CreateMobileMASH(g, { x = spawnAt.x, z = spawnAt.z }, def) end) end
|
||
-- behavior
|
||
local behavior = opts and opts.behavior or nil
|
||
if behavior == 'attack' and (def.canAttackMove ~= false) and self.Config.AttackAI and self.Config.AttackAI.Enabled then
|
||
local t = self:_assignAttackBehavior(g:getName(), spawnAt, true)
|
||
local isMetric = _getPlayerIsMetric(group:GetUnit(1))
|
||
if t and t.kind == 'base' then
|
||
local brg = _bearingDeg(spawnAt, t.point)
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u })
|
||
elseif t and t.kind == 'enemy' then
|
||
local brg = _bearingDeg(spawnAt, t.point)
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u })
|
||
else
|
||
local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u })
|
||
end
|
||
elseif behavior == 'attack' and def.canAttackMove == false then
|
||
MESSAGE:New('This unit is static or not suited to move; it will hold position.', 8):ToGroup(group)
|
||
end
|
||
if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end
|
||
return
|
||
else
|
||
-- single-key
|
||
local need = def.required or 1
|
||
if (counts[recipeKey] or 0) < need then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }); return end
|
||
local gdata = def.build({ x = spawnAt.x, z = spawnAt.z }, hdgDeg, def.side or self.Side)
|
||
_eventSend(self, group, nil, 'build_started', { build = def.description or recipeKey })
|
||
local g = _coalitionAddGroup(def.side or self.Side, def.category or Group.Category.GROUND, gdata, self.Config)
|
||
if not g then _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }); return end
|
||
self:_maybeRegisterJTAC(recipeKey, def, g)
|
||
consumeCrates(recipeKey, need)
|
||
_eventSend(self, nil, self.Side, 'build_success_coalition', { build = def.description or recipeKey, player = _playerNameFromGroup(group) })
|
||
-- behavior
|
||
local behavior = opts and opts.behavior or nil
|
||
if behavior == 'attack' and (def.canAttackMove ~= false) and self.Config.AttackAI and self.Config.AttackAI.Enabled then
|
||
local t = self:_assignAttackBehavior(g:getName(), spawnAt, true)
|
||
local isMetric = _getPlayerIsMetric(group:GetUnit(1))
|
||
if t and t.kind == 'base' then
|
||
local brg = _bearingDeg(spawnAt, t.point)
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u })
|
||
elseif t and t.kind == 'enemy' then
|
||
local brg = _bearingDeg(spawnAt, t.point)
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u })
|
||
else
|
||
local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u })
|
||
end
|
||
elseif behavior == 'attack' and def.canAttackMove == false then
|
||
MESSAGE:New('This unit is static or not suited to move; it will hold position.', 8):ToGroup(group)
|
||
end
|
||
if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end
|
||
return
|
||
end
|
||
end
|
||
|
||
function CTLD:_definitionIsJTAC(def)
|
||
if not def then return false end
|
||
if def.isJTAC == true then return true end
|
||
if type(def.jtac) == 'table' and def.jtac.enabled ~= false then return true end
|
||
if type(def.roles) == 'table' then
|
||
for _, role in ipairs(def.roles) do
|
||
if tostring(role):upper() == 'JTAC' then
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
function CTLD:_maybeRegisterJTAC(recipeKey, def, dcsGroup)
|
||
if not (self.Config.JTAC and self.Config.JTAC.Enabled) then return end
|
||
if not self:_definitionIsJTAC(def) then return end
|
||
if not dcsGroup then return end
|
||
self:_registerJTACGroup(recipeKey, def, dcsGroup)
|
||
end
|
||
|
||
function CTLD:_reserveJTACCode(side, groupName)
|
||
local pool = self.Config.JTAC and self.Config.JTAC.LaserCodes or { '1688' }
|
||
if not CTLD._jtacReservedCodes then
|
||
CTLD._jtacReservedCodes = { [coalition.side.BLUE] = {}, [coalition.side.RED] = {}, [coalition.side.NEUTRAL] = {} }
|
||
end
|
||
CTLD._jtacReservedCodes[side] = CTLD._jtacReservedCodes[side] or {}
|
||
for _, code in ipairs(pool) do
|
||
code = tostring(code)
|
||
if not CTLD._jtacReservedCodes[side][code] then
|
||
CTLD._jtacReservedCodes[side][code] = groupName
|
||
return code
|
||
end
|
||
end
|
||
local fallback = tostring(pool[1] or '1688')
|
||
_logVerbose(string.format('JTAC laser code pool exhausted for side %s, reusing %s', tostring(side), fallback))
|
||
return fallback
|
||
end
|
||
|
||
function CTLD:_releaseJTACCode(side, code, groupName)
|
||
if not code then return end
|
||
code = tostring(code)
|
||
if CTLD._jtacReservedCodes and CTLD._jtacReservedCodes[side] then
|
||
if CTLD._jtacReservedCodes[side][code] == groupName then
|
||
CTLD._jtacReservedCodes[side][code] = nil
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:_registerJTACGroup(recipeKey, def, dcsGroup)
|
||
if not (dcsGroup and dcsGroup.getName) then return end
|
||
local groupName = dcsGroup:getName()
|
||
if not groupName then return end
|
||
|
||
self:_cleanupJTACEntry(groupName) -- ensure stale entry cleared
|
||
|
||
local side = dcsGroup:getCoalition() or self.Side
|
||
local code = self:_reserveJTACCode(side, groupName)
|
||
local platform = 'ground'
|
||
if def and def.jtac and def.jtac.platform then
|
||
platform = tostring(def.jtac.platform)
|
||
elseif def and def.category == Group.Category.AIRPLANE then
|
||
platform = 'air'
|
||
end
|
||
local cfgSmoke = self.Config.JTAC and self.Config.JTAC.Smoke or {}
|
||
local smokeColor = (side == coalition.side.BLUE) and cfgSmoke.ColorBlue or cfgSmoke.ColorRed
|
||
|
||
local entry = {
|
||
groupName = groupName,
|
||
recipeKey = recipeKey,
|
||
def = def,
|
||
side = side,
|
||
code = code,
|
||
platform = platform,
|
||
smokeColor = smokeColor,
|
||
nextScan = timer.getTime() + 2,
|
||
smokeNext = 0,
|
||
lockType = def and def.jtac and def.jtac.lock,
|
||
}
|
||
|
||
local friendlyName = (def and self:_friendlyNameForKey(recipeKey)) or groupName
|
||
entry.displayName = friendlyName
|
||
entry.lastState = 'onstation'
|
||
|
||
self._jtacRegistry[groupName] = entry
|
||
|
||
self:_announceJTAC('jtac_onstation', entry, {
|
||
jtac = friendlyName,
|
||
code = code,
|
||
})
|
||
|
||
_logInfo(string.format('JTAC %s registered (code %s)', groupName, code))
|
||
end
|
||
|
||
function CTLD:_announceJTAC(msgKey, entry, payload)
|
||
if not entry then return end
|
||
local cfg = self.Config.JTAC and self.Config.JTAC.Announcements
|
||
if not (cfg and cfg.Enabled ~= false) then return end
|
||
local tpl = CTLD.Messages[msgKey]
|
||
if not tpl then return end
|
||
local data = payload or {}
|
||
data.jtac = data.jtac or entry.displayName or entry.groupName
|
||
data.code = data.code or entry.code
|
||
local text = _fmtTemplate(tpl, data)
|
||
if text and text ~= '' then
|
||
_msgCoalition(entry.side or self.Side, text, cfg.Duration or self.Config.MessageDuration)
|
||
end
|
||
end
|
||
|
||
function CTLD:_cleanupJTACEntry(groupName)
|
||
local entry = self._jtacRegistry and self._jtacRegistry[groupName]
|
||
if not entry then return end
|
||
self:_cancelJTACSpots(entry)
|
||
self:_releaseJTACCode(entry.side or self.Side, entry.code, groupName)
|
||
self._jtacRegistry[groupName] = nil
|
||
end
|
||
|
||
function CTLD:_cancelJTACSpots(entry)
|
||
if not entry then return end
|
||
if entry.laserSpot then
|
||
pcall(function() Spot.destroy(entry.laserSpot) end)
|
||
entry.laserSpot = nil
|
||
end
|
||
if entry.irSpot then
|
||
pcall(function() Spot.destroy(entry.irSpot) end)
|
||
entry.irSpot = nil
|
||
end
|
||
end
|
||
|
||
function CTLD:_tickJTACs()
|
||
if not self._jtacRegistry then return end
|
||
if not next(self._jtacRegistry) then return end
|
||
local now = timer.getTime()
|
||
for groupName, entry in pairs(self._jtacRegistry) do
|
||
if not entry.nextScan or now >= entry.nextScan then
|
||
local ok, err = pcall(function()
|
||
self:_processJTACEntry(groupName, entry, now)
|
||
end)
|
||
if not ok then
|
||
_logError(string.format('JTAC tick error for %s: %s', tostring(groupName), tostring(err)))
|
||
entry.nextScan = now + 10
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:_processJTACEntry(groupName, entry, now)
|
||
local cfg = self.Config.JTAC or {}
|
||
local autoCfg = cfg.AutoLase or {}
|
||
if autoCfg.Enabled == false then
|
||
self:_cancelJTACSpots(entry)
|
||
entry.nextScan = now + 30
|
||
return
|
||
end
|
||
local group = Group.getByName(groupName)
|
||
if not group or not group:isExist() then
|
||
self:_cleanupJTACEntry(groupName)
|
||
return
|
||
end
|
||
|
||
local units = group:getUnits() or {}
|
||
if #units == 0 then
|
||
self:_cancelJTACSpots(entry)
|
||
entry.nextScan = now + (autoCfg.TransportHoldSeconds or 10)
|
||
return
|
||
end
|
||
|
||
local jtacUnit = units[1]
|
||
if not jtacUnit or jtacUnit:getLife() <= 0 or not jtacUnit:isActive() then
|
||
self:_cleanupJTACEntry(groupName)
|
||
return
|
||
end
|
||
|
||
entry.jtacUnitName = entry.jtacUnitName or jtacUnit:getName()
|
||
entry.displayName = entry.displayName or entry.jtacUnitName or groupName
|
||
|
||
local jtacPoint = jtacUnit:getPoint()
|
||
local searchRadius = tonumber(autoCfg.SearchRadius) or 8000
|
||
|
||
local current = entry.currentTarget
|
||
local targetUnit = nil
|
||
local targetStatus = nil
|
||
|
||
if current and current.name then
|
||
local candidate = Unit.getByName(current.name)
|
||
if candidate and candidate:isExist() and candidate:getLife() > 0 then
|
||
local tgtPoint = candidate:getPoint()
|
||
local dist = _distance3d(tgtPoint, jtacPoint)
|
||
if dist <= searchRadius and _hasLineOfSight(jtacPoint, tgtPoint) then
|
||
targetUnit = candidate
|
||
current.lastSeen = now
|
||
current.distance = dist
|
||
else
|
||
targetStatus = 'lost'
|
||
end
|
||
else
|
||
targetStatus = 'destroyed'
|
||
end
|
||
if targetStatus then
|
||
if targetStatus == 'destroyed' then
|
||
if entry.lastState ~= 'destroyed' then
|
||
self:_announceJTAC('jtac_target_destroyed', entry, {
|
||
jtac = entry.displayName,
|
||
target = current.label or current.name,
|
||
code = entry.code,
|
||
})
|
||
entry.lastState = 'destroyed'
|
||
end
|
||
else
|
||
if entry.lastState ~= 'lost' then
|
||
self:_announceJTAC('jtac_target_lost', entry, {
|
||
jtac = entry.displayName,
|
||
target = current.label or current.name,
|
||
})
|
||
entry.lastState = 'lost'
|
||
end
|
||
end
|
||
entry.currentTarget = nil
|
||
targetUnit = nil
|
||
self:_cancelJTACSpots(entry)
|
||
entry.nextScan = now + (targetStatus == 'lost' and (autoCfg.LostRetrySeconds or 10) or 5)
|
||
end
|
||
end
|
||
|
||
if not targetUnit then
|
||
local lockPref = entry.lockType or cfg.LockType or 'all'
|
||
local selection = self:_findJTACNewTarget(entry, jtacPoint, searchRadius, lockPref)
|
||
if selection then
|
||
targetUnit = selection.unit
|
||
entry.currentTarget = {
|
||
name = targetUnit:getName(),
|
||
label = targetUnit:getTypeName(),
|
||
firstSeen = now,
|
||
lastSeen = now,
|
||
distance = selection.distance,
|
||
}
|
||
local grid = self:_GetMGRSString(targetUnit:getPoint())
|
||
local newState = 'target:'..(entry.currentTarget.name or '')
|
||
if entry.lastState ~= newState then
|
||
self:_announceJTAC('jtac_new_target', entry, {
|
||
jtac = entry.displayName,
|
||
target = targetUnit:getTypeName(),
|
||
code = entry.code,
|
||
grid = grid,
|
||
})
|
||
entry.lastState = newState
|
||
end
|
||
end
|
||
end
|
||
|
||
if targetUnit then
|
||
self:_updateJTACSpots(entry, jtacUnit, targetUnit)
|
||
entry.nextScan = now + (autoCfg.RefreshSeconds or 15)
|
||
else
|
||
self:_cancelJTACSpots(entry)
|
||
entry.nextScan = now + (autoCfg.IdleRescanSeconds or 30)
|
||
if entry.lastState ~= 'idle' then
|
||
self:_announceJTAC('jtac_idle', entry, {
|
||
jtac = entry.displayName,
|
||
})
|
||
entry.lastState = 'idle'
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:_findJTACNewTarget(entry, jtacPoint, radius, lockType)
|
||
local enemy = _enemySide(entry and entry.side or self.Side)
|
||
local best
|
||
local lock = (lockType or 'all'):lower()
|
||
local ok, groups = pcall(function()
|
||
return coalition.getGroups(enemy, Group.Category.GROUND) or {}
|
||
end)
|
||
if not ok then
|
||
groups = {}
|
||
end
|
||
|
||
for _, grp in ipairs(groups) do
|
||
if grp and grp:isExist() then
|
||
local units = grp:getUnits()
|
||
if units then
|
||
for _, unit in ipairs(units) do
|
||
if unit and unit:isExist() and unit:isActive() and unit:getLife() > 0 then
|
||
local skip = false
|
||
if lock == 'troop' and not _isDcsInfantry(unit) then skip = true end
|
||
if lock == 'vehicle' and _isDcsInfantry(unit) then skip = true end
|
||
if not skip then
|
||
local pos = unit:getPoint()
|
||
local dist = _distance3d(pos, jtacPoint)
|
||
if dist <= radius and _hasLineOfSight(jtacPoint, pos) then
|
||
local score = _jtacTargetScore(unit)
|
||
if not best or score > best.score or (score == best.score and dist < best.distance) then
|
||
best = { unit = unit, score = score, distance = dist }
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
return best
|
||
end
|
||
|
||
function CTLD:_updateJTACSpots(entry, jtacUnit, targetUnit)
|
||
if not (entry and jtacUnit and targetUnit) then return end
|
||
local codeNumber = tonumber(entry.code) or 1688
|
||
local targetPoint = targetUnit:getPoint()
|
||
targetPoint = _vec3(targetPoint.x, targetPoint.y + 2.0, targetPoint.z)
|
||
local origin = { x = 0, y = 2.0, z = 0 }
|
||
|
||
if not entry.laserSpot or not entry.irSpot then
|
||
local ok, res = pcall(function()
|
||
local spots = {}
|
||
spots.ir = Spot.createInfraRed(jtacUnit, origin, targetPoint)
|
||
spots.laser = Spot.createLaser(jtacUnit, origin, targetPoint, codeNumber)
|
||
return spots
|
||
end)
|
||
if ok and res then
|
||
entry.irSpot = entry.irSpot or res.ir
|
||
entry.laserSpot = entry.laserSpot or res.laser
|
||
else
|
||
_logError(string.format('JTAC spot create failed for %s: %s', tostring(entry.groupName), tostring(res)))
|
||
end
|
||
else
|
||
pcall(function()
|
||
if entry.laserSpot and entry.laserSpot.setPoint then entry.laserSpot:setPoint(targetPoint) end
|
||
if entry.irSpot and entry.irSpot.setPoint then entry.irSpot:setPoint(targetPoint) end
|
||
end)
|
||
end
|
||
|
||
local smokeCfg = self.Config.JTAC and self.Config.JTAC.Smoke or {}
|
||
if smokeCfg.Enabled then
|
||
local now = timer.getTime()
|
||
if not entry.smokeNext or now >= entry.smokeNext then
|
||
local color = entry.smokeColor or smokeCfg.ColorBlue or trigger.smokeColor.White
|
||
local pos = targetUnit:getPoint()
|
||
local offset = tonumber(smokeCfg.OffsetMeters) or 0
|
||
if offset > 0 then
|
||
local ang = math.random() * math.pi * 2
|
||
pos.x = pos.x + math.cos(ang) * offset
|
||
pos.z = pos.z + math.sin(ang) * offset
|
||
end
|
||
pcall(function()
|
||
trigger.action.smoke({ x = pos.x, y = pos.y, z = pos.z }, color)
|
||
end)
|
||
entry.smokeNext = now + (smokeCfg.RefreshSeconds or 300)
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:BuildCoalitionMenus(root)
|
||
-- Optional: implement coalition-level crate spawns at pickup zones
|
||
for key,_ in pairs(self.Config.CrateCatalog) do
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Spawn '..key..' at nearest Pickup Zone', root, function()
|
||
-- Not group-context; skip here
|
||
_msgCoalition(self.Side, 'Group menus recommended for crate requests')
|
||
end)
|
||
end
|
||
end
|
||
|
||
function CTLD:InitCoalitionAdminMenu()
|
||
if self.AdminMenu then return end
|
||
-- Ensure we have a coalition-level CTLD parent menu to nest Admin/Help under
|
||
local rootCaption = (self.Config and self.Config.UseGroupMenus) and 'CTLD Admin' or 'CTLD'
|
||
self.MenuRoot = self.MenuRoot or MENU_COALITION:New(self.Side, rootCaption)
|
||
local root = MENU_COALITION:New(self.Side, 'Admin/Help', self.MenuRoot)
|
||
-- Player Help submenu (moved to top of Admin/Help)
|
||
local helpMenu = MENU_COALITION:New(self.Side, 'Player Help', root)
|
||
-- Removed standalone "Repair - How To" in favor of consolidated SAM Sites help
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Zones - Guide', helpMenu, function()
|
||
local lines = {}
|
||
table.insert(lines, 'CTLD Zones - Guide')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Zone types:')
|
||
table.insert(lines, '- Pickup (Supply): Request crates and load troops here. Crate requests require proximity to an ACTIVE pickup zone (default within 10 km).')
|
||
table.insert(lines, '- Drop: Mission-defined delivery or rally areas. Some missions may require delivery or deployment at these zones (see briefing).')
|
||
table.insert(lines, '- FOB: Forward Operating Base areas. Some recipes (FOB Site) can be built here; if FOB restriction is enabled, FOB-only builds must be inside an FOB zone.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Colors and map marks:')
|
||
table.insert(lines, '- Pickup zone crate spawns are marked with smoke in the configured color. Admin/Help -> Draw CTLD Zones on Map draws zone circles and labels on F10.')
|
||
table.insert(lines, '- Use Admin/Help -> Clear CTLD Map Drawings to remove the drawings. Drawings are read-only if configured.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'How to use zones:')
|
||
table.insert(lines, '- To request crates: move within the pickup zone distance and use CTLD -> Request Crate.')
|
||
table.insert(lines, '- To load troops: must be inside a Pickup zone if troop loading restriction is enabled.')
|
||
table.insert(lines, '- Navigation: CTLD -> Coach & Nav -> Vectors to Nearest Pickup Zone gives bearing and range.')
|
||
table.insert(lines, '- Activation: Zones can be active/inactive per mission logic; inactive pickup zones block crate requests.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('- Build Radius: about %d m to collect nearby crates when building.', self.Config.BuildRadius or 60))
|
||
table.insert(lines, string.format('- Pickup Zone Max Distance: about %d m to request crates (configurable).', self.Config.PickupZoneMaxDistance or 10000))
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 40)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Inventory - How It Works', helpMenu, function()
|
||
local inv = self.Config.Inventory or {}
|
||
local enabled = inv.Enabled ~= false
|
||
local showHint = inv.ShowStockInMenu == true
|
||
local fobPct = math.floor(((inv.FOBStockFactor or 0.25) * 100) + 0.5)
|
||
local lines = {}
|
||
table.insert(lines, 'CTLD Inventory - How It Works')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Overview:')
|
||
table.insert(lines, '- Inventory is tracked per Supply (Pickup) Zone and per FOB. Requests consume stock at that location.')
|
||
table.insert(lines, string.format('- Inventory is %s.', enabled and 'ENABLED' or 'DISABLED'))
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Starting stock:')
|
||
table.insert(lines, '- Each configured Supply Zone is seeded from the catalog initialStock for every crate type at mission start.')
|
||
table.insert(lines, string.format('- When you build a FOB, it creates a small Supply Zone with stock seeded at ~%d%% of initialStock.', fobPct))
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Requesting crates:')
|
||
table.insert(lines, '- You must be within range of an ACTIVE Supply Zone to request crates; stock is decremented on spawn.')
|
||
table.insert(lines, '- If out of stock for a type at that zone, requests are denied for that type until resupplied (mission logic).')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'UI hints:')
|
||
table.insert(lines, string.format('- Show stock in menu labels: %s.', showHint and 'ON' or 'OFF'))
|
||
table.insert(lines, '- Some missions may include an "In Stock Here" list showing only items available at the nearest zone.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 40)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'CTLD Basics (2-minute tour)', helpMenu, function()
|
||
local isMetric = true
|
||
local lines = {}
|
||
table.insert(lines, 'CTLD Basics - 2 minute tour')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Loop: Request -> Deliver -> Build -> Fight')
|
||
table.insert(lines, '- Request crates at an ACTIVE Supply Zone (Pickup).')
|
||
table.insert(lines, '- Deliver crates to the build point (within Build Radius).')
|
||
table.insert(lines, '- Build units or sites with "Build Here" (confirm + cooldown).')
|
||
table.insert(lines, '- Optional: set Attack or Defend behavior when building.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Key concepts:')
|
||
table.insert(lines, '- Zones: Pickup (supply), Drop (mission targets), FOB (forward supply).')
|
||
table.insert(lines, '- Inventory: stock is tracked per zone; requests consume stock there.')
|
||
table.insert(lines, '- FOBs: building one creates a local supply point with seeded stock.')
|
||
table.insert(lines, '- Advanced: SAM site repair crates, AI attack orders, EWR/JTAC support.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 35)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Troop Transport & JTAC Use', helpMenu, function()
|
||
local lines = {}
|
||
table.insert(lines, 'Troop Transport & JTAC Use')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Troops:')
|
||
table.insert(lines, '- Load inside an ACTIVE Supply Zone (if mission enforces it).')
|
||
table.insert(lines, '- Deploy with Defend (hold) or Attack (advance to targets/bases).')
|
||
table.insert(lines, '- Attack uses a search radius and moves at configured speed.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'JTAC:')
|
||
table.insert(lines, '- Build JTAC units (MRAP/Tigr or drones) to support target marking.')
|
||
table.insert(lines, '- JTAC helps with target designation/SA; details depend on mission setup.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 35)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Crates 101: Requesting and Handling', helpMenu, function()
|
||
local lines = {}
|
||
table.insert(lines, 'Crates 101 - Requesting and Handling')
|
||
table.insert(lines, '')
|
||
table.insert(lines, '- Request crates near an ACTIVE Supply Zone; max distance is configurable.')
|
||
table.insert(lines, '- Menu labels show the total crates required for a recipe.')
|
||
table.insert(lines, '- Drop crates close together but avoid overlap; smoke marks spawns.')
|
||
table.insert(lines, '- Use Coach & Nav tools: vectors to nearest pickup zone, re-mark crate with smoke.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 35)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Hover Pickup & Slingloading', helpMenu, function()
|
||
local coachCfg = CTLD.HoverCoachConfig or {}
|
||
local aglMin = (coachCfg.thresholds and coachCfg.thresholds.aglMin) or 5
|
||
local aglMax = (coachCfg.thresholds and coachCfg.thresholds.aglMax) or 20
|
||
local capGS = (coachCfg.thresholds and coachCfg.thresholds.captureGS) or (4/3.6)
|
||
local hold = (coachCfg.thresholds and coachCfg.thresholds.stabilityHold) or 1.8
|
||
local lines = {}
|
||
table.insert(lines, 'Hover Pickup & Slingloading')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('- Hover pickup: hold AGL %d-%d m, speed < %.1f m/s, for ~%.1f s to auto-load.', aglMin, aglMax, capGS, hold))
|
||
table.insert(lines, '- Keep steady within ~15 m of the crate; Hover Coach gives cues if enabled.')
|
||
table.insert(lines, '- Slingloading tips: avoid rotor wash over stacks; approach from upwind; re-mark crate with smoke if needed.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 35)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Build System: Build Here and Advanced', helpMenu, function()
|
||
local br = self.Config.BuildRadius or 60
|
||
local win = self.Config.BuildConfirmWindowSeconds or 10
|
||
local cd = self.Config.BuildCooldownSeconds or 60
|
||
local lines = {}
|
||
table.insert(lines, 'Build System - Build Here and Advanced')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('- Build Here collects crates within ~%d m. Double-press within %d s to confirm.', br, win))
|
||
table.insert(lines, string.format('- Cooldown: about %d s per group after a successful build.', cd))
|
||
table.insert(lines, '- Advanced Build lets you choose Defend (hold) or Attack (move).')
|
||
table.insert(lines, '- Static or unsuitable units will hold even if Attack is chosen.')
|
||
table.insert(lines, '- FOB-only recipes must be inside an FOB zone when restriction is enabled.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 40)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'FOBs: Forward Supply & Why They Matter', helpMenu, function()
|
||
local fobPct = math.floor(((self.Config.Inventory and self.Config.Inventory.FOBStockFactor or 0.25) * 100) + 0.5)
|
||
local lines = {}
|
||
table.insert(lines, 'FOBs - Forward Supply and Why They Matter')
|
||
table.insert(lines, '')
|
||
table.insert(lines, '- Build a FOB by assembling its crate recipe (see Recipe Info).')
|
||
table.insert(lines, string.format('- A new local Supply Zone is created and seeded at ~%d%% of initial stock.', fobPct))
|
||
table.insert(lines, '- FOBs shorten logistics legs and increase throughput toward the front.')
|
||
table.insert(lines, '- If enabled, FOB-only builds must occur inside FOB zones.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 35)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'SAM Sites: Building, Repairing, and Augmenting', helpMenu, function()
|
||
local br = self.Config.BuildRadius or 60
|
||
local lines = {}
|
||
table.insert(lines, 'SAM Sites - Building, Repairing, and Augmenting')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Build:')
|
||
table.insert(lines, '- Assemble site recipes using the required component crates (see menu labels). Build Here will place the full site.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Repair/Augment (merged):')
|
||
table.insert(lines, '- Request the matching "Repair/Launcher +1" crate for your site type (HAWK, Patriot, KUB, BUK).')
|
||
table.insert(lines, string.format('- Drop repair crate(s) within ~%d m of the site, then use Build Here (confirm window applies).', br))
|
||
table.insert(lines, '- The nearest matching site (within a local search) is respawned fully repaired; +1 launcher per crate, up to caps.')
|
||
table.insert(lines, '- Caps: HAWK 6, Patriot 6, KUB 3, BUK 6. Extra crates beyond the cap are not consumed.')
|
||
table.insert(lines, '- Must match coalition and site type; otherwise no changes are applied.')
|
||
table.insert(lines, '- Respawn is required to apply repairs/augmentation due to DCS limitations.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Placement tips:')
|
||
table.insert(lines, '- Space launchers to avoid masking; keep radars with good line-of-sight; avoid fratricide arcs.')
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 45)
|
||
end)
|
||
|
||
-- Debug logging controls
|
||
local debugMenu = MENU_COALITION:New(self.Side, 'Debug Logging', root)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Enable Verbose (LogLevel 4)', debugMenu, function()
|
||
self.Config.LogLevel = LOG_DEBUG
|
||
_logInfo(string.format('[%s] Verbose/Debug logging ENABLED via Admin menu', tostring(self.Side)))
|
||
_msgCoalition(self.Side, 'CTLD verbose logging ENABLED (LogLevel=4)', 8)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Normal INFO (LogLevel 2)', debugMenu, function()
|
||
self.Config.LogLevel = LOG_INFO
|
||
_logInfo(string.format('[%s] Logging set to INFO level via Admin menu', tostring(self.Side)))
|
||
_msgCoalition(self.Side, 'CTLD logging set to INFO (LogLevel=2)', 8)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Errors Only (LogLevel 1)', debugMenu, function()
|
||
self.Config.LogLevel = LOG_ERROR
|
||
_logInfo(string.format('[%s] Logging set to ERROR-only via Admin menu', tostring(self.Side)))
|
||
_msgCoalition(self.Side, 'CTLD logging: ERRORS only (LogLevel=1)', 8)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Disable All (LogLevel 0)', debugMenu, function()
|
||
self.Config.LogLevel = LOG_NONE
|
||
_msgCoalition(self.Side, 'CTLD logging DISABLED (LogLevel=0)', 8)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Show CTLD Status (crates/zones)', root, function()
|
||
local crates = 0
|
||
for _ in pairs(CTLD._crates) do crates = crates + 1 end
|
||
local msg = string.format('CTLD Status:\nActive crates: %d\nPickup zones: %d\nDrop zones: %d\nFOB zones: %d\nBuild Confirm: %s (%ds window)\nBuild Cooldown: %s (%ds)'
|
||
, crates, #(self.PickupZones or {}), #(self.DropZones or {}), #(self.FOBZones or {})
|
||
, self.Config.BuildConfirmEnabled and 'ON' or 'OFF', self.Config.BuildConfirmWindowSeconds or 0
|
||
, self.Config.BuildCooldownEnabled and 'ON' or 'OFF', self.Config.BuildCooldownSeconds or 0)
|
||
_msgCoalition(self.Side, msg, 20)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Show Coalition Summary', root, function()
|
||
self:ShowCoalitionSummary()
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Draw CTLD Zones on Map', root, function()
|
||
self:DrawZonesOnMap()
|
||
_msgCoalition(self.Side, 'CTLD zones drawn on F10 map.', 8)
|
||
end)
|
||
MENU_COALITION_COMMAND:New(self.Side, 'Clear CTLD Map Drawings', root, function()
|
||
self:ClearMapDrawings()
|
||
_msgCoalition(self.Side, 'CTLD map drawings cleared.', 8)
|
||
end)
|
||
-- Player Help submenu (was below; removed there and added above)
|
||
self.AdminMenu = root
|
||
end
|
||
-- #endregion Menus
|
||
|
||
-- =========================
|
||
-- Coalition Summary
|
||
-- =========================
|
||
-- #region Coalition Summary
|
||
function CTLD:ShowCoalitionSummary()
|
||
-- Crate counts per type (this coalition)
|
||
local perType = {}
|
||
local total = 0
|
||
for _,meta in pairs(CTLD._crates) do
|
||
if meta.side == self.Side then
|
||
perType[meta.key] = (perType[meta.key] or 0) + 1
|
||
total = total + 1
|
||
end
|
||
end
|
||
local lines = {}
|
||
table.insert(lines, string.format('CTLD Coalition Summary (%s)', (self.Side==coalition.side.BLUE and 'BLUE') or (self.Side==coalition.side.RED and 'RED') or 'NEUTRAL'))
|
||
-- Crate timeout information first (lifetime is in seconds; 0 disables cleanup)
|
||
local lifeSec = tonumber(self.Config.CrateLifetime or 0) or 0
|
||
if lifeSec > 0 then
|
||
local mins = math.floor((lifeSec + 30) / 60)
|
||
table.insert(lines, string.format('Crate Timeout: %d mins (Crates will despawn to prevent clutter)', mins))
|
||
else
|
||
table.insert(lines, 'Crate Timeout: Disabled')
|
||
end
|
||
table.insert(lines, string.format('Active crates: %d', total))
|
||
if next(perType) then
|
||
table.insert(lines, 'Crates by type:')
|
||
-- stable order: sort keys alphabetically
|
||
local keys = {}
|
||
for k,_ in pairs(perType) do table.insert(keys, k) end
|
||
table.sort(keys)
|
||
for _,k in ipairs(keys) do
|
||
table.insert(lines, string.format(' %s: %d', k, perType[k]))
|
||
end
|
||
else
|
||
table.insert(lines, 'Crates by type: (none)')
|
||
end
|
||
|
||
-- Nearby buildable recipes for each active player
|
||
table.insert(lines, '\nBuildable near players:')
|
||
local players = coalition.getPlayers(self.Side) or {}
|
||
if #players == 0 then
|
||
table.insert(lines, ' (no active players)')
|
||
else
|
||
for _,u in ipairs(players) do
|
||
local g = u:getGroup()
|
||
local gname = g and g:getName() or u:getName() or 'Group'
|
||
local pos = u:getPoint()
|
||
local here = { x = pos.x, z = pos.z }
|
||
local radius = self.Config.BuildRadius or 60
|
||
local nearby = self:GetNearbyCrates(here, radius)
|
||
local counts = {}
|
||
for _,c in ipairs(nearby) do if c.meta.side == self.Side then counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end end
|
||
-- include carried crates if allowed
|
||
if self.Config.BuildRequiresGroundCrates ~= true then
|
||
local lc = CTLD._loadedCrates[gname]
|
||
if lc and lc.byKey then for k,v in pairs(lc.byKey) do counts[k] = (counts[k] or 0) + v end end
|
||
end
|
||
local insideFOB, _ = self:IsPointInFOBZones(here)
|
||
local buildable = {}
|
||
-- composite recipes first
|
||
for recipeKey,cat in pairs(self.Config.CrateCatalog) do
|
||
if type(cat.requires) == 'table' and cat.build then
|
||
if not (cat.isFOB and self.Config.RestrictFOBToZones and not insideFOB) then
|
||
local ok = true
|
||
for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < qty then ok = false; break end end
|
||
if ok then table.insert(buildable, cat.description or recipeKey) end
|
||
end
|
||
end
|
||
end
|
||
-- single-key
|
||
for key,cat in pairs(self.Config.CrateCatalog) do
|
||
if cat and cat.build and (not cat.requires) then
|
||
if not (cat.isFOB and self.Config.RestrictFOBToZones and not insideFOB) then
|
||
if (counts[key] or 0) >= (cat.required or 1) then table.insert(buildable, cat.description or key) end
|
||
end
|
||
end
|
||
end
|
||
if #buildable == 0 then
|
||
table.insert(lines, string.format(' %s: none', gname))
|
||
else
|
||
-- limit to keep message short
|
||
local maxShow = 6
|
||
local shown = {}
|
||
for i=1, math.min(#buildable, maxShow) do table.insert(shown, buildable[i]) end
|
||
local suffix = (#buildable > maxShow) and string.format(' (+%d more)', #buildable - maxShow) or ''
|
||
table.insert(lines, string.format(' %s: %s%s', gname, table.concat(shown, ', '), suffix))
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Quick help card
|
||
table.insert(lines, '\nQuick Help:')
|
||
table.insert(lines, '- Request crates: CTLD → Request Crate (near Pickup Zones).')
|
||
table.insert(lines, '- Build: double-press "Build Here" within '..tostring(self.Config.BuildConfirmWindowSeconds or 10)..'s; cooldown '..tostring(self.Config.BuildCooldownSeconds or 60)..'s per group.')
|
||
table.insert(lines, '- Hover Coach: CTLD → Coach & Nav → Enable/Disable; vectors to crates/zones available.')
|
||
table.insert(lines, '- Manage crates: Drop One/All from CTLD menu; build consumes nearby crates.')
|
||
|
||
_msgCoalition(self.Side, table.concat(lines, '\n'), 25)
|
||
end
|
||
-- #endregion Coalition Summary
|
||
|
||
-- =========================
|
||
-- Crates
|
||
-- =========================
|
||
-- #region Crates
|
||
-- Note: Menu creation lives in the Menus region; this section handles crate request/spawn/nearby/cleanup only.
|
||
function CTLD:RequestCrateForGroup(group, crateKey)
|
||
local cat = self.Config.CrateCatalog[crateKey]
|
||
if not cat then _msgGroup(group, 'Unknown crate type: '..tostring(crateKey)) return end
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
local zone, dist = self:_nearestActivePickupZone(unit)
|
||
local defs = self:_collectActivePickupDefs()
|
||
local hasPickupZones = (#defs > 0)
|
||
local spawnPoint
|
||
local maxd = (self.Config.PickupZoneMaxDistance or 10000)
|
||
-- Announce request
|
||
local zoneName = zone and zone:GetName() or (hasPickupZones and 'nearest zone' or 'NO PICKUP ZONES CONFIGURED')
|
||
_eventSend(self, group, nil, 'crate_spawn_requested', { type = tostring(crateKey), zone = zoneName })
|
||
|
||
if not hasPickupZones and self.Config.RequirePickupZoneForCrateRequest then
|
||
_eventSend(self, group, nil, 'no_pickup_zones', {})
|
||
return
|
||
end
|
||
|
||
if zone and dist and dist <= maxd then
|
||
-- Compute a random spawn point within the pickup zone to avoid stacking crates
|
||
local center = zone:GetPointVec3()
|
||
local rZone = self:_getZoneRadius(zone)
|
||
local edgeBuf = math.max(0, self.Config.PickupZoneSpawnEdgeBuffer or 10)
|
||
local minOff = math.max(0, self.Config.PickupZoneSpawnMinOffset or 5)
|
||
local rMax = math.max(0, (rZone or 150) - edgeBuf)
|
||
local tries = math.max(1, self.Config.CrateSpawnSeparationTries or 6)
|
||
local minSep = math.max(0, self.Config.CrateSpawnMinSeparation or 7)
|
||
|
||
local function candidate()
|
||
if (self.Config.PickupZoneSpawnRandomize == false) or rMax <= 0 then
|
||
return { x = center.x, z = center.z }
|
||
end
|
||
local rr
|
||
if rMax > minOff then
|
||
rr = minOff + math.sqrt(math.random()) * (rMax - minOff)
|
||
else
|
||
rr = rMax
|
||
end
|
||
local th = math.random() * 2 * math.pi
|
||
return { x = center.x + rr * math.cos(th), z = center.z + rr * math.sin(th) }
|
||
end
|
||
|
||
local function isClear(pt)
|
||
if minSep <= 0 then return true end
|
||
for _,meta in pairs(CTLD._crates) do
|
||
if meta and meta.side == self.Side and meta.point then
|
||
local dx = (meta.point.x - pt.x)
|
||
local dz = (meta.point.z - pt.z)
|
||
if (dx*dx + dz*dz) < (minSep*minSep) then return false end
|
||
end
|
||
end
|
||
return true
|
||
end
|
||
|
||
local chosen = candidate()
|
||
if not isClear(chosen) then
|
||
for _=1,tries-1 do
|
||
local c = candidate()
|
||
if isClear(c) then chosen = c; break end
|
||
end
|
||
end
|
||
spawnPoint = { x = chosen.x, z = chosen.z }
|
||
-- (Smoke will be spawned after crate creation so we can pass the crate ID for refresh scheduling)
|
||
else
|
||
-- Either require a pickup zone proximity, or fallback to near-aircraft spawn (legacy behavior)
|
||
if self.Config.RequirePickupZoneForCrateRequest then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local v, u = _fmtRange(math.max(0, dist - maxd), isMetric)
|
||
local brg = 0
|
||
if zone then
|
||
local up = unit:GetPointVec3(); local zp = zone:GetPointVec3()
|
||
brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z})
|
||
end
|
||
_eventSend(self, group, nil, 'pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg })
|
||
return
|
||
else
|
||
-- fallback: spawn near aircraft current position (safe offset)
|
||
local p = unit:GetPointVec3()
|
||
spawnPoint = POINT_VEC3:New(p.x + 10, p.y, p.z + 10)
|
||
end
|
||
end
|
||
-- Enforce per-location inventory before spawning
|
||
local zoneNameForStock = zone and zone:GetName() or nil
|
||
if self.Config.Inventory and self.Config.Inventory.Enabled then
|
||
if not zoneNameForStock then
|
||
_msgGroup(group, 'Crate requests must be at a Supply Zone for stock control.')
|
||
return
|
||
end
|
||
CTLD._stockByZone[zoneNameForStock] = CTLD._stockByZone[zoneNameForStock] or {}
|
||
local cur = tonumber(CTLD._stockByZone[zoneNameForStock][crateKey] or 0) or 0
|
||
if cur <= 0 then
|
||
-- Try salvage system if enabled
|
||
if self:_TryUseSalvageForCrate(group, crateKey, cat) then
|
||
-- Salvage used successfully, continue with crate spawn
|
||
_logVerbose(string.format('[Salvage] Used salvage to spawn %s', crateKey))
|
||
else
|
||
_msgGroup(group, string.format('Out of stock at %s for %s', zoneNameForStock, self:_friendlyNameForKey(crateKey)))
|
||
return
|
||
end
|
||
else
|
||
CTLD._stockByZone[zoneNameForStock][crateKey] = cur - 1
|
||
end
|
||
end
|
||
|
||
local cname = string.format('CTLD_CRATE_%s_%d', crateKey, math.random(100000,999999))
|
||
_spawnStaticCargo(self.Side, { x = spawnPoint.x, z = spawnPoint.z }, cat.dcsCargoType or 'uh1h_cargo', cname)
|
||
CTLD._crates[cname] = {
|
||
key = crateKey,
|
||
side = self.Side,
|
||
spawnTime = timer.getTime(),
|
||
point = { x = spawnPoint.x, z = spawnPoint.z },
|
||
requester = group:GetName(),
|
||
}
|
||
|
||
-- Add to spatial index for efficient hover pickup scanning
|
||
_addToSpatialGrid(cname, CTLD._crates[cname], 'crate')
|
||
|
||
-- Now that crate is created, spawn smoke with refresh scheduling if enabled
|
||
if zone then
|
||
local zdef = self._ZoneDefs.PickupZones[zone:GetName()]
|
||
local smokeColor = (zdef and zdef.smoke) or self.Config.PickupZoneSmokeColor
|
||
if smokeColor then
|
||
local sx, sz = spawnPoint.x, spawnPoint.z
|
||
local sy = 0
|
||
if land and land.getHeight then
|
||
local ok, h = pcall(land.getHeight, { x = sx, y = sz })
|
||
if ok and type(h) == 'number' then sy = h end
|
||
end
|
||
-- Pass crate ID for smoke refresh scheduling
|
||
_spawnCrateSmoke({ x = sx, y = sy, z = sz }, smokeColor, self.Config.CrateSmoke, cname)
|
||
end
|
||
end
|
||
|
||
-- Immersive spawn message with bearing/range per player units
|
||
do
|
||
local unitPos = unit:GetPointVec3()
|
||
local from = { x = unitPos.x, z = unitPos.z }
|
||
local to = { x = spawnPoint.x, z = spawnPoint.z }
|
||
local brg = _bearingDeg(from, to)
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngMeters = math.sqrt(((to.x-from.x)^2)+((to.z-from.z)^2))
|
||
local rngV, rngU = _fmtRange(rngMeters, isMetric)
|
||
local data = {
|
||
id = cname,
|
||
type = tostring(crateKey),
|
||
brg = brg,
|
||
rng = rngV,
|
||
rng_u = rngU,
|
||
}
|
||
_eventSend(self, group, nil, 'crate_spawned', data)
|
||
end
|
||
end
|
||
|
||
-- Convenience: for composite recipes (def.requires), request all component crates in one go
|
||
function CTLD:RequestRecipeBundleForGroup(group, recipeKey)
|
||
local def = self.Config.CrateCatalog[recipeKey]
|
||
if not def or type(def.requires) ~= 'table' then
|
||
-- Fallback to single crate request
|
||
return self:RequestCrateForGroup(group, recipeKey)
|
||
end
|
||
local unit = group and group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
-- Require proximity to an active pickup zone if inventory is enabled or config requires it
|
||
local zone, dist = self:_nearestActivePickupZone(unit)
|
||
local hasPickupZones = (#self:_collectActivePickupDefs() > 0)
|
||
local maxd = (self.Config.PickupZoneMaxDistance or 10000)
|
||
if self.Config.RequirePickupZoneForCrateRequest and (not zone or not dist or dist > maxd) then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local v, u = _fmtRange(math.max(0, (dist or 0) - maxd), isMetric)
|
||
local brg = 0
|
||
if zone then
|
||
local up = unit:GetPointVec3(); local zp = zone:GetPointVec3()
|
||
brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z})
|
||
end
|
||
_eventSend(self, group, nil, 'pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg })
|
||
return
|
||
end
|
||
if (self.Config.Inventory and self.Config.Inventory.Enabled) then
|
||
if not zone then
|
||
_msgGroup(group, 'Crate bundle requests must be at a Supply Zone for stock control.')
|
||
return
|
||
end
|
||
local zname = zone:GetName()
|
||
local stockTbl = CTLD._stockByZone[zname] or {}
|
||
-- Pre-check: ensure we can fulfill at least one bundle (check stock or salvage)
|
||
for reqKey, qty in pairs(def.requires) do
|
||
local have = tonumber(stockTbl[reqKey] or 0) or 0
|
||
local need = tonumber(qty or 0) or 0
|
||
if need > 0 and have < need then
|
||
-- Try salvage for the shortfall
|
||
local catEntry = self.Config.CrateCatalog[reqKey]
|
||
if not self:_CanUseSalvageForCrate(reqKey, catEntry, need - have) then
|
||
_msgGroup(group, string.format('Out of stock at %s for %s bundle: need %d x %s', zname, self:_friendlyNameForKey(recipeKey), need, self:_friendlyNameForKey(reqKey)))
|
||
return
|
||
end
|
||
end
|
||
end
|
||
end
|
||
-- Spawn each required component crate with separate requests (these handle stock decrement + placement)
|
||
for reqKey, qty in pairs(def.requires) do
|
||
local n = tonumber(qty or 0) or 0
|
||
for _=1,n do
|
||
self:RequestCrateForGroup(group, reqKey)
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:GetNearbyCrates(point, radius)
|
||
local result = {}
|
||
for name,meta in pairs(CTLD._crates) do
|
||
local dx = (meta.point.x - point.x)
|
||
local dz = (meta.point.z - point.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if d <= radius then
|
||
table.insert(result, { name = name, meta = meta })
|
||
end
|
||
end
|
||
return result
|
||
end
|
||
|
||
function CTLD:CleanupCrates()
|
||
local now = timer.getTime()
|
||
local life = self.Config.CrateLifetime
|
||
for name,meta in pairs(CTLD._crates) do
|
||
if now - (meta.spawnTime or now) > life then
|
||
local obj = StaticObject.getByName(name)
|
||
if obj then obj:destroy() end
|
||
_cleanupCrateSmoke(name) -- Clean up smoke refresh schedule
|
||
_removeFromSpatialGrid(name, meta.point, 'crate') -- Remove from spatial index
|
||
CTLD._crates[name] = nil
|
||
_logDebug('Cleaned up crate '..name)
|
||
-- Notify requester group if still around; else coalition
|
||
local gname = meta.requester
|
||
local group = gname and GROUP:FindByName(gname) or nil
|
||
if group and group:IsAlive() then
|
||
_eventSend(self, group, nil, 'crate_expired', { id = name })
|
||
else
|
||
_eventSend(self, nil, self.Side, 'crate_expired', { id = name })
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:CleanupDeployedTroops()
|
||
-- Remove any deployed troop groups that are dead or no longer exist
|
||
for troopGroupName, troopMeta in pairs(CTLD._deployedTroops) do
|
||
if troopMeta.side == self.Side then
|
||
local troopGroup = GROUP:FindByName(troopGroupName)
|
||
if not troopGroup or not troopGroup:IsAlive() then
|
||
CTLD._deployedTroops[troopGroupName] = nil
|
||
_logDebug('Cleaned up deployed troop group: '..troopGroupName)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
-- #endregion Crates
|
||
|
||
-- =========================
|
||
-- Build logic
|
||
-- =========================
|
||
-- #region Build logic
|
||
function CTLD:BuildAtGroup(group, opts)
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
-- Build cooldown/confirmation guardrails
|
||
local now = timer.getTime()
|
||
local gname = group:GetName()
|
||
if self.Config.BuildCooldownEnabled then
|
||
local last = CTLD._buildCooldown[gname]
|
||
if last and (now - last) < (self.Config.BuildCooldownSeconds or 60) then
|
||
local rem = math.max(0, math.ceil((self.Config.BuildCooldownSeconds or 60) - (now - last)))
|
||
_msgGroup(group, string.format('Build on cooldown. Try again in %ds.', rem))
|
||
return
|
||
end
|
||
end
|
||
if self.Config.BuildConfirmEnabled then
|
||
local first = CTLD._buildConfirm[gname]
|
||
local win = self.Config.BuildConfirmWindowSeconds or 10
|
||
if not first or (now - first) > win then
|
||
CTLD._buildConfirm[gname] = now
|
||
_msgGroup(group, string.format('Confirm build: select "Build Here" again within %ds to proceed.', win))
|
||
return
|
||
else
|
||
-- within window; proceed and clear pending
|
||
CTLD._buildConfirm[gname] = nil
|
||
end
|
||
end
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
-- Compute a safe spawn point offset forward from the aircraft to prevent rotor/ground collisions with spawned units
|
||
local hdgRad, hdgDeg = _headingRadDeg(unit)
|
||
local buildOffset = math.max(0, tonumber(self.Config.BuildSpawnOffset or 0) or 0)
|
||
local spawnAt = (buildOffset > 0) and { x = here.x + math.sin(hdgRad) * buildOffset, z = here.z + math.cos(hdgRad) * buildOffset } or { x = here.x, z = here.z }
|
||
local radius = self.Config.BuildRadius
|
||
local nearby = self:GetNearbyCrates(here, radius)
|
||
-- filter crates to coalition side for this CTLD instance
|
||
local filtered = {}
|
||
for _,c in ipairs(nearby) do
|
||
if c.meta.side == self.Side then table.insert(filtered, c) end
|
||
end
|
||
nearby = filtered
|
||
if #nearby == 0 then
|
||
_eventSend(self, group, nil, 'build_insufficient_crates', { build = 'asset' })
|
||
-- Nudge players to use Recipe Info
|
||
_msgGroup(group, 'Tip: Use CTLD → Recipe Info to see exact crate requirements for each build.')
|
||
return
|
||
end
|
||
|
||
-- Count by key
|
||
local counts = {}
|
||
for _,c in ipairs(nearby) do
|
||
counts[c.meta.key] = (counts[c.meta.key] or 0) + 1
|
||
end
|
||
|
||
-- Include loaded crates carried by this group
|
||
local carried = CTLD._loadedCrates[gname]
|
||
if self.Config.BuildRequiresGroundCrates ~= true then
|
||
if carried and carried.byKey then
|
||
for k,v in pairs(carried.byKey) do
|
||
counts[k] = (counts[k] or 0) + v
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Helper to consume crates of a given key/qty
|
||
local function consumeCrates(key, qty)
|
||
local removed = 0
|
||
-- Optionally consume from carried crates
|
||
if self.Config.BuildRequiresGroundCrates ~= true then
|
||
if carried and carried.byKey and (carried.byKey[key] or 0) > 0 then
|
||
local take = math.min(qty, carried.byKey[key])
|
||
carried.byKey[key] = carried.byKey[key] - take
|
||
if carried.byKey[key] <= 0 then carried.byKey[key] = nil end
|
||
carried.total = math.max(0, (carried.total or 0) - take)
|
||
removed = removed + take
|
||
end
|
||
end
|
||
for _,c in ipairs(nearby) do
|
||
if removed >= qty then break end
|
||
if c.meta.key == key then
|
||
local obj = StaticObject.getByName(c.name)
|
||
if obj then obj:destroy() end
|
||
_cleanupCrateSmoke(c.name) -- Clean up smoke refresh schedule
|
||
CTLD._crates[c.name] = nil
|
||
removed = removed + 1
|
||
end
|
||
end
|
||
end
|
||
|
||
local insideFOBZone, fz = self:IsPointInFOBZones(here)
|
||
local fobBlocked = false
|
||
-- Try composite recipes first (requires is a map of key->qty)
|
||
for recipeKey,cat in pairs(self.Config.CrateCatalog) do
|
||
if type(cat.requires) == 'table' and cat.build then
|
||
if cat.isFOB and self.Config.RestrictFOBToZones and not insideFOBZone then
|
||
fobBlocked = true
|
||
else
|
||
-- Build caps disabled: rely solely on inventory/catalog control
|
||
local ok = true
|
||
for reqKey,qty in pairs(cat.requires) do
|
||
if (counts[reqKey] or 0) < qty then ok = false; break end
|
||
end
|
||
if ok then
|
||
local gdata = cat.build({ x = spawnAt.x, z = spawnAt.z }, hdgDeg, cat.side or self.Side)
|
||
_eventSend(self, group, nil, 'build_started', { build = cat.description or recipeKey })
|
||
local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config)
|
||
if g then
|
||
for reqKey,qty in pairs(cat.requires) do consumeCrates(reqKey, qty) end
|
||
-- No site cap counters when caps are disabled
|
||
_eventSend(self, nil, self.Side, 'build_success_coalition', { build = cat.description or recipeKey, player = _playerNameFromGroup(group) })
|
||
-- If this was a FOB, register a new pickup zone with reduced stock
|
||
if cat.isFOB then
|
||
pcall(function()
|
||
self:_CreateFOBPickupZone({ x = spawnAt.x, z = spawnAt.z }, cat, hdg)
|
||
end)
|
||
end
|
||
-- Assign optional behavior for built vehicles/groups
|
||
local behavior = opts and opts.behavior or nil
|
||
if behavior == 'attack' and self.Config.AttackAI and self.Config.AttackAI.Enabled then
|
||
local t = self:_assignAttackBehavior(g:getName(), spawnAt, true)
|
||
local isMetric = _getPlayerIsMetric(group:GetUnit(1))
|
||
if t and t.kind == 'base' then
|
||
local brg = _bearingDeg({ x = spawnAt.x, z = spawnAt.z }, { x = t.point.x, z = t.point.z })
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u })
|
||
elseif t and t.kind == 'enemy' then
|
||
local brg = _bearingDeg({ x = spawnAt.x, z = spawnAt.z }, { x = t.point.x, z = t.point.z })
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u })
|
||
else
|
||
local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u })
|
||
end
|
||
end
|
||
if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end
|
||
return
|
||
else
|
||
_eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' })
|
||
return
|
||
end
|
||
end
|
||
-- continue_composite (Lua 5.1 compatible: no labels)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Then single-key recipes
|
||
for key,count in pairs(counts) do
|
||
local cat = self.Config.CrateCatalog[key]
|
||
if cat and cat.build and (not cat.requires) and count >= (cat.required or 1) then
|
||
if cat.isFOB and self.Config.RestrictFOBToZones and not insideFOBZone then
|
||
fobBlocked = true
|
||
else
|
||
-- Build caps disabled: rely solely on inventory/catalog control
|
||
local gdata = cat.build({ x = spawnAt.x, z = spawnAt.z }, hdgDeg, cat.side or self.Side)
|
||
_eventSend(self, group, nil, 'build_started', { build = cat.description or key })
|
||
local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config)
|
||
if g then
|
||
consumeCrates(key, cat.required or 1)
|
||
-- No single-unit cap counters when caps are disabled
|
||
_eventSend(self, nil, self.Side, 'build_success_coalition', { build = cat.description or key, player = _playerNameFromGroup(group) })
|
||
-- Assign optional behavior for built vehicles/groups
|
||
local behavior = opts and opts.behavior or nil
|
||
if behavior == 'attack' and self.Config.AttackAI and self.Config.AttackAI.Enabled then
|
||
local t = self:_assignAttackBehavior(g:getName(), spawnAt, true)
|
||
local isMetric = _getPlayerIsMetric(group:GetUnit(1))
|
||
if t and t.kind == 'base' then
|
||
local brg = _bearingDeg({ x = spawnAt.x, z = spawnAt.z }, { x = t.point.x, z = t.point.z })
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u })
|
||
elseif t and t.kind == 'enemy' then
|
||
local brg = _bearingDeg({ x = spawnAt.x, z = spawnAt.z }, { x = t.point.x, z = t.point.z })
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u })
|
||
else
|
||
local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u })
|
||
end
|
||
end
|
||
if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end
|
||
return
|
||
else
|
||
_eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' })
|
||
return
|
||
end
|
||
end
|
||
end
|
||
-- continue_single (Lua 5.1 compatible: no labels)
|
||
end
|
||
|
||
if fobBlocked then
|
||
_eventSend(self, group, nil, 'fob_restricted', {})
|
||
return
|
||
end
|
||
|
||
-- Helpful hint if building requires ground crates and player is carrying crates
|
||
if self.Config.BuildRequiresGroundCrates == true then
|
||
local carried = CTLD._loadedCrates[gname]
|
||
if carried and (carried.total or 0) > 0 then
|
||
_eventSend(self, group, nil, 'build_requires_ground', { total = carried.total })
|
||
return
|
||
end
|
||
end
|
||
_eventSend(self, group, nil, 'build_insufficient_crates', { build = 'asset' })
|
||
-- Provide a short breakdown of most likely recipes and what is missing
|
||
local suggestions = {}
|
||
local function pushSuggestion(name, missingStr, haveParts, totalParts)
|
||
table.insert(suggestions, { name = name, miss = missingStr, have = haveParts, total = totalParts })
|
||
end
|
||
-- consider composite recipes with at least one matching component nearby
|
||
for rkey,cat in pairs(self.Config.CrateCatalog) do
|
||
if type(cat.requires) == 'table' then
|
||
local have, total, missingList = 0, 0, {}
|
||
for reqKey,qty in pairs(cat.requires) do
|
||
total = total + (qty or 0)
|
||
local haveHere = math.min(qty or 0, counts[reqKey] or 0)
|
||
have = have + haveHere
|
||
local need = math.max(0, (qty or 0) - (counts[reqKey] or 0))
|
||
if need > 0 then
|
||
local fname = self:_friendlyNameForKey(reqKey)
|
||
table.insert(missingList, string.format('%dx %s', need, fname))
|
||
end
|
||
end
|
||
if have > 0 and have < total then
|
||
local name = cat.description or cat.menu or rkey
|
||
pushSuggestion(name, table.concat(missingList, ', '), have, total)
|
||
end
|
||
else
|
||
-- single-key recipe: if some crates present but not enough
|
||
local need = (cat and (cat.required or 1)) or 1
|
||
local have = counts[rkey] or 0
|
||
if have > 0 and have < need then
|
||
local name = cat.description or cat.menu or rkey
|
||
pushSuggestion(name, string.format('%d more crate(s) of %s', need - have, self:_friendlyNameForKey(rkey)), have, need)
|
||
end
|
||
end
|
||
end
|
||
table.sort(suggestions, function(a,b)
|
||
local ra = (a.total > 0) and (a.have / a.total) or 0
|
||
local rb = (b.total > 0) and (b.have / b.total) or 0
|
||
if ra == rb then return (a.total - a.have) < (b.total - b.have) end
|
||
return ra > rb
|
||
end)
|
||
if #suggestions > 0 then
|
||
local maxShow = math.min(2, #suggestions)
|
||
for i=1,maxShow do
|
||
local s = suggestions[i]
|
||
_msgGroup(group, string.format('Missing for %s: %s', s.name, s.miss))
|
||
end
|
||
else
|
||
_msgGroup(group, 'No matching recipe found with nearby crates. Check Recipe Info for requirements.')
|
||
end
|
||
end
|
||
-- #endregion Build logic
|
||
|
||
-- =========================
|
||
-- Loaded crate management
|
||
-- =========================
|
||
-- #region Loaded crate management
|
||
|
||
-- Update DCS internal cargo weight for a group
|
||
function CTLD:_updateCargoWeight(group)
|
||
_updateCargoWeight(group)
|
||
end
|
||
|
||
function CTLD:_addLoadedCrate(group, crateKey)
|
||
local gname = group:GetName()
|
||
CTLD._loadedCrates[gname] = CTLD._loadedCrates[gname] or { total = 0, totalWeightKg = 0, byKey = {} }
|
||
local lc = CTLD._loadedCrates[gname]
|
||
lc.total = lc.total + 1
|
||
lc.byKey[crateKey] = (lc.byKey[crateKey] or 0) + 1
|
||
|
||
-- Add weight from catalog
|
||
local cat = self.Config.CrateCatalog[crateKey]
|
||
local crateWeight = (cat and cat.weightKg) or 0
|
||
lc.totalWeightKg = (lc.totalWeightKg or 0) + crateWeight
|
||
|
||
-- Update DCS internal cargo weight
|
||
self:_updateCargoWeight(group)
|
||
end
|
||
|
||
function CTLD:DropLoadedCrates(group, howMany)
|
||
local gname = group:GetName()
|
||
local lc = CTLD._loadedCrates[gname]
|
||
if not lc or (lc.total or 0) == 0 then _eventSend(self, group, nil, 'no_loaded_crates', {}) return end
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
-- Restrict dropping crates inside Pickup Zones if configured
|
||
if self.Config.ForbidDropsInsidePickupZones then
|
||
local activeOnly = (self.Config.ForbidChecksActivePickupOnly ~= false)
|
||
local inside = false
|
||
local ok, err = pcall(function()
|
||
inside = select(1, self:_isUnitInsidePickupZone(unit, activeOnly))
|
||
end)
|
||
if ok and inside then
|
||
_eventSend(self, group, nil, 'drop_forbidden_in_pickup', {})
|
||
return
|
||
end
|
||
end
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
-- Offset drop point forward of the aircraft to avoid rotor/airframe damage
|
||
local hdgRad, _ = _headingRadDeg(unit)
|
||
local fwd = math.max(0, tonumber(self.Config.DropCrateForwardOffset or 20) or 0)
|
||
local dropPt = (fwd > 0) and { x = here.x + math.sin(hdgRad) * fwd, z = here.z + math.cos(hdgRad) * fwd } or { x = here.x, z = here.z }
|
||
local initialTotal = lc.total or 0
|
||
local requested = (howMany and howMany > 0) and howMany or initialTotal
|
||
local toDrop = math.min(requested, initialTotal)
|
||
_eventSend(self, group, nil, 'drop_initiated', { count = toDrop })
|
||
-- Warn about crate timeout when dropping
|
||
local lifeSec = tonumber(self.Config.CrateLifetime or 0) or 0
|
||
if lifeSec > 0 then
|
||
local mins = math.floor((lifeSec + 30) / 60)
|
||
_msgGroup(group, string.format('Note: Crates will despawn after %d mins to prevent clutter.', mins))
|
||
end
|
||
-- Drop in key order
|
||
for k,count in pairs(DeepCopy(lc.byKey)) do
|
||
if toDrop <= 0 then break end
|
||
local dropNow = math.min(count, toDrop)
|
||
local cat = self.Config.CrateCatalog[k]
|
||
local crateWeight = (cat and cat.weightKg) or 0
|
||
for i=1,dropNow do
|
||
local cname = string.format('CTLD_CRATE_%s_%d', k, math.random(100000,999999))
|
||
_spawnStaticCargo(self.Side, dropPt, (cat and cat.dcsCargoType) or 'uh1h_cargo', cname)
|
||
CTLD._crates[cname] = { key = k, side = self.Side, spawnTime = timer.getTime(), point = { x = dropPt.x, z = dropPt.z } }
|
||
-- Add to spatial index
|
||
_addToSpatialGrid(cname, CTLD._crates[cname], 'crate')
|
||
lc.byKey[k] = lc.byKey[k] - 1
|
||
if lc.byKey[k] <= 0 then lc.byKey[k] = nil end
|
||
lc.total = lc.total - 1
|
||
lc.totalWeightKg = (lc.totalWeightKg or 0) - crateWeight
|
||
toDrop = toDrop - 1
|
||
if toDrop <= 0 then break end
|
||
end
|
||
end
|
||
local actualDropped = initialTotal - (lc.total or 0)
|
||
_eventSend(self, group, nil, 'dropped_crates', { count = actualDropped })
|
||
|
||
-- Update DCS internal cargo weight after dropping
|
||
self:_updateCargoWeight(group)
|
||
|
||
-- Reiterate timeout after drop completes (players may miss the initial warning)
|
||
if lifeSec > 0 then
|
||
local mins = math.floor((lifeSec + 30) / 60)
|
||
_msgGroup(group, string.format('Reminder: Dropped crates will despawn after %d mins to prevent clutter.', mins))
|
||
end
|
||
end
|
||
|
||
-- Show inventory at the nearest pickup zone/FOB
|
||
function CTLD:ShowNearestZoneInventory(group)
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
-- Find nearest active pickup zone
|
||
local zone, dist = self:_nearestActivePickupZone(unit)
|
||
|
||
if not zone then
|
||
_msgGroup(group, 'No active pickup zones found nearby. Move closer to a supply zone.')
|
||
return
|
||
end
|
||
|
||
local zoneName = zone:GetName()
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rngV, rngU = _fmtRange(dist, isMetric)
|
||
|
||
-- Get inventory for this zone
|
||
local stockTbl = CTLD._stockByZone[zoneName] or {}
|
||
|
||
-- Build the inventory display
|
||
local lines = {}
|
||
table.insert(lines, string.format('Inventory at %s', zoneName))
|
||
table.insert(lines, string.format('Distance: %.1f %s', rngV, rngU))
|
||
table.insert(lines, '')
|
||
|
||
-- Check if inventory system is enabled
|
||
local invEnabled = self.Config.Inventory and self.Config.Inventory.Enabled ~= false
|
||
if not invEnabled then
|
||
table.insert(lines, 'Inventory tracking is disabled - all items available.')
|
||
_msgGroup(group, table.concat(lines, '\n'), 20)
|
||
return
|
||
end
|
||
|
||
-- Count total items and organize by category
|
||
local totalItems = 0
|
||
local byCategory = {}
|
||
|
||
for key, count in pairs(stockTbl) do
|
||
if count > 0 then
|
||
local def = self.Config.CrateCatalog[key]
|
||
if def and ((not def.side) or def.side == self.Side) then
|
||
local cat = (def.menuCategory or 'Other')
|
||
byCategory[cat] = byCategory[cat] or {}
|
||
table.insert(byCategory[cat], {
|
||
key = key,
|
||
name = def.menu or def.description or key,
|
||
count = count,
|
||
isRecipe = (type(def.requires) == 'table')
|
||
})
|
||
totalItems = totalItems + count
|
||
end
|
||
end
|
||
end
|
||
|
||
if totalItems == 0 then
|
||
table.insert(lines, 'No items in stock at this location.')
|
||
table.insert(lines, 'Request resupply or move to another zone.')
|
||
else
|
||
table.insert(lines, string.format('Total items in stock: %d', totalItems))
|
||
table.insert(lines, '')
|
||
|
||
-- Sort categories for consistent display
|
||
local categories = {}
|
||
for cat, _ in pairs(byCategory) do
|
||
table.insert(categories, cat)
|
||
end
|
||
table.sort(categories)
|
||
|
||
-- Display items by category
|
||
for _, cat in ipairs(categories) do
|
||
table.insert(lines, string.format('-- %s --', cat))
|
||
local items = byCategory[cat]
|
||
-- Sort items by name
|
||
table.sort(items, function(a, b) return a.name < b.name end)
|
||
for _, item in ipairs(items) do
|
||
if item.isRecipe then
|
||
-- For recipes, calculate available bundles
|
||
local def = self.Config.CrateCatalog[item.key]
|
||
local bundles = math.huge
|
||
if def and def.requires then
|
||
for reqKey, qty in pairs(def.requires) do
|
||
local have = tonumber(stockTbl[reqKey] or 0) or 0
|
||
local need = tonumber(qty or 0) or 0
|
||
if need > 0 then
|
||
bundles = math.min(bundles, math.floor(have / need))
|
||
end
|
||
end
|
||
end
|
||
if bundles == math.huge then bundles = 0 end
|
||
table.insert(lines, string.format(' %s: %d bundle%s', item.name, bundles, (bundles == 1 and '' or 's')))
|
||
else
|
||
table.insert(lines, string.format(' %s: %d', item.name, item.count))
|
||
end
|
||
end
|
||
table.insert(lines, '')
|
||
end
|
||
end
|
||
|
||
-- Display the inventory
|
||
_msgGroup(group, table.concat(lines, '\n'), 30)
|
||
end
|
||
|
||
-- #endregion Loaded crate management
|
||
|
||
-- =========================
|
||
-- Hover pickup scanner
|
||
-- =========================
|
||
-- #region Hover pickup scanner
|
||
function CTLD:ScanHoverPickup()
|
||
local coachCfg = CTLD.HoverCoachConfig or { enabled = false }
|
||
if not coachCfg.enabled then return end
|
||
|
||
-- iterate all groups that have menus (active transports)
|
||
for gname,_ in pairs(self.MenusByGroup or {}) do
|
||
local group = GROUP:FindByName(gname)
|
||
if group and group:IsAlive() then
|
||
local unit = group:GetUnit(1)
|
||
if unit and unit:IsAlive() then
|
||
-- Allowed type check
|
||
local typ = _getUnitType(unit)
|
||
if _isIn(self.Config.AllowedAircraft, typ) then
|
||
local uname = unit:GetName()
|
||
local now = timer.getTime()
|
||
local p3 = unit:GetPointVec3()
|
||
local ground = land and land.getHeight and land.getHeight({ x = p3.x, y = p3.z }) or 0
|
||
local agl = math.max(0, p3.y - ground)
|
||
-- speeds (ground/vertical)
|
||
local last = CTLD._unitLast[uname]
|
||
local gs, vs = 0, 0
|
||
if last and (now > (last.t or 0)) then
|
||
local dt = now - last.t
|
||
if dt > 0 then
|
||
local dx = (p3.x - last.x)
|
||
local dz = (p3.z - last.z)
|
||
gs = math.sqrt(dx*dx + dz*dz) / dt
|
||
if last.agl then vs = (agl - last.agl) / dt end
|
||
end
|
||
end
|
||
CTLD._unitLast[uname] = { x = p3.x, z = p3.z, t = now, agl = agl }
|
||
|
||
-- Use spatial indexing to find nearby crates/troops efficiently
|
||
local maxd = coachCfg.autoPickupDistance or 25
|
||
local nearby = _getNearbyFromSpatialGrid(p3.x, p3.z, maxd)
|
||
|
||
local bestName, bestMeta, bestd
|
||
local bestType = 'crate'
|
||
|
||
-- Search nearby crates from spatial grid
|
||
for name, meta in pairs(nearby.crates) do
|
||
if meta.side == self.Side then
|
||
local dx = (meta.point.x - p3.x)
|
||
local dz = (meta.point.z - p3.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if d <= maxd and ((not bestd) or d < bestd) then
|
||
bestName, bestMeta, bestd = name, meta, d
|
||
bestType = 'crate'
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Search nearby deployed troops from spatial grid
|
||
for troopGroupName, troopMeta in pairs(nearby.troops) do
|
||
if troopMeta.side == self.Side then
|
||
local troopGroup = GROUP:FindByName(troopGroupName)
|
||
if troopGroup and troopGroup:IsAlive() then
|
||
local troopPos = troopGroup:GetCoordinate()
|
||
if troopPos then
|
||
local tp = troopPos:GetVec3()
|
||
local dx = (tp.x - p3.x)
|
||
local dz = (tp.z - p3.z)
|
||
local d = math.sqrt(dx*dx + dz*dz)
|
||
if d <= maxd and ((not bestd) or d < bestd) then
|
||
bestName, bestMeta, bestd = troopGroupName, troopMeta, d
|
||
bestType = 'troops'
|
||
end
|
||
end
|
||
else
|
||
-- Group doesn't exist or is dead, remove from tracking
|
||
_removeFromSpatialGrid(troopGroupName, troopMeta.point, 'troops')
|
||
CTLD._deployedTroops[troopGroupName] = nil
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Resolve per-group coach enable override
|
||
local coachEnabled = coachCfg.enabled
|
||
if CTLD._coachOverride and CTLD._coachOverride[gname] ~= nil then
|
||
coachEnabled = CTLD._coachOverride[gname]
|
||
end
|
||
-- If coach is on, provide phased guidance
|
||
if coachEnabled and bestName and bestMeta then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
-- Arrival phase
|
||
if bestd <= (coachCfg.thresholds.arrivalDist or 1000) then
|
||
_coachSend(self, group, uname, 'coach_arrival', {}, false)
|
||
end
|
||
-- Close-in
|
||
if bestd <= (coachCfg.thresholds.closeDist or 100) then
|
||
_coachSend(self, group, uname, 'coach_close', {}, false)
|
||
end
|
||
|
||
-- Precision phase
|
||
if bestd <= (coachCfg.thresholds.precisionDist or 30) then
|
||
local hdg, _ = _headingRadDeg(unit)
|
||
local dx = (bestMeta.point.x - p3.x)
|
||
local dz = (bestMeta.point.z - p3.z)
|
||
local right, fwd = _projectToBodyFrame(dx, dz, hdg)
|
||
|
||
-- Horizontal hint formatting
|
||
local function hintDir(val, posWord, negWord, toUnits)
|
||
local mag = math.abs(val)
|
||
local v, u = _fmtDistance(mag, isMetric)
|
||
if mag < 0.5 then return nil end
|
||
return string.format("%s %d %s", (val >= 0 and posWord or negWord), v, u)
|
||
end
|
||
local h = {}
|
||
local rHint = hintDir(right, 'Right', 'Left')
|
||
local fHint = hintDir(fwd, 'Forward', 'Back')
|
||
if rHint then table.insert(h, rHint) end
|
||
if fHint then table.insert(h, fHint) end
|
||
|
||
-- Vertical hint against AGL window
|
||
local vHint
|
||
local aglMin = coachCfg.thresholds.aglMin or 5
|
||
local aglMax = coachCfg.thresholds.aglMax or 20
|
||
if agl < aglMin then
|
||
local dv, du = _fmtAGL(aglMin - agl, isMetric)
|
||
vHint = string.format("Up %d %s", dv, du)
|
||
elseif agl > aglMax then
|
||
local dv, du = _fmtAGL(agl - aglMax, isMetric)
|
||
vHint = string.format("Down %d %s", dv, du)
|
||
end
|
||
if vHint then table.insert(h, vHint) end
|
||
|
||
local hints = table.concat(h, ", ")
|
||
local gsV, gsU = _fmtSpeed(gs, isMetric)
|
||
local data = { hints = (hints ~= '' and (hints..'.') or ''), gs = gsV, gs_u = gsU }
|
||
|
||
_coachSend(self, group, uname, 'coach_hint', data, true)
|
||
|
||
-- Error prompts (dominant one)
|
||
local maxGS = coachCfg.thresholds.maxGS or (8/3.6)
|
||
local aglMinT = aglMin
|
||
local aglMaxT = aglMax
|
||
if gs > maxGS then
|
||
local v, u = _fmtSpeed(gs, isMetric)
|
||
_coachSend(self, group, uname, 'coach_too_fast', { gs = v, gs_u = u }, false)
|
||
elseif agl > aglMaxT then
|
||
local v, u = _fmtAGL(agl, isMetric)
|
||
_coachSend(self, group, uname, 'coach_too_high', { agl = v, agl_u = u }, false)
|
||
elseif agl < aglMinT then
|
||
local v, u = _fmtAGL(agl, isMetric)
|
||
_coachSend(self, group, uname, 'coach_too_low', { agl = v, agl_u = u }, false)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Auto-load logic using capture thresholds
|
||
local capGS = coachCfg.thresholds.captureGS or (4/3.6)
|
||
local aglMin = coachCfg.thresholds.aglMin or 5
|
||
local aglMax = coachCfg.thresholds.aglMax or 20
|
||
local speedOK = gs <= capGS
|
||
local heightOK = (agl >= aglMin and agl <= aglMax)
|
||
|
||
if bestName and bestMeta and speedOK and heightOK then
|
||
local withinRadius = bestd <= (coachCfg.thresholds.captureHoriz or 2)
|
||
|
||
if withinRadius then
|
||
local carried = CTLD._loadedCrates[gname]
|
||
local total = carried and carried.total or 0
|
||
local currentWeight = carried and carried.totalWeightKg or 0
|
||
|
||
-- Get aircraft-specific capacity instead of global setting
|
||
local capacity = _getAircraftCapacity(unit)
|
||
local maxCrates = capacity.maxCrates
|
||
local maxTroops = capacity.maxTroops
|
||
local maxWeight = capacity.maxWeightKg or 0
|
||
|
||
-- Calculate weight and check capacity based on type
|
||
local itemWeight = 0
|
||
local countOK = false
|
||
local weightOK = false
|
||
|
||
if bestType == 'crate' then
|
||
-- Picking up a crate
|
||
itemWeight = (bestMeta and self.Config.CrateCatalog[bestMeta.key] and self.Config.CrateCatalog[bestMeta.key].weightKg) or 0
|
||
local wouldBeWeight = currentWeight + itemWeight
|
||
countOK = (total < maxCrates)
|
||
weightOK = (maxWeight <= 0) or (wouldBeWeight <= maxWeight)
|
||
elseif bestType == 'troops' then
|
||
-- Picking up troops - check if we can ADD them to existing load
|
||
itemWeight = bestMeta.weightKg or 0
|
||
local wouldBeWeight = currentWeight + itemWeight
|
||
local troopCount = bestMeta.count or 0
|
||
|
||
-- Check if we already have troops loaded - if so, check if we can add more
|
||
local currentTroops = CTLD._troopsLoaded[gname]
|
||
local currentTroopCount = currentTroops and currentTroops.count or 0
|
||
local totalTroopCount = currentTroopCount + troopCount
|
||
|
||
-- Check total capacity (allow mixing different troop types)
|
||
countOK = (totalTroopCount <= maxTroops)
|
||
weightOK = (maxWeight <= 0) or (wouldBeWeight <= maxWeight)
|
||
|
||
-- Provide feedback if capacity exceeded
|
||
if not countOK then
|
||
local hs = CTLD._hoverState[uname]
|
||
if not hs or hs.messageShown ~= true then
|
||
_msgGroup(group, string.format('Troop capacity exceeded! Current: %d, Adding: %d, Max: %d',
|
||
currentTroopCount, troopCount, maxTroops))
|
||
if not hs then
|
||
CTLD._hoverState[uname] = { messageShown = true }
|
||
else
|
||
hs.messageShown = true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Check both count AND weight limits
|
||
if countOK and weightOK then
|
||
local hs = CTLD._hoverState[uname]
|
||
if not hs or hs.targetCrate ~= bestName or hs.targetType ~= bestType then
|
||
CTLD._hoverState[uname] = { targetCrate = bestName, targetType = bestType, startTime = now }
|
||
if coachEnabled then _coachSend(self, group, uname, 'coach_hold', {}, false) end
|
||
else
|
||
-- stability hold timer
|
||
local holdNeeded = coachCfg.thresholds.stabilityHold or 1.8
|
||
if (now - hs.startTime) >= holdNeeded then
|
||
-- load it
|
||
if bestType == 'crate' then
|
||
local obj = StaticObject.getByName(bestName)
|
||
if obj then obj:destroy() end
|
||
_cleanupCrateSmoke(bestName) -- Clean up smoke refresh schedule
|
||
_removeFromSpatialGrid(bestName, bestMeta.point, 'crate') -- Remove from spatial index
|
||
CTLD._crates[bestName] = nil
|
||
self:_addLoadedCrate(group, bestMeta.key)
|
||
if coachEnabled then
|
||
_coachSend(self, group, uname, 'coach_loaded', {}, false)
|
||
else
|
||
_msgGroup(group, string.format('Loaded %s crate', tostring(bestMeta.key)))
|
||
end
|
||
elseif bestType == 'troops' then
|
||
-- Pick up the troop group
|
||
local troopGroup = GROUP:FindByName(bestName)
|
||
if troopGroup then
|
||
troopGroup:Destroy()
|
||
end
|
||
_removeFromSpatialGrid(bestName, bestMeta.point, 'troops') -- Remove from spatial index
|
||
CTLD._deployedTroops[bestName] = nil
|
||
|
||
-- ADD to existing troops if any, don't overwrite
|
||
local currentTroops = CTLD._troopsLoaded[gname]
|
||
if currentTroops then
|
||
-- Add to existing load (supports mixing types)
|
||
local troopTypes = currentTroops.troopTypes or { { typeKey = currentTroops.typeKey, count = currentTroops.count } }
|
||
table.insert(troopTypes, { typeKey = bestMeta.typeKey, count = bestMeta.count })
|
||
|
||
CTLD._troopsLoaded[gname] = {
|
||
count = currentTroops.count + bestMeta.count,
|
||
typeKey = 'Mixed', -- Indicate mixed types
|
||
troopTypes = troopTypes, -- Store individual type details
|
||
weightKg = currentTroops.weightKg + bestMeta.weightKg
|
||
}
|
||
_msgGroup(group, string.format('Loaded %d more troops (total: %d)', bestMeta.count, CTLD._troopsLoaded[gname].count))
|
||
else
|
||
-- First load
|
||
CTLD._troopsLoaded[gname] = {
|
||
count = bestMeta.count,
|
||
typeKey = bestMeta.typeKey,
|
||
troopTypes = { { typeKey = bestMeta.typeKey, count = bestMeta.count } },
|
||
weightKg = bestMeta.weightKg
|
||
}
|
||
if coachEnabled then
|
||
_msgGroup(group, string.format('Loaded %d troops', bestMeta.count))
|
||
else
|
||
_msgGroup(group, string.format('Loaded %d troops', bestMeta.count))
|
||
end
|
||
end
|
||
|
||
-- Update cargo weight
|
||
self:_updateCargoWeight(group)
|
||
end
|
||
CTLD._hoverState[uname] = nil
|
||
end
|
||
end
|
||
else
|
||
-- Aircraft at capacity - notify player with weight/count info
|
||
local aircraftType = _getUnitType(unit) or 'aircraft'
|
||
if not weightOK then
|
||
-- Weight limit exceeded
|
||
_msgGroup(group, string.format('Weight capacity reached! Current: %dkg, Item: %dkg, Max: %dkg for %s',
|
||
math.floor(currentWeight), math.floor(itemWeight), math.floor(maxWeight), aircraftType))
|
||
elseif bestType == 'crate' then
|
||
-- Count limit exceeded for crates
|
||
_eventSend(self, group, nil, 'crate_aircraft_capacity', { current = total, max = maxCrates, aircraft = aircraftType })
|
||
elseif bestType == 'troops' then
|
||
-- Count limit exceeded for troops
|
||
_eventSend(self, group, nil, 'troop_aircraft_capacity', { count = bestMeta.count or 0, max = maxTroops, aircraft = aircraftType })
|
||
end
|
||
CTLD._hoverState[uname] = nil
|
||
end
|
||
else
|
||
-- lost precision window
|
||
if coachEnabled then _coachSend(self, group, uname, 'coach_hover_lost', {}, false) end
|
||
CTLD._hoverState[uname] = nil
|
||
end
|
||
else
|
||
-- reset hover state when outside primary envelope
|
||
if CTLD._hoverState[uname] then
|
||
if coachEnabled then _coachSend(self, group, uname, 'coach_abort', {}, false) end
|
||
end
|
||
CTLD._hoverState[uname] = nil
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
-- #endregion Hover pickup scanner
|
||
|
||
-- =========================
|
||
-- Troops
|
||
-- =========================
|
||
-- #region Troops
|
||
function CTLD:LoadTroops(group, opts)
|
||
local gname = group:GetName()
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
-- Check for MEDEVAC crew pickup first
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
local medevacPickedUp = self:CheckMEDEVACPickup(group)
|
||
if medevacPickedUp then
|
||
return -- MEDEVAC crew was picked up, don't continue with normal troop loading
|
||
end
|
||
end
|
||
|
||
-- Ground requirement check for troop loading (realistic behavior)
|
||
if self.Config.RequireGroundForTroopLoad then
|
||
local unitType = _getUnitType(unit)
|
||
local capacities = self.Config.AircraftCapacities or {}
|
||
local specific = capacities[unitType]
|
||
|
||
-- Check per-aircraft override first, then fall back to global config
|
||
local requireGround = (specific and specific.requireGround ~= nil) and specific.requireGround or true
|
||
|
||
if requireGround then
|
||
-- Must be on the ground
|
||
if _isUnitInAir(unit) then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local maxSpeed = (specific and specific.maxGroundSpeed) or self.Config.MaxGroundSpeedForLoading or 2.0
|
||
local speedVal, speedUnit = _fmtSpeed(maxSpeed, isMetric)
|
||
_eventSend(self, group, nil, 'troop_load_must_land', { max_speed = speedVal, speed_u = speedUnit })
|
||
return
|
||
end
|
||
|
||
-- Check ground speed (must not be taxiing too fast)
|
||
local groundSpeed = _getGroundSpeed(unit)
|
||
local maxSpeed = (specific and specific.maxGroundSpeed) or self.Config.MaxGroundSpeedForLoading or 2.0
|
||
|
||
if groundSpeed > maxSpeed then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local currentVal, currentUnit = _fmtSpeed(groundSpeed, isMetric)
|
||
local maxVal, maxUnit = _fmtSpeed(maxSpeed, isMetric)
|
||
_eventSend(self, group, nil, 'troop_load_too_fast', {
|
||
current_speed = currentVal,
|
||
max_speed = maxVal,
|
||
speed_u = maxUnit
|
||
})
|
||
return
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Enforce pickup zone requirement for troop loading (inside zone)
|
||
if self.Config.RequirePickupZoneForTroopLoad then
|
||
local hasPickupZones = (self.PickupZones and #self.PickupZones > 0) or (self.Config.Zones and self.Config.Zones.PickupZones and #self.Config.Zones.PickupZones > 0)
|
||
if not hasPickupZones then
|
||
_eventSend(self, group, nil, 'no_pickup_zones', {})
|
||
return
|
||
end
|
||
local zone, dist = self:_nearestActivePickupZone(unit)
|
||
if not zone or not dist then
|
||
-- No active pickup zone resolvable; provide helpful vectors to nearest configured zone if any
|
||
local list = {}
|
||
if self.Config and self.Config.Zones and self.Config.Zones.PickupZones then
|
||
for _, z in ipairs(self.Config.Zones.PickupZones) do table.insert(list, z) end
|
||
elseif self.PickupZones and #self.PickupZones > 0 then
|
||
for _, mz in ipairs(self.PickupZones) do if mz and mz.GetName then table.insert(list, { name = mz:GetName() }) end end
|
||
end
|
||
local fbZone, fbDist = _nearestZonePoint(unit, list)
|
||
if fbZone and fbDist then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rZone = self:_getZoneRadius(fbZone) or 0
|
||
local delta = math.max(0, fbDist - rZone)
|
||
local v, u = _fmtRange(delta, isMetric)
|
||
local up = unit:GetPointVec3(); local zp = fbZone:GetPointVec3()
|
||
local brg = _bearingDeg({ x = up.x, z = up.z }, { x = zp.x, z = zp.z })
|
||
_eventSend(self, group, nil, 'troop_pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg })
|
||
else
|
||
_eventSend(self, group, nil, 'no_pickup_zones', {})
|
||
end
|
||
return
|
||
end
|
||
local inside = false
|
||
if zone then
|
||
local rZone = self:_getZoneRadius(zone) or 0
|
||
if dist and rZone and dist <= rZone then inside = true end
|
||
end
|
||
if not inside then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local rZone = (self:_getZoneRadius(zone) or 0)
|
||
local delta = (dist and rZone) and math.max(0, dist - rZone) or 0
|
||
local v, u = _fmtRange(delta, isMetric)
|
||
-- Bearing from player to zone center
|
||
local up = unit:GetPointVec3()
|
||
local zp = zone and zone:GetPointVec3() or nil
|
||
local brg = 0
|
||
if zp then
|
||
brg = _bearingDeg({ x = up.x, z = up.z }, { x = zp.x, z = zp.z })
|
||
end
|
||
_eventSend(self, group, nil, 'troop_pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg })
|
||
return
|
||
end
|
||
end
|
||
|
||
-- Determine troop type and composition
|
||
local requestedType = (opts and (opts.typeKey or opts.type))
|
||
or (self.Config.Troops and self.Config.Troops.DefaultType)
|
||
or 'AS'
|
||
local unitsList, label = self:_resolveTroopUnits(requestedType)
|
||
local troopDef = (self.Config.Troops and self.Config.Troops.TroopTypes and self.Config.Troops.TroopTypes[requestedType]) or nil
|
||
|
||
-- Check if we already have troops (allow mixing different types now)
|
||
local currentTroops = CTLD._troopsLoaded[gname]
|
||
|
||
-- Check aircraft capacity for troops
|
||
local capacity = _getAircraftCapacity(unit)
|
||
local maxTroops = capacity.maxTroops
|
||
local maxWeight = capacity.maxWeightKg or 0
|
||
local troopCount = #unitsList
|
||
|
||
-- Calculate troop weight from catalog
|
||
local troopWeight = 0
|
||
if troopDef and troopDef.weightKg then
|
||
troopWeight = troopDef.weightKg
|
||
elseif troopCount > 0 then
|
||
-- Fallback: estimate 100kg per soldier if no weight defined
|
||
troopWeight = troopCount * 100
|
||
end
|
||
|
||
-- Check current cargo weight and troop count
|
||
local carried = CTLD._loadedCrates[gname]
|
||
local currentWeight = carried and carried.totalWeightKg or 0
|
||
local currentTroopCount = currentTroops and currentTroops.count or 0
|
||
local totalTroopCount = currentTroopCount + troopCount
|
||
local wouldBeWeight = currentWeight + troopWeight
|
||
|
||
-- Check total troop count limit
|
||
if totalTroopCount > maxTroops then
|
||
-- Aircraft cannot carry this many troops total
|
||
local aircraftType = _getUnitType(unit) or 'aircraft'
|
||
_msgGroup(group, string.format('Troop capacity exceeded! Current: %d, Adding: %d, Max: %d for %s',
|
||
currentTroopCount, troopCount, maxTroops, aircraftType))
|
||
return
|
||
end
|
||
|
||
-- Check weight limit (if enabled)
|
||
if maxWeight > 0 and wouldBeWeight > maxWeight then
|
||
-- Weight capacity exceeded
|
||
local aircraftType = _getUnitType(unit) or 'aircraft'
|
||
_msgGroup(group, string.format('Weight capacity exceeded! Current: %dkg, Troops: %dkg, Max: %dkg for %s',
|
||
math.floor(currentWeight), math.floor(troopWeight), math.floor(maxWeight), aircraftType))
|
||
return
|
||
end
|
||
|
||
-- ADD to existing troops or create new entry
|
||
if currentTroops then
|
||
-- Add to existing load (supports mixing types)
|
||
local troopTypes = currentTroops.troopTypes or { { typeKey = currentTroops.typeKey, count = currentTroops.count } }
|
||
table.insert(troopTypes, { typeKey = requestedType, count = troopCount })
|
||
|
||
CTLD._troopsLoaded[gname] = {
|
||
count = totalTroopCount,
|
||
typeKey = 'Mixed', -- Indicate mixed types
|
||
troopTypes = troopTypes, -- Store individual type details
|
||
weightKg = currentTroops.weightKg + troopWeight,
|
||
}
|
||
_eventSend(self, group, nil, 'troops_loaded', { count = totalTroopCount })
|
||
_msgGroup(group, string.format('Loaded %d more troops (total: %d)', troopCount, totalTroopCount))
|
||
else
|
||
CTLD._troopsLoaded[gname] = {
|
||
count = troopCount,
|
||
typeKey = requestedType,
|
||
troopTypes = { { typeKey = requestedType, count = troopCount } },
|
||
weightKg = troopWeight,
|
||
}
|
||
_eventSend(self, group, nil, 'troops_loaded', { count = troopCount })
|
||
end
|
||
|
||
-- Update DCS internal cargo weight
|
||
self:_updateCargoWeight(group)
|
||
end
|
||
|
||
function CTLD:UnloadTroops(group, opts)
|
||
local gname = group:GetName()
|
||
local load = CTLD._troopsLoaded[gname]
|
||
if not load or (load.count or 0) == 0 then _eventSend(self, group, nil, 'no_troops', {}) return end
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
-- Check for MEDEVAC crew delivery to MASH first
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then
|
||
local medevacDelivered = self:CheckMEDEVACDelivery(group, load)
|
||
if medevacDelivered then
|
||
-- Crew delivered to MASH, clear troops and return
|
||
CTLD._troopsLoaded[gname] = nil
|
||
|
||
-- Update DCS internal cargo weight after delivery
|
||
self:_updateCargoWeight(group)
|
||
|
||
return
|
||
end
|
||
end
|
||
|
||
-- Determine if unit is in the air and check for fast-rope capability
|
||
local isInAir = _isUnitInAir(unit)
|
||
local canFastRope = false
|
||
local isFastRope = false
|
||
|
||
if isInAir then
|
||
-- Unit is airborne - check if fast-rope is enabled and if altitude is safe
|
||
if self.Config.EnableFastRope then
|
||
local p3 = unit:GetPointVec3()
|
||
local ground = land and land.getHeight and land.getHeight({x = p3.x, y = p3.z}) or 0
|
||
local agl = p3.y - ground
|
||
local maxFastRopeAGL = self.Config.FastRopeMaxHeight or 20
|
||
local minFastRopeAGL = self.Config.FastRopeMinHeight or 5
|
||
|
||
if agl > maxFastRopeAGL then
|
||
-- Too high for fast-rope
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local aglDisplay = _fmtAGL(agl, isMetric)
|
||
_eventSend(self, group, nil, 'troop_unload_altitude_too_high', {
|
||
max_agl = math.floor(maxFastRopeAGL),
|
||
current_agl = math.floor(agl)
|
||
})
|
||
return
|
||
elseif agl < minFastRopeAGL then
|
||
-- Too low for safe fast-rope
|
||
_eventSend(self, group, nil, 'troop_unload_altitude_too_low', {
|
||
min_agl = math.floor(minFastRopeAGL),
|
||
current_agl = math.floor(agl)
|
||
})
|
||
return
|
||
else
|
||
-- Within safe fast-rope window
|
||
canFastRope = true
|
||
isFastRope = true
|
||
end
|
||
else
|
||
-- Fast-rope disabled - must land
|
||
_msgGroup(group, "Must land to deploy troops. Fast-rope is disabled.", 10)
|
||
return
|
||
end
|
||
end
|
||
|
||
-- Restrict deploying troops inside Pickup Zones if configured
|
||
if self.Config.ForbidTroopDeployInsidePickupZones then
|
||
local activeOnly = (self.Config.ForbidChecksActivePickupOnly ~= false)
|
||
local inside = false
|
||
local ok, _ = pcall(function()
|
||
inside = select(1, self:_isUnitInsidePickupZone(unit, activeOnly))
|
||
end)
|
||
if ok and inside then
|
||
_eventSend(self, group, nil, 'troop_deploy_forbidden_in_pickup', {})
|
||
return
|
||
end
|
||
end
|
||
|
||
local p = unit:GetPointVec3()
|
||
local here = { x = p.x, z = p.z }
|
||
local hdgRad, _ = _headingRadDeg(unit)
|
||
-- Offset troop spawn forward to avoid spawning under/near rotors
|
||
local troopOffset = math.max(0, tonumber(self.Config.TroopSpawnOffset or 0) or 0)
|
||
local center = (troopOffset > 0) and { x = here.x + math.sin(hdgRad) * troopOffset, z = here.z + math.cos(hdgRad) * troopOffset } or { x = here.x, z = here.z }
|
||
|
||
-- Build the unit composition - handle mixed troop types
|
||
local units = {}
|
||
local spacing = 1.8
|
||
local unitIndex = 0
|
||
|
||
if load.troopTypes then
|
||
-- Mixed types - spawn each type's units
|
||
for _, troopTypeData in ipairs(load.troopTypes) do
|
||
local comp, _ = self:_resolveTroopUnits(troopTypeData.typeKey)
|
||
for i=1, #comp do
|
||
unitIndex = unitIndex + 1
|
||
local dx = (unitIndex-1) * spacing
|
||
local dz = ((unitIndex % 2) == 0) and 2.0 or -2.0
|
||
table.insert(units, {
|
||
type = tostring(comp[i] or 'Infantry AK'),
|
||
name = string.format('CTLD-TROOP-%d', math.random(100000,999999)),
|
||
x = center.x + dx, y = center.z + dz, heading = hdgRad
|
||
})
|
||
end
|
||
end
|
||
else
|
||
-- Single type (legacy support)
|
||
local comp, _ = self:_resolveTroopUnits(load.typeKey)
|
||
for i=1, #comp do
|
||
unitIndex = unitIndex + 1
|
||
local dx = (unitIndex-1) * spacing
|
||
local dz = ((unitIndex % 2) == 0) and 2.0 or -2.0
|
||
table.insert(units, {
|
||
type = tostring(comp[i] or 'Infantry AK'),
|
||
name = string.format('CTLD-TROOP-%d', math.random(100000,999999)),
|
||
x = center.x + dx, y = center.z + dz, heading = hdgRad
|
||
})
|
||
end
|
||
end
|
||
|
||
local groupData = {
|
||
visible=false, lateActivation=false, tasks={}, task='Ground Nothing',
|
||
units=units, route={}, name=string.format('CTLD_TROOPS_%d', math.random(100000,999999))
|
||
}
|
||
local spawned = _coalitionAddGroup(self.Side, Group.Category.GROUND, groupData, self.Config)
|
||
if spawned then
|
||
-- Track deployed troop groups for later pickup
|
||
local troopGroupName = spawned:getName()
|
||
CTLD._deployedTroops[troopGroupName] = {
|
||
typeKey = load.typeKey,
|
||
count = load.count,
|
||
side = self.Side,
|
||
spawnTime = timer.getTime(),
|
||
point = { x = center.x, z = center.z },
|
||
weightKg = load.weightKg or 0,
|
||
behavior = opts and opts.behavior or 'defend'
|
||
}
|
||
-- Add to spatial index for efficient hover pickup
|
||
_addToSpatialGrid(troopGroupName, CTLD._deployedTroops[troopGroupName], 'troops')
|
||
|
||
CTLD._troopsLoaded[gname] = nil
|
||
|
||
-- Update DCS internal cargo weight after unloading troops
|
||
self:_updateCargoWeight(group)
|
||
|
||
-- Send appropriate message based on deployment method
|
||
if isFastRope then
|
||
local aircraftType = _getUnitType(unit) or 'aircraft'
|
||
_eventSend(self, nil, self.Side, 'troops_fast_roped_coalition', {
|
||
count = #units,
|
||
player = _playerNameFromGroup(group),
|
||
aircraft = aircraftType
|
||
})
|
||
else
|
||
_eventSend(self, nil, self.Side, 'troops_unloaded_coalition', { count = #units, player = _playerNameFromGroup(group) })
|
||
end
|
||
|
||
-- Assign optional behavior
|
||
local behavior = opts and opts.behavior or nil
|
||
if behavior == 'attack' and self.Config.AttackAI and self.Config.AttackAI.Enabled then
|
||
local t = self:_assignAttackBehavior(spawned:getName(), center, false)
|
||
-- Announce intentions globally
|
||
local isMetric = _getPlayerIsMetric(group:GetUnit(1))
|
||
if t and t.kind == 'base' then
|
||
local brg = _bearingDeg({ x = center.x, z = center.z }, { x = t.point.x, z = t.point.z })
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = spawned:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u })
|
||
elseif t and t.kind == 'enemy' then
|
||
local brg = _bearingDeg({ x = center.x, z = center.z }, { x = t.point.x, z = t.point.z })
|
||
local v, u = _fmtRange(t.dist or 0, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = spawned:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u })
|
||
else
|
||
local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.TroopSearchRadius) or 3000, isMetric)
|
||
_eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = spawned:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u })
|
||
end
|
||
end
|
||
else
|
||
_eventSend(self, group, nil, 'troops_deploy_failed', { reason = 'DCS group spawn error' })
|
||
end
|
||
end
|
||
-- #endregion Troops
|
||
|
||
-- Internal: resolve troop composition list for a given type key and coalition
|
||
function CTLD:_resolveTroopUnits(typeKey)
|
||
local tcfg = (self.Config.Troops and self.Config.Troops.TroopTypes) or {}
|
||
local def = tcfg[typeKey or 'AS'] or {}
|
||
|
||
-- Log warning if troop types are missing
|
||
if not def or not def.size then
|
||
_logError(string.format('WARNING: Troop type "%s" not found or incomplete. TroopTypes table has %d entries.',
|
||
typeKey or 'AS',
|
||
(tcfg and type(tcfg) == 'table') and #tcfg or 0))
|
||
end
|
||
|
||
local size = tonumber(def.size or 0) or 0
|
||
if size <= 0 then size = 6 end
|
||
local pool
|
||
if self.Side == coalition.side.BLUE then
|
||
pool = def.unitsBlue or def.units
|
||
elseif self.Side == coalition.side.RED then
|
||
pool = def.unitsRed or def.units
|
||
else
|
||
pool = def.units
|
||
end
|
||
if not pool or #pool == 0 then pool = { 'Infantry AK' } end
|
||
|
||
-- Debug: Log what units will spawn
|
||
local unitList = {}
|
||
for i=1,math.min(size, 3) do
|
||
table.insert(unitList, pool[((i-1) % #pool) + 1])
|
||
end
|
||
_logDebug(string.format('Spawning %d troops for type "%s": %s%s',
|
||
size,
|
||
typeKey or 'AS',
|
||
table.concat(unitList, ', '),
|
||
size > 3 and '...' or ''))
|
||
|
||
local list = {}
|
||
for i=1,size do list[i] = pool[((i-1) % #pool) + 1] end
|
||
local label = def.label or typeKey or 'Troops'
|
||
return list, label
|
||
end
|
||
|
||
-- =========================
|
||
-- Public helpers
|
||
-- =========================
|
||
-- =========================
|
||
-- Auto-build FOB in zones
|
||
-- =========================
|
||
-- #region Auto-build FOB in zones
|
||
function CTLD:AutoBuildFOBCheck()
|
||
if not (self.FOBZones and #self.FOBZones > 0) then return end
|
||
-- Find any FOB recipe definitions
|
||
local fobDefs = {}
|
||
for key,def in pairs(self.Config.CrateCatalog) do if def.isFOB and def.build then fobDefs[key] = def end end
|
||
if next(fobDefs) == nil then return end
|
||
|
||
for _,zone in ipairs(self.FOBZones) do
|
||
local center = zone:GetPointVec3()
|
||
local radius = self:_getZoneRadius(zone)
|
||
local nearby = self:GetNearbyCrates({ x = center.x, z = center.z }, radius)
|
||
-- filter to this coalition side
|
||
local filtered = {}
|
||
for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end
|
||
nearby = filtered
|
||
|
||
if #nearby > 0 then
|
||
local counts = {}
|
||
for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end
|
||
|
||
local function consumeCrates(key, qty)
|
||
local removed = 0
|
||
for _,c in ipairs(nearby) do
|
||
if removed >= qty then break end
|
||
if c.meta.key == key then
|
||
local obj = StaticObject.getByName(c.name)
|
||
if obj then obj:destroy() end
|
||
_cleanupCrateSmoke(c.name) -- Clean up smoke refresh schedule
|
||
CTLD._crates[c.name] = nil
|
||
removed = removed + 1
|
||
end
|
||
end
|
||
end
|
||
|
||
local built = false
|
||
|
||
-- Prefer composite recipes
|
||
for recipeKey,cat in pairs(fobDefs) do
|
||
if type(cat.requires) == 'table' then
|
||
local ok = true
|
||
for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < qty then ok = false; break end end
|
||
if ok then
|
||
local gdata = cat.build({ x = center.x, z = center.z }, 0, cat.side or self.Side)
|
||
local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config)
|
||
if g then
|
||
for reqKey,qty in pairs(cat.requires) do consumeCrates(reqKey, qty) end
|
||
_msgCoalition(self.Side, string.format('FOB auto-built at %s', zone:GetName()))
|
||
built = true
|
||
break -- move to next zone; avoid multiple builds per tick
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Then single-key FOB recipes
|
||
if not built then
|
||
for key,cat in pairs(fobDefs) do
|
||
if not cat.requires and (counts[key] or 0) >= (cat.required or 1) then
|
||
local gdata = cat.build({ x = center.x, z = center.z }, 0, cat.side or self.Side)
|
||
local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config)
|
||
if g then
|
||
consumeCrates(key, cat.required or 1)
|
||
_msgCoalition(self.Side, string.format('FOB auto-built at %s', zone:GetName()))
|
||
built = true
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end
|
||
-- next zone iteration continues automatically
|
||
end
|
||
end
|
||
end
|
||
-- #endregion Auto-build FOB in zones
|
||
|
||
-- =========================
|
||
-- Public helpers
|
||
-- =========================
|
||
-- #region Public helpers
|
||
function CTLD:RegisterCrate(key, def)
|
||
self.Config.CrateCatalog[key] = def
|
||
end
|
||
|
||
function CTLD:MergeCatalog(tbl)
|
||
for k,v in pairs(tbl or {}) do self.Config.CrateCatalog[k] = v end
|
||
end
|
||
|
||
-- =========================
|
||
-- Inventory helpers
|
||
-- =========================
|
||
-- #region Inventory helpers
|
||
function CTLD:InitInventory()
|
||
if not (self.Config.Inventory and self.Config.Inventory.Enabled) then return end
|
||
-- Seed stock for each configured pickup zone (by name only)
|
||
for _,z in ipairs(self.PickupZones or {}) do
|
||
local name = z:GetName()
|
||
self:_SeedZoneStock(name, 1.0)
|
||
end
|
||
end
|
||
|
||
function CTLD:_SeedZoneStock(zoneName, factor)
|
||
if not zoneName then return end
|
||
CTLD._stockByZone[zoneName] = CTLD._stockByZone[zoneName] or {}
|
||
local f = factor or 1.0
|
||
for key,def in pairs(self.Config.CrateCatalog or {}) do
|
||
local n = tonumber(def.initialStock or 0) or 0
|
||
n = math.max(0, math.floor(n * f + 0.0001))
|
||
-- Only seed if not already present (avoid overwriting saved/progress state)
|
||
if CTLD._stockByZone[zoneName][key] == nil then
|
||
CTLD._stockByZone[zoneName][key] = n
|
||
end
|
||
end
|
||
end
|
||
|
||
function CTLD:_CreateFOBPickupZone(point, cat, hdg)
|
||
-- Create a small pickup zone at the FOB to act as a supply point
|
||
local name = string.format('FOB_PZ_%d', math.random(100000,999999))
|
||
local v2 = (VECTOR2 and VECTOR2.New) and VECTOR2:New(point.x, point.z) or { x = point.x, y = point.z }
|
||
local r = 150
|
||
local z = ZONE_RADIUS:New(name, v2, r)
|
||
table.insert(self.PickupZones, z)
|
||
self._ZoneDefs.PickupZones[name] = { name = name, radius = r, active = true }
|
||
self._ZoneActive.Pickup[name] = true
|
||
table.insert(self.Config.Zones.PickupZones, { name = name, radius = r, active = true })
|
||
-- Seed FOB stock at fraction of initial pickup stock
|
||
local f = (self.Config.Inventory and self.Config.Inventory.FOBStockFactor) or 0.25
|
||
self:_SeedZoneStock(name, f)
|
||
_msgCoalition(self.Side, string.format('FOB supply established: %s (stock seeded at %d%%)', name, math.floor(f*100+0.5)))
|
||
end
|
||
-- #endregion Inventory helpers
|
||
|
||
-- =========================
|
||
-- MEDEVAC System
|
||
-- =========================
|
||
-- #region MEDEVAC
|
||
|
||
-- Initialize MEDEVAC system (called from CTLD:New)
|
||
function CTLD:InitMEDEVAC()
|
||
if not (CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled) then return end
|
||
|
||
-- Initialize salvage pools
|
||
if CTLD.MEDEVAC.Salvage and CTLD.MEDEVAC.Salvage.Enabled then
|
||
CTLD._salvagePoints[self.Side] = CTLD._salvagePoints[self.Side] or 0
|
||
end
|
||
|
||
-- Setup event handler for unit deaths
|
||
local handler = EVENTHANDLER:New()
|
||
handler:HandleEvent(EVENTS.Dead)
|
||
local selfref = self
|
||
|
||
function handler:OnEventDead(eventData)
|
||
-- First check if this is an invulnerable MEDEVAC crew member that needs respawning
|
||
local unit = eventData.IniUnit
|
||
if unit then
|
||
local unitName = unit:GetName()
|
||
if unitName then
|
||
for crewGroupName, crewData in pairs(CTLD._medevacCrews) do
|
||
if unitName:find(crewGroupName, 1, true) then
|
||
local now = timer.getTime()
|
||
if crewData.invulnerable and now < crewData.invulnerableUntil then
|
||
_logVerbose(string.format('[MEDEVAC] Invulnerable crew member %s killed, respawning...', unitName))
|
||
-- Respawn this crew member
|
||
timer.scheduleFunction(function()
|
||
local grp = Group.getByName(crewGroupName)
|
||
if grp and grp:isExist() then
|
||
local cfg = CTLD.MEDEVAC
|
||
local crewUnitType = cfg.CrewUnitTypes[crewData.side] or ((crewData.side == coalition.side.BLUE) and 'Soldier M4' or 'Paratrooper RPG-16')
|
||
-- Use the stored country ID from the original spawn
|
||
local countryId = crewData.countryId or ((crewData.side == coalition.side.BLUE) and (country.id.USA or 2) or 18)
|
||
|
||
-- Random position near spawn point
|
||
local angle = math.random() * 2 * math.pi
|
||
local radius = 3 + math.random() * 5
|
||
local spawnX = crewData.position.x + math.cos(angle) * radius
|
||
local spawnZ = crewData.position.z + math.sin(angle) * radius
|
||
|
||
local newUnitData = {
|
||
type = crewUnitType,
|
||
name = unitName..'_respawn',
|
||
x = spawnX,
|
||
y = spawnZ,
|
||
heading = math.random() * 2 * math.pi
|
||
}
|
||
|
||
coalition.addGroup(crewData.side, Group.Category.GROUND, {
|
||
visible = false,
|
||
lateActivation = false,
|
||
tasks = {},
|
||
task = 'Ground Nothing',
|
||
route = {},
|
||
units = {newUnitData},
|
||
name = unitName..'_respawn_grp',
|
||
country = countryId
|
||
})
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Respawned invulnerable crew member %s', unitName))
|
||
end
|
||
end, nil, timer.getTime() + 1)
|
||
return -- Don't process as normal death
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Normal death processing for vehicle spawning MEDEVAC crews
|
||
if not unit then
|
||
_logDebug('[MEDEVAC] OnEventDead: No unit in eventData')
|
||
return
|
||
end
|
||
|
||
-- Get the underlying DCS unit to safely extract data
|
||
local dcsUnit = unit.DCSUnit or unit
|
||
if not dcsUnit then
|
||
_logDebug('[MEDEVAC] OnEventDead: No DCS unit')
|
||
return
|
||
end
|
||
|
||
-- Extract coalition from event data if available, otherwise from unit
|
||
local unitCoalition = eventData.IniCoalition
|
||
if not unitCoalition and unit and unit.GetCoalition then
|
||
local success, result = pcall(function() return unit:GetCoalition() end)
|
||
if success then
|
||
unitCoalition = result
|
||
end
|
||
end
|
||
|
||
if not unitCoalition then
|
||
_logDebug('[MEDEVAC] OnEventDead: Could not determine coalition')
|
||
return
|
||
end
|
||
|
||
if unitCoalition ~= selfref.Side then
|
||
_logDebug(string.format('[MEDEVAC] OnEventDead: Wrong coalition (unit: %s, CTLD: %s)', tostring(unitCoalition), tostring(selfref.Side)))
|
||
return
|
||
end
|
||
|
||
-- Extract category from event data if available
|
||
local unitCategory = eventData.IniCategory or (unit.GetCategory and unit:GetCategory())
|
||
if not unitCategory then
|
||
_logDebug('[MEDEVAC] OnEventDead: Could not determine category')
|
||
return
|
||
end
|
||
|
||
if unitCategory ~= Unit.Category.GROUND_UNIT then
|
||
_logDebug(string.format('[MEDEVAC] OnEventDead: Not a ground unit (category: %s)', tostring(unitCategory)))
|
||
return
|
||
end
|
||
|
||
-- Extract unit type name
|
||
local unitType = eventData.IniTypeName or (unit.GetTypeName and unit:GetTypeName())
|
||
if not unitType then
|
||
_logDebug('[MEDEVAC] OnEventDead: Could not determine unit type')
|
||
return
|
||
end
|
||
|
||
_logVerbose(string.format('[MEDEVAC] OnEventDead: Ground unit destroyed - %s', unitType))
|
||
|
||
-- Check if this unit type is eligible for MEDEVAC
|
||
local catalogEntry = selfref:_FindCatalogEntryByUnitType(unitType)
|
||
|
||
if catalogEntry and catalogEntry.MEDEVAC == true then
|
||
_logVerbose(string.format('[MEDEVAC] OnEventDead: %s is MEDEVAC eligible, spawning crew', unitType))
|
||
-- Pass eventData instead of unit to get position/heading safely
|
||
selfref:_SpawnMEDEVACCrew(eventData, catalogEntry)
|
||
else
|
||
if catalogEntry then
|
||
_logDebug(string.format('[MEDEVAC] OnEventDead: %s found in catalog but MEDEVAC=%s', unitType, tostring(catalogEntry.MEDEVAC)))
|
||
else
|
||
_logDebug(string.format('[MEDEVAC] OnEventDead: %s not found in catalog', unitType))
|
||
end
|
||
end
|
||
end
|
||
|
||
self.MEDEVACHandler = handler
|
||
|
||
-- Add hit event handler to prevent damage to invulnerable crews
|
||
local hitHandler = EVENTHANDLER:New()
|
||
hitHandler:HandleEvent(EVENTS.Hit)
|
||
|
||
function hitHandler:OnEventHit(eventData)
|
||
local unit = eventData.TgtUnit
|
||
if not unit then return end
|
||
|
||
local unitName = unit:GetName()
|
||
if not unitName then return end
|
||
|
||
-- Check if this unit belongs to an invulnerable MEDEVAC crew
|
||
for crewGroupName, crewData in pairs(CTLD._medevacCrews) do
|
||
if unitName:find(crewGroupName, 1, true) then
|
||
-- This unit is part of a MEDEVAC crew, check invulnerability
|
||
local now = timer.getTime()
|
||
if crewData.invulnerable and now < crewData.invulnerableUntil then
|
||
_logVerbose(string.format('[MEDEVAC] Unit %s is invulnerable, preventing damage', unitName))
|
||
-- Can't directly prevent damage in DCS, but log it
|
||
-- Infantry is fragile anyway, so invulnerability is more of a "hope they survive" thing
|
||
return
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
self.MEDEVACHitHandler = hitHandler
|
||
|
||
-- Start crew timeout checker (runs every 30 seconds)
|
||
self.MEDEVACSched = SCHEDULER:New(nil, function()
|
||
selfref:_CheckMEDEVACTimeouts()
|
||
end, {}, 30, 30)
|
||
|
||
-- Initialize MASH zones from config
|
||
self:_InitMASHZones()
|
||
|
||
_logInfo('MEDEVAC system initialized for coalition '..tostring(self.Side))
|
||
end
|
||
|
||
-- Find catalog entry that spawns a given unit type
|
||
function CTLD:_FindCatalogEntryByUnitType(unitType)
|
||
local catalog = self.Config.CrateCatalog or {}
|
||
local catalogSize = 0
|
||
for _ in pairs(catalog) do catalogSize = catalogSize + 1 end
|
||
|
||
_logDebug(string.format('[MEDEVAC] Searching catalog for unit type: %s (catalog has %d entries)', unitType, catalogSize))
|
||
|
||
for key, def in pairs(catalog) do
|
||
-- Check if this catalog entry builds the unit type
|
||
if def.build then
|
||
-- Check global lookup table that maps build functions to unit types
|
||
if type(def.build) == 'function' and _CTLD_BUILD_UNIT_TYPES and _CTLD_BUILD_UNIT_TYPES[def.build] then
|
||
local buildUnitType = _CTLD_BUILD_UNIT_TYPES[def.build]
|
||
_logDebug(string.format('[MEDEVAC] Catalog entry %s has unitType=%s (from global lookup)', key, tostring(buildUnitType)))
|
||
if buildUnitType == unitType then
|
||
_logDebug(string.format('[MEDEVAC] Found catalog entry for %s via global lookup: key=%s', unitType, key))
|
||
return def
|
||
end
|
||
end
|
||
|
||
-- Fallback: Try to extract unit type from build function string (legacy compatibility)
|
||
local buildStr = tostring(def.build)
|
||
if buildStr:find(unitType, 1, true) then
|
||
_logDebug(string.format('[MEDEVAC] Found catalog entry for %s via string search: key=%s', unitType, key))
|
||
return def
|
||
end
|
||
else
|
||
_logDebug(string.format('[MEDEVAC] Catalog entry %s has no build function', key))
|
||
end
|
||
|
||
-- Also check if catalog entry has a unitType field directly
|
||
if def.unitType and def.unitType == unitType then
|
||
_logDebug(string.format('[MEDEVAC] Found catalog entry for %s via def.unitType field: key=%s', unitType, key))
|
||
return def
|
||
end
|
||
end
|
||
|
||
_logDebug(string.format('[MEDEVAC] No catalog entry found for unit type: %s', unitType))
|
||
return nil
|
||
end
|
||
|
||
-- Spawn MEDEVAC crew when vehicle destroyed
|
||
function CTLD:_SpawnMEDEVACCrew(eventData, catalogEntry)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
-- Probability check: does the crew survive to request rescue?
|
||
-- Use coalition-specific survival chance
|
||
local survivalChance = 0.02 -- default fallback
|
||
if cfg.CrewSurvivalChance then
|
||
if type(cfg.CrewSurvivalChance) == 'table' then
|
||
-- Per-coalition config
|
||
survivalChance = cfg.CrewSurvivalChance[self.Side] or 0.02
|
||
else
|
||
-- Legacy single value config (backward compatibility)
|
||
survivalChance = cfg.CrewSurvivalChance
|
||
end
|
||
end
|
||
|
||
local roll = math.random()
|
||
if roll > survivalChance then
|
||
-- Crew did not survive
|
||
_logVerbose(string.format('[MEDEVAC] Crew did not survive (roll: %.4f > %.4f)', roll, survivalChance))
|
||
return
|
||
end
|
||
_logVerbose(string.format('[MEDEVAC] Crew survived! (roll: %.4f <= %.4f) - will spawn in 5 minutes after battle clears', roll, survivalChance))
|
||
|
||
-- Extract data from eventData instead of calling methods on dead unit
|
||
local unit = eventData.IniUnit
|
||
local unitType = eventData.IniTypeName or (unit and unit.GetTypeName and unit:GetTypeName())
|
||
local unitName = eventData.IniUnitName or (unit and unit.GetName and unit:GetName()) or 'Unknown'
|
||
|
||
-- Get position - the unit is dead, so we need to get position from the DCS initiator object
|
||
local pos = nil
|
||
|
||
-- Try the raw DCS initiator object (this should have the last known position)
|
||
if eventData.initiator then
|
||
_logVerbose('[MEDEVAC] Trying DCS initiator object')
|
||
local dcsUnit = eventData.initiator
|
||
if dcsUnit and dcsUnit.getPoint then
|
||
local success, point = pcall(function() return dcsUnit:getPoint() end)
|
||
if success and point then
|
||
pos = point
|
||
_logVerbose(string.format('[MEDEVAC] Got position from DCS initiator:getPoint(): %.0f, %.0f, %.0f', pos.x, pos.y, pos.z))
|
||
end
|
||
end
|
||
if not pos and dcsUnit and dcsUnit.getPosition then
|
||
local success, position = pcall(function() return dcsUnit:getPosition() end)
|
||
if success and position and position.p then
|
||
pos = position.p
|
||
_logVerbose(string.format('[MEDEVAC] Got position from DCS initiator:getPosition().p: %.0f, %.0f, %.0f', pos.x, pos.y, pos.z))
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Try IniDCSUnit
|
||
if not pos and eventData.IniDCSUnit then
|
||
_logVerbose('[MEDEVAC] Trying IniDCSUnit')
|
||
local dcsUnit = eventData.IniDCSUnit
|
||
if dcsUnit and dcsUnit.getPoint then
|
||
local success, point = pcall(function() return dcsUnit:getPoint() end)
|
||
if success and point then
|
||
pos = point
|
||
_logVerbose(string.format('[MEDEVAC] Got position from IniDCSUnit:getPoint(): %.0f, %.0f, %.0f', pos.x, pos.y, pos.z))
|
||
end
|
||
end
|
||
end
|
||
|
||
if not pos or not unitType then
|
||
_logVerbose(string.format('[MEDEVAC] Cannot spawn crew - missing position (pos=%s) or unit type (type=%s)', tostring(pos), tostring(unitType)))
|
||
return
|
||
end
|
||
|
||
-- Get heading if possible
|
||
local heading = 0
|
||
if unit and unit.GetHeading then
|
||
local success, result = pcall(function() return unit:GetHeading() end)
|
||
if success and result then
|
||
heading = result
|
||
end
|
||
end
|
||
|
||
-- Determine crew size
|
||
local crewSize = catalogEntry.crewSize or cfg.CrewDefaultSize or 2
|
||
|
||
-- Determine salvage value
|
||
local salvageValue = catalogEntry.salvageValue
|
||
if not salvageValue then
|
||
salvageValue = catalogEntry.required or cfg.Salvage.DefaultValue or 1
|
||
end
|
||
|
||
-- Find nearest enemy to spawn crew toward them
|
||
local spawnPoint = { x = pos.x, z = pos.z }
|
||
local enemySide = (self.Side == coalition.side.BLUE) and coalition.side.RED or coalition.side.BLUE
|
||
local nearestEnemy = self:_findNearestEnemyGround({ x = pos.x, z = pos.z }, 2000) -- 2km search
|
||
|
||
if nearestEnemy and nearestEnemy.point then
|
||
-- Calculate direction toward enemy
|
||
local dx = nearestEnemy.point.x - pos.x
|
||
local dz = nearestEnemy.point.z - pos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
if dist > 0 then
|
||
local dirX = dx / dist
|
||
local dirZ = dz / dist
|
||
local offset = cfg.CrewSpawnOffset or 15
|
||
spawnPoint.x = pos.x + dirX * offset
|
||
spawnPoint.z = pos.z + dirZ * offset
|
||
end
|
||
else
|
||
-- No enemy found, spawn at random offset
|
||
local angle = math.random() * 2 * math.pi
|
||
local offset = cfg.CrewSpawnOffset or 15
|
||
spawnPoint.x = pos.x + math.cos(angle) * offset
|
||
spawnPoint.z = pos.z + math.sin(angle) * offset
|
||
end
|
||
|
||
-- Prepare spawn data but delay actual spawning by 5 minutes (300 seconds)
|
||
local spawnDelay = cfg.CrewSpawnDelay or 300 -- 5 minutes default
|
||
local selfref = self
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Crew will spawn in %d seconds after battle clears', spawnDelay))
|
||
|
||
timer.scheduleFunction(function()
|
||
-- Now spawn the crew after battle has cleared
|
||
local crewGroupName = string.format('MEDEVAC_Crew_%s_%d', unitType, math.random(100000, 999999))
|
||
local crewUnitType = catalogEntry.crewType or cfg.CrewUnitTypes[selfref.Side] or ((selfref.Side == coalition.side.BLUE) and 'Soldier M4' or 'Infantry AK')
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Coalition: %s, CrewUnitType selected: %s, catalogEntry.crewType=%s, cfg.CrewUnitTypes[side]=%s',
|
||
(selfref.Side == coalition.side.BLUE and 'BLUE' or 'RED'),
|
||
crewUnitType,
|
||
tostring(catalogEntry.crewType),
|
||
tostring(cfg.CrewUnitTypes and cfg.CrewUnitTypes[selfref.Side])
|
||
))
|
||
|
||
-- Determine if crew gets a MANPADS
|
||
-- Use coalition-specific MANPADS spawn chance
|
||
local manPadChance = 0.1 -- default fallback
|
||
if cfg.ManPadSpawnChance then
|
||
if type(cfg.ManPadSpawnChance) == 'table' then
|
||
-- Per-coalition config
|
||
manPadChance = cfg.ManPadSpawnChance[selfref.Side] or 0.1
|
||
else
|
||
-- Legacy single value config (backward compatibility)
|
||
manPadChance = cfg.ManPadSpawnChance
|
||
end
|
||
end
|
||
local spawnManPad = math.random() <= manPadChance
|
||
local manPadIndex = nil
|
||
if spawnManPad and crewSize > 1 then
|
||
manPadIndex = math.random(1, crewSize) -- Random crew member gets the MANPADS
|
||
_logVerbose(string.format('[MEDEVAC] Crew will include MANPADS (unit %d of %d)', manPadIndex, crewSize))
|
||
end
|
||
|
||
-- Get country ID from the destroyed unit instead of trying to map coalition to country
|
||
-- This is the same approach used by the Medevac_KHASHURI.lua script
|
||
local countryId = nil
|
||
if eventData.initiator and eventData.initiator.getCountry then
|
||
local success, result = pcall(function() return eventData.initiator:getCountry() end)
|
||
if success and result then
|
||
countryId = result
|
||
_logVerbose(string.format('[MEDEVAC] Got country ID %d from destroyed unit', countryId))
|
||
end
|
||
end
|
||
|
||
-- Fallback if we couldn't get it from the unit
|
||
if not countryId then
|
||
_logVerbose('[MEDEVAC] WARNING: Could not get country from dead unit, using fallback')
|
||
if selfref.Side == coalition.side.BLUE then
|
||
countryId = country.id.USA or 2
|
||
else
|
||
countryId = country.id.CJTF_RED or 18 -- Use CJTF RED as fallback
|
||
end
|
||
end
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Spawning crew now - coalition=%s, countryId=%d, crewUnitType=%s',
|
||
(selfref.Side == coalition.side.BLUE and 'BLUE' or 'RED'),
|
||
countryId,
|
||
crewUnitType))
|
||
|
||
local groupData = {
|
||
visible = false,
|
||
lateActivation = false,
|
||
tasks = {},
|
||
task = 'Ground Nothing',
|
||
route = {},
|
||
units = {},
|
||
name = crewGroupName
|
||
-- Country ID passed directly to coalition.addGroup(), not in groupData
|
||
}
|
||
|
||
for i = 1, crewSize do
|
||
-- Randomize position within a small radius (3-8 meters) for natural scattered appearance
|
||
local angle = math.random() * 2 * math.pi
|
||
local radius = 3 + math.random() * 5 -- 3-8 meters from center
|
||
local offsetX = math.cos(angle) * radius
|
||
local offsetZ = math.sin(angle) * radius
|
||
|
||
-- Determine unit type (MANPADS or regular crew)
|
||
local unitType = crewUnitType
|
||
if i == manPadIndex then
|
||
unitType = cfg.ManPadUnitTypes[selfref.Side] or crewUnitType
|
||
_logVerbose(string.format('[MEDEVAC] Unit %d assigned MANPADS type: %s', i, unitType))
|
||
end
|
||
|
||
table.insert(groupData.units, {
|
||
type = unitType,
|
||
name = string.format('%s_U%d', crewGroupName, i),
|
||
x = spawnPoint.x + offsetX,
|
||
y = spawnPoint.z + offsetZ,
|
||
heading = math.random() * 2 * math.pi -- Random heading for each unit
|
||
})
|
||
end
|
||
|
||
_logVerbose(string.format('[MEDEVAC] About to call coalition.addGroup with country=%d (coalition=%s)',
|
||
countryId,
|
||
(selfref.Side == coalition.side.BLUE and 'BLUE' or 'RED')))
|
||
|
||
-- CRITICAL: First parameter is COUNTRY ID, not coalition ID!
|
||
-- This matches Medevac_KHASHURI.lua line 500: coalition.addGroup(_deadUnit:getCountry(), ...)
|
||
local crewGroup = coalition.addGroup(countryId, Group.Category.GROUND, groupData)
|
||
|
||
if not crewGroup then
|
||
_logVerbose('[MEDEVAC] Failed to spawn crew')
|
||
return
|
||
end
|
||
|
||
-- Double-check what coalition the spawned group actually belongs to
|
||
local spawnedCoalition = crewGroup:getCoalition()
|
||
_logVerbose(string.format('[MEDEVAC] Crew group %s spawned successfully - actual coalition: %s (%d)',
|
||
crewGroupName,
|
||
(spawnedCoalition == coalition.side.BLUE and 'BLUE' or spawnedCoalition == coalition.side.RED and 'RED' or 'NEUTRAL'),
|
||
spawnedCoalition))
|
||
|
||
-- Set crew to hold position and defend themselves
|
||
local crewController = crewGroup:getController()
|
||
if crewController then
|
||
crewController:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.RETURN_FIRE)
|
||
crewController:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED)
|
||
|
||
-- Make crew immortal and/or invisible during announcement delay to prevent early death
|
||
if cfg.CrewImmortalDuringDelay then
|
||
local setImmortal = {
|
||
id = 'SetImmortal',
|
||
params = { value = true }
|
||
}
|
||
Controller.setCommand(crewController, setImmortal)
|
||
_logVerbose('[MEDEVAC] Crew set to immortal during announcement delay')
|
||
end
|
||
|
||
if cfg.CrewInvisibleDuringDelay then
|
||
local setInvisible = {
|
||
id = 'SetInvisible',
|
||
params = { value = true }
|
||
}
|
||
Controller.setCommand(crewController, setInvisible)
|
||
_logVerbose('[MEDEVAC] Crew set to invisible to AI during announcement delay')
|
||
end
|
||
end
|
||
|
||
-- Track crew immediately (but don't make mission available yet)
|
||
-- Smoke will be popped AFTER the announcement delay when they actually call for help
|
||
local crewData = {
|
||
vehicleType = unitType,
|
||
side = selfref.Side,
|
||
countryId = countryId, -- Store country ID for respawning
|
||
spawnTime = timer.getTime(),
|
||
position = spawnPoint,
|
||
salvageValue = salvageValue,
|
||
originalHeading = heading,
|
||
requestTime = nil, -- Will be set after announcement delay
|
||
warningsSent = 0,
|
||
invulnerable = false,
|
||
invulnerableUntil = 0,
|
||
greetingSent = false
|
||
}
|
||
CTLD._medevacCrews[crewGroupName] = crewData
|
||
|
||
-- Wait before announcing mission (verify crew survival)
|
||
local announceDelay = cfg.CrewAnnouncementDelay or 60
|
||
_logVerbose(string.format('[MEDEVAC] Will announce mission in %d seconds if crew survives', announceDelay))
|
||
|
||
timer.scheduleFunction(function()
|
||
-- Check if crew still exists
|
||
local g = Group.getByName(crewGroupName)
|
||
if not g or not g:isExist() then
|
||
_logVerbose(string.format('[MEDEVAC] Crew %s died before announcement, mission cancelled', crewGroupName))
|
||
CTLD._medevacCrews[crewGroupName] = nil
|
||
return
|
||
end
|
||
|
||
-- Crew survived! Now announce to players and make mission available
|
||
_logVerbose(string.format('[MEDEVAC] Crew %s survived, announcing mission', crewGroupName))
|
||
|
||
-- Make crew visible again (remove invisibility) and optionally remove immortality
|
||
local crewController = g:getController()
|
||
if crewController then
|
||
-- Always make crew visible when they announce
|
||
if cfg.CrewInvisibleDuringDelay then
|
||
local setVisible = {
|
||
id = 'SetInvisible',
|
||
params = { value = false }
|
||
}
|
||
Controller.setCommand(crewController, setVisible)
|
||
_logVerbose('[MEDEVAC] Crew is now visible to AI')
|
||
end
|
||
|
||
-- Remove immortality unless config says to keep it
|
||
if cfg.CrewImmortalDuringDelay and not cfg.CrewImmortalAfterAnnounce then
|
||
local setMortal = {
|
||
id = 'SetImmortal',
|
||
params = { value = false }
|
||
}
|
||
Controller.setCommand(crewController, setMortal)
|
||
_logVerbose('[MEDEVAC] Crew immortality removed, now vulnerable')
|
||
elseif cfg.CrewImmortalAfterAnnounce then
|
||
_logVerbose('[MEDEVAC] Crew remains immortal after announcement (per config)')
|
||
end
|
||
end
|
||
|
||
-- Pop smoke now that they're calling for help
|
||
if cfg.PopSmokeOnSpawn then
|
||
local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[selfref.Side]) or trigger.smokeColor.Red
|
||
_spawnMEDEVACSmoke(spawnPoint, smokeColor, cfg)
|
||
_logVerbose(string.format('[MEDEVAC] Crew popped smoke after announcement (color: %d)', smokeColor))
|
||
end
|
||
|
||
local grid = selfref:_GetMGRSString(spawnPoint)
|
||
|
||
-- Pick random request message
|
||
local requestMessages = cfg.RequestAirLiftMessages or {
|
||
"Stranded Crew: This is {vehicle} crew at {grid}. Need pickup ASAP! We have {salvage} salvage to collect."
|
||
}
|
||
local messageTemplate = requestMessages[math.random(1, #requestMessages)]
|
||
|
||
-- Replace placeholders
|
||
local message = messageTemplate
|
||
message = message:gsub("{vehicle}", unitType)
|
||
message = message:gsub("{grid}", grid)
|
||
message = message:gsub("{crew_size}", tostring(crewSize))
|
||
message = message:gsub("{salvage}", tostring(salvageValue))
|
||
|
||
_msgCoalition(selfref.Side, message, 25)
|
||
|
||
-- Now crew is requesting pickup
|
||
CTLD._medevacCrews[crewGroupName].requestTime = timer.getTime()
|
||
|
||
-- Create map marker
|
||
if cfg.MapMarkers and cfg.MapMarkers.Enabled then
|
||
local markerID = selfref:_CreateMEDEVACMarker(spawnPoint, unitType, crewSize, salvageValue, crewGroupName)
|
||
CTLD._medevacCrews[crewGroupName].markerID = markerID
|
||
end
|
||
|
||
end, nil, timer.getTime() + announceDelay)
|
||
|
||
end, nil, timer.getTime() + spawnDelay)
|
||
|
||
end
|
||
|
||
-- Create map marker for MEDEVAC crew
|
||
function CTLD:_CreateMEDEVACMarker(position, vehicleType, crewSize, salvageValue, crewGroupName)
|
||
local cfg = CTLD.MEDEVAC.MapMarkers
|
||
if not cfg or not cfg.Enabled then return nil end
|
||
|
||
local grid = self:_GetMGRSString(position)
|
||
local text = string.format('%s: %s Crew (%d) - Salvage: %d - %s',
|
||
cfg.IconText or '🔴 MEDEVAC',
|
||
vehicleType,
|
||
crewSize,
|
||
salvageValue,
|
||
grid
|
||
)
|
||
|
||
local markerID = _nextMarkupId()
|
||
trigger.action.markToCoalition(markerID, text, {x = position.x, y = 0, z = position.z}, self.Side, true)
|
||
|
||
return markerID
|
||
end
|
||
|
||
-- Get MGRS grid string for position
|
||
function CTLD:_GetMGRSString(position)
|
||
if not position then
|
||
return 'N/A'
|
||
end
|
||
local lat, lon = coord.LOtoLL({x = position.x, y = 0, z = position.z})
|
||
local mgrs = coord.LLtoMGRS(lat, lon)
|
||
if mgrs and mgrs.UTMZone and mgrs.MGRSDigraph then
|
||
-- Ensure Easting and Northing are numbers
|
||
local easting = tonumber(mgrs.Easting) or 0
|
||
local northing = tonumber(mgrs.Northing) or 0
|
||
return string.format('%s%s %05d %05d', mgrs.UTMZone, mgrs.MGRSDigraph, easting, northing)
|
||
end
|
||
return string.format('%.0f, %.0f', position.x, position.z)
|
||
end
|
||
|
||
-- Check for MEDEVAC crew timeouts and send warnings
|
||
function CTLD:_CheckMEDEVACTimeouts()
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
local now = timer.getTime()
|
||
local toRemove = {}
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.side == self.Side then
|
||
local requestTime = data.requestTime
|
||
if requestTime then -- Only check after crew has requested pickup
|
||
local elapsed = now - requestTime
|
||
local remaining = (cfg.CrewTimeout or 3600) - elapsed
|
||
|
||
-- Check for approaching rescue helos (pop smoke and send greeting)
|
||
if cfg.PopSmokeOnApproach and not data.greetingSent then
|
||
local approachDist = cfg.PopSmokeOnApproachDistance or 5000
|
||
local crewPos = data.position
|
||
|
||
-- Check all units of this coalition for nearby transport helos
|
||
local coalitionUnits = coalition.getGroups(self.Side, Group.Category.AIRPLANE)
|
||
local heloGroups = coalition.getGroups(self.Side, Group.Category.HELICOPTER)
|
||
|
||
if heloGroups then
|
||
for _, grp in ipairs(heloGroups) do
|
||
if grp and grp:isExist() then
|
||
local units = grp:getUnits()
|
||
if units then
|
||
for _, unit in ipairs(units) do
|
||
if unit and unit:isExist() and unit:isActive() then
|
||
-- Check if this is a transport helo (in AllowedAircraft list)
|
||
local unitType = unit:getTypeName()
|
||
local isTransport = false
|
||
if self.Config.AllowedAircraft then
|
||
for _, allowed in ipairs(self.Config.AllowedAircraft) do
|
||
if unitType == allowed then
|
||
isTransport = true
|
||
break
|
||
end
|
||
end
|
||
end
|
||
|
||
if isTransport then
|
||
local unitPos = unit:getPoint()
|
||
if unitPos and crewPos then
|
||
local dx = unitPos.x - crewPos.x
|
||
local dz = unitPos.z - crewPos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist <= approachDist then
|
||
-- Rescue helo detected! Pop smoke and send greeting
|
||
local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[self.Side]) or trigger.smokeColor.Red
|
||
_spawnMEDEVACSmoke(crewPos, smokeColor, cfg)
|
||
|
||
-- Pick random greeting message
|
||
local greetings = cfg.GreetingMessages or {"We see you! Over here!"}
|
||
local greeting = greetings[math.random(1, #greetings)]
|
||
|
||
_msgCoalition(self.Side, string.format('[MEDEVAC] %s crew: "%s"', data.vehicleType, greeting), 10)
|
||
|
||
data.greetingSent = true
|
||
_logVerbose(string.format('[MEDEVAC] Crew %s detected helo at %.0fm, popped smoke and sent greeting', crewGroupName, dist))
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
if data.greetingSent then break end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Send warnings
|
||
if cfg.Warnings then
|
||
for _, warning in ipairs(cfg.Warnings) do
|
||
local warnTime = warning.time
|
||
if remaining <= warnTime and not data.warningsSent[warnTime] then
|
||
local grid = self:_GetMGRSString(data.position)
|
||
_msgCoalition(self.Side, _fmtTemplate(warning.message, {
|
||
crew = data.vehicleType..' crew',
|
||
grid = grid
|
||
}), 15)
|
||
data.warningsSent[warnTime] = true
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Check timeout
|
||
if remaining <= 0 then
|
||
table.insert(toRemove, crewGroupName)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Remove timed-out crews
|
||
for _, crewGroupName in ipairs(toRemove) do
|
||
self:_RemoveMEDEVACCrew(crewGroupName, 'timeout')
|
||
end
|
||
end
|
||
|
||
-- Remove MEDEVAC crew (timeout or death)
|
||
function CTLD:_RemoveMEDEVACCrew(crewGroupName, reason)
|
||
local data = CTLD._medevacCrews[crewGroupName]
|
||
if not data then return end
|
||
|
||
-- Remove map marker
|
||
if data.markerID then
|
||
pcall(function() trigger.action.removeMark(data.markerID) end)
|
||
end
|
||
|
||
-- Destroy crew group
|
||
local g = Group.getByName(crewGroupName)
|
||
if g and g:isExist() then
|
||
g:destroy()
|
||
end
|
||
|
||
-- Send message
|
||
if reason == 'timeout' then
|
||
local grid = self:_GetMGRSString(data.position)
|
||
_msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_crew_timeout, {
|
||
vehicle = data.vehicleType,
|
||
grid = grid
|
||
}), 15)
|
||
|
||
-- Track statistics
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CTLD._medevacStats[self.Side].timedOut = (CTLD._medevacStats[self.Side].timedOut or 0) + 1
|
||
end
|
||
elseif reason == 'killed' then
|
||
-- Track statistics
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CTLD._medevacStats[self.Side].killed = (CTLD._medevacStats[self.Side].killed or 0) + 1
|
||
end
|
||
end
|
||
|
||
-- Remove from tracking
|
||
CTLD._medevacCrews[crewGroupName] = nil
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Removed crew %s (reason: %s)', crewGroupName, reason or 'unknown'))
|
||
end
|
||
|
||
-- Check if crew was picked up (called from troop loading system)
|
||
function CTLD:CheckMEDEVACPickup(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
local pos = unit:GetPointVec3()
|
||
local searchRadius = 100 -- meters to search for nearby crew
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.side == self.Side and data.requestTime then
|
||
local crewPos = data.position
|
||
local dx = pos.x - crewPos.x
|
||
local dz = pos.z - crewPos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist <= searchRadius then
|
||
-- Check if crew group still exists and is being loaded
|
||
local crewGroup = Group.getByName(crewGroupName)
|
||
if crewGroup and crewGroup:isExist() then
|
||
-- Crew was picked up! Handle respawn
|
||
self:_HandleMEDEVACPickup(group, crewGroupName, data)
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
return false
|
||
end
|
||
|
||
-- Auto-pickup: Send MEDEVAC crews to landed helicopter within range
|
||
function CTLD:AutoPickupMEDEVACCrew(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
if not cfg.AutoPickup or not cfg.AutoPickup.Enabled then return end
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
-- Only work with landed helicopters
|
||
if _isUnitInAir(unit) then return end
|
||
|
||
local pos = unit:GetPointVec3()
|
||
local maxDist = cfg.AutoPickup.MaxDistance or 500
|
||
|
||
-- Find nearby MEDEVAC crews
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.side == self.Side and data.requestTime and not data.pickedUp and not data.enrouteToHeli then
|
||
local crewPos = data.position
|
||
local dx = pos.x - crewPos.x
|
||
local dz = pos.z - crewPos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist <= maxDist then
|
||
local crewGroup = Group.getByName(crewGroupName)
|
||
if crewGroup and crewGroup:isExist() then
|
||
-- Send crew to helicopter
|
||
data.enrouteToHeli = true
|
||
data.targetHeli = group:GetName()
|
||
|
||
local moveSpeed = cfg.AutoPickup.CrewMoveSpeed or 25
|
||
local controller = crewGroup:getController()
|
||
if controller then
|
||
controller:setTask({
|
||
id = 'Mission',
|
||
params = {
|
||
route = {
|
||
points = {
|
||
[1] = {
|
||
action = 'On Road',
|
||
x = pos.x,
|
||
y = pos.z,
|
||
speed = moveSpeed,
|
||
ETA = 0,
|
||
ETA_locked = false,
|
||
name = 'Board Helicopter',
|
||
}
|
||
}
|
||
}
|
||
}
|
||
})
|
||
|
||
_msgGroup(group, string.format('MEDEVAC crew from %s is running to your position (%.0fm away)',
|
||
data.vehicleType or 'unknown vehicle', dist), 10)
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Crew %s moving to %s (%.0fm)',
|
||
crewGroupName, group:GetName(), dist))
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Check if crew has reached helicopter and auto-load them
|
||
function CTLD:CheckMEDEVACCrewArrival()
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.enrouteToHeli and data.targetHeli then
|
||
local crewGroup = Group.getByName(crewGroupName)
|
||
local heliGroup = GROUP:FindByName(data.targetHeli)
|
||
|
||
if crewGroup and crewGroup:isExist() and heliGroup and heliGroup:IsAlive() then
|
||
local heliUnit = heliGroup:GetUnit(1)
|
||
if heliUnit and heliUnit:IsAlive() then
|
||
-- Check if crew is close enough to helicopter
|
||
local crewUnit = crewGroup:getUnit(1)
|
||
if crewUnit then
|
||
local crewPos = crewUnit:getPoint()
|
||
local heliPos = heliUnit:GetPointVec3()
|
||
local dx = heliPos.x - crewPos.x
|
||
local dz = heliPos.z - crewPos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
-- If within 30m and helicopter is still on ground, auto-load
|
||
if dist <= 30 and not _isUnitInAir(heliUnit) then
|
||
self:_HandleMEDEVACPickup(heliGroup, crewGroupName, data)
|
||
crewGroup:destroy()
|
||
data.enrouteToHeli = false
|
||
data.targetHeli = nil
|
||
end
|
||
end
|
||
else
|
||
-- Helicopter took off or was destroyed, cancel enroute
|
||
data.enrouteToHeli = false
|
||
data.targetHeli = nil
|
||
end
|
||
else
|
||
-- Group doesn't exist anymore
|
||
data.enrouteToHeli = false
|
||
data.targetHeli = nil
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Scan all active transport groups for auto-pickup and auto-unload opportunities
|
||
function CTLD:ScanMEDEVACAutoActions()
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
-- Check if any crews have reached their target helicopter
|
||
self:CheckMEDEVACCrewArrival()
|
||
|
||
-- Scan all active transport groups
|
||
for gname, _ in pairs(self.MenusByGroup or {}) do
|
||
local group = GROUP:FindByName(gname)
|
||
if group and group:IsAlive() then
|
||
local unit = group:GetUnit(1)
|
||
if unit and unit:IsAlive() and not _isUnitInAir(unit) then
|
||
-- Helicopter is landed
|
||
|
||
-- Check for auto-pickup opportunities
|
||
if cfg.AutoPickup and cfg.AutoPickup.Enabled then
|
||
self:AutoPickupMEDEVACCrew(group)
|
||
end
|
||
|
||
-- Check for auto-unload opportunities
|
||
if cfg.AutoUnload and cfg.AutoUnload.Enabled then
|
||
self:AutoUnloadMEDEVACCrew(group)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Auto-unload: Automatically unload MEDEVAC crews when landed in MASH zone
|
||
function CTLD:AutoUnloadMEDEVACCrew(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
if not cfg.AutoUnload or not cfg.AutoUnload.Enabled then return end
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
|
||
-- Only work with landed helicopters
|
||
if _isUnitInAir(unit) then return end
|
||
|
||
-- Check if inside MASH zone
|
||
local pos = unit:GetPointVec3()
|
||
local inMASH, mashZone = self:_IsPositionInMASHZone({x = pos.x, z = pos.z})
|
||
|
||
if not inMASH then return end
|
||
|
||
-- Check if carrying MEDEVAC crew
|
||
local hasCrews = false
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.side == self.Side and data.pickedUp and data.rescueGroup == group:GetName() then
|
||
hasCrews = true
|
||
break
|
||
end
|
||
end
|
||
|
||
if not hasCrews then return end
|
||
|
||
-- Schedule auto-unload after delay
|
||
local gname = group:GetName()
|
||
if not CTLD._medevacAutoUnloadScheduled then
|
||
CTLD._medevacAutoUnloadScheduled = {}
|
||
end
|
||
|
||
if not CTLD._medevacAutoUnloadScheduled[gname] then
|
||
CTLD._medevacAutoUnloadScheduled[gname] = true
|
||
local delay = cfg.AutoUnload.UnloadDelay or 2
|
||
|
||
timer.scheduleFunction(function()
|
||
CTLD._medevacAutoUnloadScheduled[gname] = nil
|
||
local g = GROUP:FindByName(gname)
|
||
if g and g:IsAlive() then
|
||
local u = g:GetUnit(1)
|
||
if u and u:IsAlive() and not _isUnitInAir(u) then
|
||
-- Still landed in MASH zone, trigger delivery
|
||
local upos = u:GetPointVec3()
|
||
local stillInMASH = self:_IsPositionInMASHZone({x = upos.x, z = upos.z})
|
||
if stillInMASH then
|
||
-- Deliver all picked-up crews
|
||
local deliveredCrews = {}
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.side == self.Side and data.pickedUp and data.rescueGroup == gname then
|
||
table.insert(deliveredCrews, {name = crewGroupName, data = data})
|
||
end
|
||
end
|
||
|
||
for _, crew in ipairs(deliveredCrews) do
|
||
self:_DeliverMEDEVACCrewToMASH(g, crew.name, crew.data)
|
||
end
|
||
|
||
if #deliveredCrews > 0 then
|
||
_msgGroup(g, string.format('Automatically unloaded %d MEDEVAC crew(s) at MASH zone', #deliveredCrews), 10)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end, nil, timer.getTime() + delay)
|
||
end
|
||
end
|
||
|
||
-- Handle MEDEVAC crew pickup - respawn vehicle
|
||
function CTLD:_HandleMEDEVACPickup(rescueGroup, crewGroupName, crewData)
|
||
local cfg = CTLD.MEDEVAC
|
||
|
||
-- Remove map marker
|
||
if crewData.markerID then
|
||
pcall(function() trigger.action.removeMark(crewData.markerID) end)
|
||
end
|
||
|
||
-- Show initial load message (random from LoadMessages)
|
||
local loadMsgs = cfg.LoadMessages or {}
|
||
if #loadMsgs > 0 then
|
||
local randomLoadMsg = loadMsgs[math.random(1, #loadMsgs)]
|
||
_msgGroup(rescueGroup, randomLoadMsg, 5)
|
||
end
|
||
|
||
-- Show loading progress messages during a brief delay (simulate boarding time)
|
||
local loadingDuration = 8 -- seconds for crew to board
|
||
local loadingMsgInterval = 2 -- show message every 2 seconds
|
||
local loadingMsgs = cfg.LoadingMessages or {}
|
||
local gname = rescueGroup:GetName()
|
||
|
||
if #loadingMsgs > 0 then
|
||
local messageCount = math.floor(loadingDuration / loadingMsgInterval)
|
||
for i = 1, messageCount do
|
||
timer.scheduleFunction(function()
|
||
local g = GROUP:FindByName(gname)
|
||
if g and g:IsAlive() then
|
||
local randomLoadingMsg = loadingMsgs[math.random(1, #loadingMsgs)]
|
||
_msgGroup(g, randomLoadingMsg, loadingMsgInterval - 0.5)
|
||
end
|
||
end, nil, timer.getTime() + (i * loadingMsgInterval))
|
||
end
|
||
end
|
||
|
||
-- Schedule final completion after loading duration
|
||
timer.scheduleFunction(function()
|
||
local g = GROUP:FindByName(gname)
|
||
if g and g:IsAlive() then
|
||
-- Show completion message
|
||
_msgGroup(g, _fmtTemplate(CTLD.Messages.medevac_crew_loaded, {
|
||
vehicle = crewData.vehicleType,
|
||
crew_size = crewData.crewSize
|
||
}), 10)
|
||
end
|
||
|
||
-- Track statistics
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CTLD._medevacStats[self.Side].rescued = (CTLD._medevacStats[self.Side].rescued or 0) + 1
|
||
end
|
||
|
||
-- Respawn vehicle if enabled
|
||
if cfg.RespawnOnPickup then
|
||
timer.scheduleFunction(function()
|
||
self:_RespawnMEDEVACVehicle(crewData)
|
||
end, nil, timer.getTime() + 2) -- 2 second delay for realism
|
||
end
|
||
|
||
-- Mark crew as picked up (for MASH delivery tracking)
|
||
crewData.pickedUp = true
|
||
crewData.rescueGroup = gname
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Crew %s picked up by %s', crewGroupName, gname))
|
||
end, nil, timer.getTime() + loadingDuration)
|
||
end
|
||
|
||
-- Respawn the vehicle at original death location
|
||
function CTLD:_RespawnMEDEVACVehicle(crewData)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.RespawnOnPickup then return end
|
||
|
||
-- Calculate respawn position (offset from original death)
|
||
local offset = cfg.RespawnOffset or 15
|
||
local angle = math.random() * 2 * math.pi
|
||
local respawnPos = {
|
||
x = crewData.position.x + math.cos(angle) * offset,
|
||
z = crewData.position.z + math.sin(angle) * offset
|
||
}
|
||
|
||
local heading = cfg.RespawnSameHeading and (crewData.originalHeading or 0) or 0
|
||
|
||
-- Find catalog entry to get build function
|
||
local catalogEntry = nil
|
||
for key, def in pairs(self.Config.CrateCatalog or {}) do
|
||
if def.MEDEVAC and tostring(def.build):find(crewData.vehicleType, 1, true) then
|
||
catalogEntry = def
|
||
break
|
||
end
|
||
end
|
||
|
||
if not catalogEntry or not catalogEntry.build then
|
||
_logVerbose('[MEDEVAC] No catalog entry found for respawn: '..crewData.vehicleType)
|
||
return
|
||
end
|
||
|
||
-- Spawn vehicle using catalog build function
|
||
local groupData = catalogEntry.build(respawnPos, math.deg(heading))
|
||
if not groupData then
|
||
_logVerbose('[MEDEVAC] Failed to generate group data for: '..crewData.vehicleType)
|
||
return
|
||
end
|
||
|
||
local newGroup = coalition.addGroup(self.Side, Group.Category.GROUND, groupData)
|
||
|
||
if newGroup then
|
||
_msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_vehicle_respawned, {
|
||
vehicle = crewData.vehicleType
|
||
}), 10)
|
||
|
||
-- Track statistics
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CTLD._medevacStats[self.Side].vehiclesRespawned = (CTLD._medevacStats[self.Side].vehiclesRespawned or 0) + 1
|
||
end
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Respawned %s at %.0f, %.0f', crewData.vehicleType, respawnPos.x, respawnPos.z))
|
||
else
|
||
_logVerbose('[MEDEVAC] Failed to respawn vehicle: '..crewData.vehicleType)
|
||
end
|
||
end
|
||
|
||
-- Check if troops being unloaded are MEDEVAC crew and if inside MASH zone
|
||
function CTLD:CheckMEDEVACDelivery(group, troopData)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return false end
|
||
if not cfg.Salvage or not cfg.Salvage.Enabled then return false end
|
||
|
||
-- Check if any picked-up crews match this group
|
||
local deliveredCrews = {}
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data.side == self.Side and data.pickedUp and data.rescueGroup == group:GetName() then
|
||
table.insert(deliveredCrews, {name = crewGroupName, data = data})
|
||
end
|
||
end
|
||
|
||
if #deliveredCrews == 0 then return false end
|
||
|
||
-- Check if inside MASH zone
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return false end
|
||
|
||
local pos = unit:GetPointVec3()
|
||
local inMASH, mashZone = self:_IsPositionInMASHZone({x = pos.x, z = pos.z})
|
||
|
||
if not inMASH then return false end
|
||
|
||
-- Deliver all picked-up crews
|
||
for _, crew in ipairs(deliveredCrews) do
|
||
self:_DeliverMEDEVACCrewToMASH(group, crew.name, crew.data)
|
||
end
|
||
|
||
return true
|
||
end
|
||
|
||
-- Deliver MEDEVAC crew to MASH - award salvage points
|
||
function CTLD:_DeliverMEDEVACCrewToMASH(group, crewGroupName, crewData)
|
||
local cfg = CTLD.MEDEVAC.Salvage
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
-- Show unloading message (random from UnloadingMessages)
|
||
local unloadMsgs = CTLD.MEDEVAC.UnloadingMessages or {}
|
||
if #unloadMsgs > 0 then
|
||
local randomUnloadMsg = unloadMsgs[math.random(1, #unloadMsgs)]
|
||
_msgGroup(group, randomUnloadMsg, 8)
|
||
end
|
||
|
||
-- Award salvage points
|
||
CTLD._salvagePoints[self.Side] = (CTLD._salvagePoints[self.Side] or 0) + crewData.salvageValue
|
||
|
||
-- Message to coalition (shown after brief delay to let unload message be seen)
|
||
timer.scheduleFunction(function()
|
||
_msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_crew_delivered_mash, {
|
||
player = _playerNameFromGroup(group),
|
||
vehicle = crewData.vehicleType,
|
||
salvage = crewData.salvageValue,
|
||
total = CTLD._salvagePoints[self.Side]
|
||
}), 15)
|
||
end, nil, timer.getTime() + 3)
|
||
|
||
-- Track statistics
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CTLD._medevacStats[self.Side].delivered = (CTLD._medevacStats[self.Side].delivered or 0) + 1
|
||
CTLD._medevacStats[self.Side].salvageEarned = (CTLD._medevacStats[self.Side].salvageEarned or 0) + crewData.salvageValue
|
||
end
|
||
|
||
-- Remove map marker
|
||
if crewData.markerID then
|
||
pcall(function() trigger.action.removeMark(crewData.markerID) end)
|
||
end
|
||
|
||
-- Destroy crew group to prevent clutter
|
||
local crewGroup = Group.getByName(crewGroupName)
|
||
if crewGroup and crewGroup:isExist() then
|
||
crewGroup:destroy()
|
||
end
|
||
|
||
-- Remove crew from tracking
|
||
CTLD._medevacCrews[crewGroupName] = nil
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Delivered %s crew to MASH - awarded %d salvage (total: %d)',
|
||
crewData.vehicleType, crewData.salvageValue, CTLD._salvagePoints[self.Side]))
|
||
end
|
||
|
||
-- Try to use salvage to spawn a crate when out of stock
|
||
function CTLD:_TryUseSalvageForCrate(group, crateKey, catalogEntry)
|
||
local cfg = CTLD.MEDEVAC and CTLD.MEDEVAC.Salvage
|
||
if not cfg or not cfg.Enabled then return false end
|
||
if not cfg.AutoApply then return false end
|
||
|
||
-- Check if item has salvage value
|
||
local salvageCost = (catalogEntry and catalogEntry.salvageValue) or 0
|
||
if salvageCost <= 0 then return false end
|
||
|
||
-- Check if we have enough salvage
|
||
local available = CTLD._salvagePoints[self.Side] or 0
|
||
if available < salvageCost then
|
||
-- Send insufficient salvage message
|
||
_msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_salvage_insufficient, {
|
||
need = salvageCost,
|
||
have = available
|
||
}))
|
||
return false
|
||
end
|
||
|
||
-- Consume salvage
|
||
CTLD._salvagePoints[self.Side] = available - salvageCost
|
||
|
||
-- Track statistics
|
||
if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then
|
||
CTLD._medevacStats[self.Side].salvageUsed = (CTLD._medevacStats[self.Side].salvageUsed or 0) + salvageCost
|
||
end
|
||
|
||
-- Send success message
|
||
_msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_salvage_used, {
|
||
item = self:_friendlyNameForKey(crateKey),
|
||
salvage = salvageCost,
|
||
remaining = CTLD._salvagePoints[self.Side]
|
||
}))
|
||
|
||
_logVerbose(string.format('[Salvage] Used %d salvage for %s (remaining: %d)',
|
||
salvageCost, crateKey, CTLD._salvagePoints[self.Side]))
|
||
|
||
return true
|
||
end
|
||
|
||
-- Check if salvage can cover a crate request (for bundle pre-checks)
|
||
function CTLD:_CanUseSalvageForCrate(crateKey, catalogEntry, quantity)
|
||
local cfg = CTLD.MEDEVAC and CTLD.MEDEVAC.Salvage
|
||
if not cfg or not cfg.Enabled then return false end
|
||
if not cfg.AutoApply then return false end
|
||
|
||
quantity = quantity or 1
|
||
local salvageCost = ((catalogEntry and catalogEntry.salvageValue) or 0) * quantity
|
||
if salvageCost <= 0 then return false end
|
||
|
||
local available = CTLD._salvagePoints[self.Side] or 0
|
||
return available >= salvageCost
|
||
end
|
||
|
||
-- Check if position is inside any MASH zone
|
||
function CTLD:_IsPositionInMASHZone(position)
|
||
for zoneName, mashData in pairs(CTLD._mashZones) do
|
||
if mashData.side == self.Side then
|
||
local zone = mashData.zone
|
||
if zone then
|
||
local zonePos = zone:GetPointVec3()
|
||
local radius = mashData.radius or CTLD.MEDEVAC.MASHZoneRadius or 500
|
||
local dx = position.x - zonePos.x
|
||
local dz = position.z - zonePos.z
|
||
local dist = math.sqrt(dx*dx + dz*dz)
|
||
|
||
if dist <= radius then
|
||
return true, mashData
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return false, nil
|
||
end
|
||
|
||
-- Initialize MASH zones from config
|
||
function CTLD:_InitMASHZones()
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
|
||
_logDebug('_InitMASHZones called for coalition '..tostring(self.Side))
|
||
_logDebug('self.MASHZones count: '..tostring(#(self.MASHZones or {})))
|
||
_logDebug('self.Config.Zones.MASHZones count: '..tostring(#(self.Config.Zones and self.Config.Zones.MASHZones or {})))
|
||
|
||
-- Fixed MASH zones are now initialized via InitZones() in the standard Zones structure
|
||
-- This function now focuses on setting up mobile MASH tracking and announcements
|
||
|
||
if not CTLD._mashZones then CTLD._mashZones = {} end
|
||
|
||
-- Register fixed MASH zones in the global _mashZones table for delivery detection
|
||
-- (mobile MASH zones will be added dynamically when built)
|
||
for _, mz in ipairs(self.MASHZones or {}) do
|
||
local name = mz:GetName()
|
||
local zdef = self._ZoneDefs.MASHZones[name]
|
||
CTLD._mashZones[name] = {
|
||
zone = mz,
|
||
side = self.Side,
|
||
isMobile = false,
|
||
radius = (zdef and zdef.radius) or cfg.MASHZoneRadius or 500,
|
||
freq = (zdef and zdef.freq) or nil
|
||
}
|
||
_logVerbose('[MEDEVAC] Registered fixed MASH zone: '..name)
|
||
end
|
||
end
|
||
|
||
-- =========================
|
||
-- MEDEVAC Menu Functions
|
||
-- =========================
|
||
|
||
-- List all active MEDEVAC requests
|
||
function CTLD:ListActiveMEDEVACRequests(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
local count = 0
|
||
local lines = {}
|
||
table.insert(lines, '=== Active MEDEVAC Requests ===')
|
||
table.insert(lines, '')
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do
|
||
if data.side == self.Side and data.requestTime then
|
||
count = count + 1
|
||
local grid = self:_GetMGRSString(data.position)
|
||
local elapsed = timer.getTime() - data.requestTime
|
||
local remaining = (cfg.CrewTimeout or 3600) - elapsed
|
||
local remainMin = math.floor(remaining / 60)
|
||
|
||
table.insert(lines, string.format('%d. %s crew', count, data.vehicleType))
|
||
table.insert(lines, string.format(' Grid: %s', grid))
|
||
table.insert(lines, string.format(' Crew Size: %d', data.crewSize or 2))
|
||
table.insert(lines, string.format(' Salvage: %d points', data.salvageValue or 1))
|
||
table.insert(lines, string.format(' Time Remaining: %d minutes', remainMin))
|
||
table.insert(lines, '')
|
||
end
|
||
end
|
||
|
||
if count == 0 then
|
||
table.insert(lines, 'No active MEDEVAC requests.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'MEDEVAC missions appear when friendly vehicles')
|
||
table.insert(lines, 'are destroyed and crew survives to call for rescue.')
|
||
end
|
||
|
||
_msgGroup(group, table.concat(lines, '\n'), 30)
|
||
end
|
||
|
||
-- Show nearest MEDEVAC location
|
||
function CTLD:NearestMEDEVACLocation(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit then return end
|
||
|
||
local pos = unit:GetCoordinate()
|
||
if not pos then return end
|
||
|
||
local nearest = nil
|
||
local nearestDist = math.huge
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do
|
||
if data.side == self.Side and data.requestTime then
|
||
local dist = math.sqrt((data.position.x - pos.x)^2 + (data.position.z - pos.z)^2)
|
||
if dist < nearestDist then
|
||
nearestDist = dist
|
||
nearest = data
|
||
end
|
||
end
|
||
end
|
||
|
||
if not nearest then
|
||
_msgGroup(group, 'No active MEDEVAC requests.')
|
||
return
|
||
end
|
||
|
||
local grid = self:_GetMGRSString(nearest.position)
|
||
local distKm = nearestDist / 1000
|
||
local distNm = nearestDist / 1852
|
||
local elapsed = timer.getTime() - nearest.requestTime
|
||
local remaining = (cfg.CrewTimeout or 3600) - elapsed
|
||
local remainMin = math.floor(remaining / 60)
|
||
|
||
local lines = {}
|
||
table.insert(lines, '=== Nearest MEDEVAC ===')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('%s crew at %s', nearest.vehicleType, grid))
|
||
table.insert(lines, string.format('Distance: %.1f km / %.1f nm', distKm, distNm))
|
||
table.insert(lines, string.format('Crew Size: %d', nearest.crewSize or 2))
|
||
table.insert(lines, string.format('Salvage Value: %d points', nearest.salvageValue or 1))
|
||
table.insert(lines, string.format('Time Remaining: %d minutes', remainMin))
|
||
|
||
_msgGroup(group, table.concat(lines, '\n'), 20)
|
||
end
|
||
|
||
-- Show coalition salvage points
|
||
function CTLD:ShowSalvagePoints(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
local salvage = CTLD._salvagePoints[self.Side] or 0
|
||
|
||
local lines = {}
|
||
table.insert(lines, '=== Coalition Salvage Points ===')
|
||
table.insert(lines, '')
|
||
table.insert(lines, string.format('Current Balance: %d points', salvage))
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Earn salvage by:')
|
||
table.insert(lines, '- Rescuing MEDEVAC crews and delivering them to a MASH zone')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'Use salvage to:')
|
||
table.insert(lines, '- Build items that are out of stock (automatic)')
|
||
table.insert(lines, '- Cost = item\'s required crate count')
|
||
|
||
_msgGroup(group, table.concat(lines, '\n'), 20)
|
||
end
|
||
|
||
-- Vectors to nearest MEDEVAC (shows top 3 with time remaining)
|
||
function CTLD:VectorsToNearestMEDEVAC(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
local unit = group:GetUnit(1)
|
||
if not unit then return end
|
||
|
||
local pos = unit:GetCoordinate()
|
||
if not pos then return end
|
||
|
||
local heading = unit:GetHeading() or 0
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
|
||
-- Collect all active MEDEVAC requests with distance
|
||
local requests = {}
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do
|
||
if data.side == self.Side and data.requestTime and not data.pickedUp then
|
||
local dist = math.sqrt((data.position.x - pos.x)^2 + (data.position.z - pos.z)^2)
|
||
table.insert(requests, {
|
||
data = data,
|
||
distance = dist
|
||
})
|
||
end
|
||
end
|
||
|
||
if #requests == 0 then
|
||
_msgGroup(group, 'No active MEDEVAC requests.')
|
||
return
|
||
end
|
||
|
||
-- Sort by distance (closest first)
|
||
table.sort(requests, function(a, b) return a.distance < b.distance end)
|
||
|
||
-- Show top 3 (or fewer if less than 3 exist)
|
||
local lines = {}
|
||
table.insert(lines, 'MEDEVAC VECTORS (nearest 3):')
|
||
table.insert(lines, '')
|
||
|
||
local maxShow = math.min(3, #requests)
|
||
for i = 1, maxShow do
|
||
local req = requests[i]
|
||
local data = req.data
|
||
local dist = req.distance
|
||
|
||
local dx = data.position.x - pos.x
|
||
local dz = data.position.z - pos.z
|
||
local bearing = math.deg(math.atan2(dz, dx))
|
||
if bearing < 0 then bearing = bearing + 360 end
|
||
|
||
local relativeBrg = bearing - heading
|
||
if relativeBrg < 0 then relativeBrg = relativeBrg + 360 end
|
||
if relativeBrg > 180 then relativeBrg = relativeBrg - 360 end
|
||
|
||
-- Calculate time remaining
|
||
local timeoutAt = data.spawnTime + (cfg.CrewTimeout or 3600)
|
||
local timeRemainSec = math.max(0, timeoutAt - timer.getTime())
|
||
local timeRemainMin = math.floor(timeRemainSec / 60)
|
||
|
||
-- Format distance
|
||
local distV, distU = _fmtRange(dist, isMetric)
|
||
|
||
-- Build message for this crew
|
||
table.insert(lines, string.format('#%d: %s crew', i, data.vehicleType))
|
||
table.insert(lines, string.format(' BRG %03d° (%+.0f° rel) | RNG %s %s',
|
||
math.floor(bearing + 0.5), relativeBrg, distV, distU))
|
||
table.insert(lines, string.format(' Time left: %d min | Salvage: %d pts',
|
||
timeRemainMin, data.salvageValue or 1))
|
||
|
||
if i < maxShow then
|
||
table.insert(lines, '')
|
||
end
|
||
end
|
||
|
||
_msgGroup(group, table.concat(lines, '\n'), 20)
|
||
end
|
||
|
||
-- List MASH locations
|
||
function CTLD:ListMASHLocations(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
local unit = group:GetUnit(1)
|
||
local playerPos = unit and unit:GetCoordinate()
|
||
|
||
local count = 0
|
||
local lines = {}
|
||
table.insert(lines, '=== MASH Locations ===')
|
||
table.insert(lines, '')
|
||
|
||
for name, data in pairs(CTLD._mashZones or {}) do
|
||
if data.side == self.Side then
|
||
count = count + 1
|
||
|
||
-- Get position from zone object
|
||
local position = nil
|
||
if data.position then
|
||
position = data.position
|
||
elseif data.zone and data.zone.GetCoordinate then
|
||
local coord = data.zone:GetCoordinate()
|
||
if coord then
|
||
position = {x = coord.x, z = coord.z}
|
||
end
|
||
end
|
||
|
||
local grid = self:_GetMGRSString(position)
|
||
local typeStr = data.isMobile and 'Mobile' or 'Fixed'
|
||
local radius = tonumber(data.radius) or 500
|
||
|
||
table.insert(lines, string.format('%d. MASH %s (%s)', count, name, typeStr))
|
||
table.insert(lines, string.format(' Grid: %s', grid))
|
||
table.insert(lines, string.format(' Radius: %d m', radius))
|
||
|
||
if playerPos and position then
|
||
local dist = math.sqrt((position.x - playerPos.x)^2 + (position.z - playerPos.z)^2)
|
||
local distKm = dist / 1000
|
||
table.insert(lines, string.format(' Distance: %.1f km', distKm))
|
||
end
|
||
|
||
if data.freq then
|
||
local freq = tonumber(data.freq)
|
||
if freq then
|
||
table.insert(lines, string.format(' Beacon: %.2f MHz', freq))
|
||
else
|
||
table.insert(lines, string.format(' Beacon: %s', tostring(data.freq)))
|
||
end
|
||
end
|
||
|
||
table.insert(lines, '')
|
||
end
|
||
end
|
||
|
||
if count == 0 then
|
||
table.insert(lines, 'No MASH zones configured.')
|
||
table.insert(lines, '')
|
||
table.insert(lines, 'MASH zones are where you deliver rescued')
|
||
table.insert(lines, 'MEDEVAC crews to earn salvage points.')
|
||
else
|
||
table.insert(lines, 'Deliver rescued crews to any MASH to earn salvage.')
|
||
end
|
||
|
||
_msgGroup(group, table.concat(lines, '\n'), 30)
|
||
end
|
||
|
||
-- Pop smoke at all active MEDEVAC sites
|
||
function CTLD:PopSmokeAtMEDEVACSites(group)
|
||
_logVerbose('[MEDEVAC] PopSmokeAtMEDEVACSites called')
|
||
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_logVerbose('[MEDEVAC] MEDEVAC system not enabled')
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
if not CTLD._medevacCrews then
|
||
_logVerbose('[MEDEVAC] No _medevacCrews table')
|
||
_msgGroup(group, 'No active MEDEVAC requests to mark with smoke.')
|
||
return
|
||
end
|
||
|
||
local count = 0
|
||
_logVerbose(string.format('[MEDEVAC] Checking %d crew entries', CTLD._medevacCrews and table.getn(CTLD._medevacCrews) or 0))
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews) do
|
||
if data and data.side == self.Side and data.requestTime and data.position then
|
||
count = count + 1
|
||
_logVerbose(string.format('[MEDEVAC] Popping smoke for crew %s', crewGroupName))
|
||
|
||
local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[self.Side]) or trigger.smokeColor.Red
|
||
_spawnMEDEVACSmoke(data.position, smokeColor, cfg)
|
||
end
|
||
end
|
||
|
||
_logVerbose(string.format('[MEDEVAC] Popped smoke at %d locations', count))
|
||
|
||
if count == 0 then
|
||
_msgGroup(group, 'No active MEDEVAC requests to mark with smoke.')
|
||
else
|
||
_msgGroup(group, string.format('Smoke popped at %d MEDEVAC location(s).', count), 10)
|
||
end
|
||
end
|
||
|
||
-- Pop smoke at MASH zones (delivery locations)
|
||
function CTLD:PopSmokeAtMASHZones(group)
|
||
_logVerbose('[MEDEVAC] PopSmokeAtMASHZones called')
|
||
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_logVerbose('[MEDEVAC] MEDEVAC system not enabled')
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
if not CTLD._mashZones then
|
||
_msgGroup(group, 'No MASH zones configured.')
|
||
return
|
||
end
|
||
|
||
local count = 0
|
||
local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[self.Side]) or trigger.smokeColor.Green
|
||
|
||
for name, data in pairs(CTLD._mashZones) do
|
||
if data and data.side == self.Side then
|
||
-- Get position from zone object
|
||
local position = nil
|
||
if data.position then
|
||
position = data.position
|
||
elseif data.zone and data.zone.GetCoordinate then
|
||
local coord = data.zone:GetCoordinate()
|
||
if coord then
|
||
position = {x = coord.x, z = coord.z}
|
||
end
|
||
end
|
||
|
||
if position then
|
||
count = count + 1
|
||
_spawnMEDEVACSmoke(position, smokeColor, cfg)
|
||
_logVerbose(string.format('[MEDEVAC] Popped smoke at MASH zone: %s', name))
|
||
end
|
||
end
|
||
end
|
||
|
||
if count == 0 then
|
||
_msgGroup(group, 'No MASH zones found for your coalition.')
|
||
else
|
||
_msgGroup(group, string.format('Smoke popped at %d MASH zone(s).', count), 10)
|
||
end
|
||
end
|
||
|
||
-- Clear all MEDEVAC missions (admin function)
|
||
function CTLD:ClearAllMEDEVACMissions(group)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then
|
||
_msgGroup(group, 'MEDEVAC system is not enabled.')
|
||
return
|
||
end
|
||
|
||
local count = 0
|
||
|
||
for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do
|
||
if data.side == self.Side then
|
||
count = count + 1
|
||
self:_RemoveMEDEVACCrew(crewGroupName, 'admin_clear')
|
||
end
|
||
end
|
||
|
||
_msgGroup(group, string.format('Cleared %d MEDEVAC mission(s).', count), 10)
|
||
_logVerbose(string.format('[MEDEVAC] Admin cleared %d MEDEVAC missions for coalition %s', count, self.Side))
|
||
end
|
||
|
||
-- #endregion MEDEVAC
|
||
|
||
-- #region Mobile MASH
|
||
|
||
-- Create a Mobile MASH zone and start announcements
|
||
function CTLD:_CreateMobileMASH(group, position, catalogDef)
|
||
local cfg = CTLD.MEDEVAC
|
||
if not cfg or not cfg.Enabled then return end
|
||
if not cfg.MobileMASH or not cfg.MobileMASH.Enabled then return end
|
||
|
||
-- Ensure we have a MOOSE GROUP instance (coalition.addGroup returns a raw DCS group)
|
||
local mashGroup = group
|
||
if mashGroup and not (mashGroup.IsAlive and mashGroup.GetCoordinate) then
|
||
local rawName = (mashGroup.GetName and mashGroup:GetName()) or (mashGroup.getName and mashGroup:getName())
|
||
if rawName and GROUP and GROUP.FindByName then
|
||
local found = GROUP:FindByName(rawName)
|
||
if found then
|
||
mashGroup = found
|
||
else
|
||
_logError(string.format('[MobileMASH] Could not resolve MOOSE group for %s; aborting Mobile MASH setup', rawName))
|
||
return
|
||
end
|
||
else
|
||
_logError('[MobileMASH] Missing group reference for Mobile MASH deployment; aborting')
|
||
return
|
||
end
|
||
end
|
||
if not mashGroup then
|
||
_logError('[MobileMASH] Mobile MASH group resolution failed; aborting')
|
||
return
|
||
end
|
||
|
||
local side = catalogDef.side or self.Side
|
||
if not CTLD._mobileMASHCounter then CTLD._mobileMASHCounter = {} end
|
||
if not CTLD._mobileMASHCounter[side] then CTLD._mobileMASHCounter[side] = 0 end
|
||
CTLD._mobileMASHCounter[side] = CTLD._mobileMASHCounter[side] + 1
|
||
|
||
local mashId = string.format('MOBILE_MASH_%d_%d', side, CTLD._mobileMASHCounter[side])
|
||
local radius = cfg.MobileMASH.ZoneRadius or 500
|
||
|
||
-- Register the MASH zone
|
||
local mashData = {
|
||
id = mashId,
|
||
position = {x = position.x, z = position.z},
|
||
radius = radius,
|
||
side = side,
|
||
group = mashGroup,
|
||
isMobile = true,
|
||
catalogKey = catalogDef.description or 'Mobile MASH'
|
||
}
|
||
|
||
if not CTLD._mashZones then CTLD._mashZones = {} end
|
||
-- Store mobile MASH with unique key (not array insert) to avoid duplicate iteration
|
||
CTLD._mashZones[mashId] = mashData
|
||
|
||
-- Draw on F10 map
|
||
local circleId = _nextMarkupId()
|
||
local textId = _nextMarkupId()
|
||
local p = {x = position.x, y = 0, z = position.z}
|
||
|
||
local borderColor = cfg.MASHZoneColors.border or {1, 1, 0, 0.85}
|
||
local fillColor = cfg.MASHZoneColors.fill or {1, 0.75, 0.8, 0.25}
|
||
|
||
trigger.action.circleToCoalition(side, circleId, p, radius, borderColor, fillColor, 1, true, "")
|
||
|
||
local label = string.format('Mobile MASH %d', CTLD._mobileMASHCounter[side])
|
||
local textPos = {x = p.x, y = 0, z = p.z - radius - 50}
|
||
trigger.action.textToCoalition(side, textId, textPos, {1,1,1,0.9}, {0,0,0,0}, 18, true, label)
|
||
|
||
mashData.circleId = circleId
|
||
mashData.textId = textId
|
||
|
||
-- Send initial deployment message
|
||
local gridStr = self:_GetMGRSString(position)
|
||
local msg = _fmtTemplate(CTLD.Messages.medevac_mash_deployed, {
|
||
mash_id = CTLD._mobileMASHCounter[side],
|
||
grid = gridStr,
|
||
freq = cfg.MobileMASH.BeaconFrequency or '30.0 FM'
|
||
})
|
||
trigger.action.outTextForCoalition(side, msg, 30)
|
||
_logVerbose(string.format('[MobileMASH] Deployed MASH %d at %s', CTLD._mobileMASHCounter[side], gridStr))
|
||
|
||
-- Start announcement scheduler
|
||
if cfg.MobileMASH.AnnouncementInterval and cfg.MobileMASH.AnnouncementInterval > 0 then
|
||
local ctldInstance = self
|
||
local scheduler = SCHEDULER:New(nil, function()
|
||
-- Check if group still exists
|
||
if not mashGroup or not mashGroup:IsAlive() then
|
||
ctldInstance:_RemoveMobileMASH(mashId)
|
||
return
|
||
end
|
||
|
||
-- Send periodic announcement
|
||
local coord = mashGroup:GetCoordinate()
|
||
if coord then
|
||
local vec3 = coord:GetVec3()
|
||
local currentGrid = ctldInstance:_GetMGRSString({x = vec3.x, z = vec3.z})
|
||
local announceMsg = _fmtTemplate(CTLD.Messages.medevac_mash_announcement, {
|
||
mash_id = CTLD._mobileMASHCounter[side],
|
||
grid = currentGrid,
|
||
freq = cfg.MobileMASH.BeaconFrequency or '30.0 FM'
|
||
})
|
||
trigger.action.outTextForCoalition(side, announceMsg, 20)
|
||
end
|
||
end, {}, cfg.MobileMASH.AnnouncementInterval, cfg.MobileMASH.AnnouncementInterval)
|
||
|
||
mashData.scheduler = scheduler
|
||
end
|
||
|
||
-- Set up death event handler for this specific MASH
|
||
local ctldInstance = self
|
||
local mashGroupName = mashGroup:GetName()
|
||
local eventHandler = EVENTHANDLER:New()
|
||
eventHandler:HandleEvent(EVENTS.Dead)
|
||
|
||
function eventHandler:OnEventDead(EventData)
|
||
if EventData.IniUnit and EventData.IniGroup then
|
||
local deadGroup = EventData.IniGroup
|
||
if deadGroup:GetName() == mashGroupName then
|
||
ctldInstance:_RemoveMobileMASH(mashId)
|
||
end
|
||
end
|
||
end
|
||
|
||
mashData.eventHandler = eventHandler
|
||
end
|
||
|
||
-- Remove a Mobile MASH zone (on destruction or manual removal)
|
||
function CTLD:_RemoveMobileMASH(mashId)
|
||
if not CTLD._mashZones then return end
|
||
|
||
local mash = CTLD._mashZones[mashId]
|
||
if mash then
|
||
-- Stop scheduler
|
||
if mash.scheduler then
|
||
mash.scheduler:Stop()
|
||
end
|
||
|
||
-- Remove map drawings
|
||
if mash.circleId then trigger.action.removeMark(mash.circleId) end
|
||
if mash.textId then trigger.action.removeMark(mash.textId) end
|
||
|
||
-- Send destruction message
|
||
local msg = _fmtTemplate(CTLD.Messages.medevac_mash_destroyed, {
|
||
mash_id = string.match(mashId, 'MOBILE_MASH_%d+_(%d+)') or '?'
|
||
})
|
||
trigger.action.outTextForCoalition(mash.side, msg, 20)
|
||
|
||
-- Remove from table
|
||
CTLD._mashZones[mashId] = nil
|
||
_logVerbose(string.format('[MobileMASH] Removed MASH %s', mashId))
|
||
end
|
||
end
|
||
|
||
-- #endregion Mobile MASH
|
||
|
||
-- #endregion Inventory helpers
|
||
|
||
-- Create a new Drop Zone (AO) at the player's current location and draw it on the map if enabled
|
||
function CTLD:CreateDropZoneAtGroup(group)
|
||
if not group or not group:IsAlive() then return end
|
||
local unit = group:GetUnit(1)
|
||
if not unit or not unit:IsAlive() then return end
|
||
-- Prevent creating a Drop Zone inside or too close to a Pickup Zone
|
||
-- 1) Block if inside a (potentially active-only) pickup zone
|
||
local activeOnlyForInside = (self.Config and self.Config.ForbidChecksActivePickupOnly ~= false)
|
||
local inside, pz, distInside, pr = self:_isUnitInsidePickupZone(unit, activeOnlyForInside)
|
||
if inside then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local curV, curU = _fmtRange(distInside or 0, isMetric)
|
||
local needV, needU = _fmtRange(self.Config.MinDropZoneDistanceFromPickup or 10000, isMetric)
|
||
_eventSend(self, group, nil, 'drop_zone_too_close_to_pickup', {
|
||
zone = (pz and pz.GetName and pz:GetName()) or '(pickup)',
|
||
need = needV, need_u = needU,
|
||
dist = curV, dist_u = curU,
|
||
})
|
||
return
|
||
end
|
||
-- 2) Enforce a minimum distance from the nearest pickup zone (configurable)
|
||
local minD = tonumber(self.Config and self.Config.MinDropZoneDistanceFromPickup) or 0
|
||
if minD > 0 then
|
||
local considerActive = (self.Config and self.Config.MinDropDistanceActivePickupOnly ~= false)
|
||
local nearestZone, nearestDist
|
||
if considerActive then
|
||
nearestZone, nearestDist = self:_nearestActivePickupZone(unit)
|
||
else
|
||
local list = (self.Config and self.Config.Zones and self.Config.Zones.PickupZones) or {}
|
||
nearestZone, nearestDist = _nearestZonePoint(unit, list)
|
||
end
|
||
if nearestZone and nearestDist and nearestDist < minD then
|
||
local isMetric = _getPlayerIsMetric(unit)
|
||
local needV, needU = _fmtRange(minD, isMetric)
|
||
local curV, curU = _fmtRange(nearestDist, isMetric)
|
||
_eventSend(self, group, nil, 'drop_zone_too_close_to_pickup', {
|
||
zone = (nearestZone and nearestZone.GetName and nearestZone:GetName()) or '(pickup)',
|
||
need = needV, need_u = needU,
|
||
dist = curV, dist_u = curU,
|
||
})
|
||
return
|
||
end
|
||
end
|
||
local p = unit:GetPointVec3()
|
||
local baseName = group:GetName() or 'GROUP'
|
||
local safe = tostring(baseName):gsub('%W', '')
|
||
local name = string.format('AO_%s_%d', safe, math.random(100000,999999))
|
||
local r = tonumber(self.Config and self.Config.DropZoneRadius) or 250
|
||
local v2 = (VECTOR2 and VECTOR2.New) and VECTOR2:New(p.x, p.z) or { x = p.x, y = p.z }
|
||
local mz = ZONE_RADIUS:New(name, v2, r)
|
||
-- Register in runtime and config so other features can find it
|
||
self.DropZones = self.DropZones or {}
|
||
table.insert(self.DropZones, mz)
|
||
self._ZoneDefs = self._ZoneDefs or { PickupZones = {}, DropZones = {}, FOBZones = {} }
|
||
self._ZoneDefs.DropZones[name] = { name = name, radius = r, active = true }
|
||
self._ZoneActive = self._ZoneActive or { Pickup = {}, Drop = {}, FOB = {} }
|
||
self._ZoneActive.Drop[name] = true
|
||
self.Config.Zones = self.Config.Zones or { PickupZones = {}, DropZones = {}, FOBZones = {} }
|
||
self.Config.Zones.DropZones = self.Config.Zones.DropZones or {}
|
||
table.insert(self.Config.Zones.DropZones, { name = name, radius = r, active = true })
|
||
-- Draw on map if configured
|
||
local md = self.Config and self.Config.MapDraw or {}
|
||
if md.Enabled and (md.DrawDropZones ~= false) then
|
||
local opts = {
|
||
OutlineColor = md.OutlineColor,
|
||
FillColor = (md.FillColors and md.FillColors.Drop) or nil,
|
||
LineType = (md.LineTypes and md.LineTypes.Drop) or md.LineType or 1,
|
||
FontSize = md.FontSize,
|
||
ReadOnly = (md.ReadOnly ~= false),
|
||
LabelOffsetX = md.LabelOffsetX,
|
||
LabelOffsetFromEdge = md.LabelOffsetFromEdge,
|
||
LabelOffsetRatio = md.LabelOffsetRatio,
|
||
LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.Drop) or 'Drop Zone',
|
||
ForAll = (md.ForAll == true),
|
||
}
|
||
pcall(function() self:_drawZoneCircleAndLabel('Drop', mz, opts) end)
|
||
end
|
||
MESSAGE:New(string.format('Drop Zone created: %s (r≈%dm)', name, r), 10):ToGroup(group)
|
||
end
|
||
|
||
function CTLD:AddPickupZone(z)
|
||
local mz = _findZone(z)
|
||
if mz then table.insert(self.PickupZones, mz); table.insert(self.Config.Zones.PickupZones, z) end
|
||
end
|
||
|
||
function CTLD:AddDropZone(z)
|
||
local mz = _findZone(z)
|
||
if mz then table.insert(self.DropZones, mz); table.insert(self.Config.Zones.DropZones, z) end
|
||
end
|
||
|
||
function CTLD:SetAllowedAircraft(list)
|
||
self.Config.AllowedAircraft = DeepCopy(list)
|
||
end
|
||
|
||
-- Explicit cleanup handler for mission end
|
||
-- Call this to properly shut down all CTLD schedulers and clear state
|
||
function CTLD:Cleanup()
|
||
_logInfo('Cleanup initiated - stopping all schedulers and clearing state')
|
||
|
||
-- Stop all smoke refresh schedulers
|
||
if CTLD._smokeRefreshSchedules then
|
||
for crateId, schedule in pairs(CTLD._smokeRefreshSchedules) do
|
||
if schedule.funcId then
|
||
pcall(function() timer.removeFunction(schedule.funcId) end)
|
||
end
|
||
end
|
||
CTLD._smokeRefreshSchedules = {}
|
||
end
|
||
|
||
-- Stop all Mobile MASH schedulers
|
||
if CTLD._mashZones then
|
||
for mashId, mash in pairs(CTLD._mashZones) do
|
||
if mash.scheduler then
|
||
pcall(function() mash.scheduler:Stop() end)
|
||
end
|
||
if mash.eventHandler then
|
||
-- Event handlers clean themselves up, but we can nil the reference
|
||
mash.eventHandler = nil
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Stop any MEDEVAC timeout checkers or other schedulers
|
||
-- (If you add schedulers in the future, stop them here)
|
||
|
||
-- Clear spatial grid
|
||
CTLD._spatialGrid = {}
|
||
|
||
-- Clear state tables (optional - helps with memory in long-running missions)
|
||
CTLD._crates = {}
|
||
CTLD._troopsLoaded = {}
|
||
CTLD._loadedCrates = {}
|
||
CTLD._deployedTroops = {}
|
||
CTLD._hoverState = {}
|
||
CTLD._unitLast = {}
|
||
CTLD._coachState = {}
|
||
CTLD._msgState = {}
|
||
CTLD._buildConfirm = {}
|
||
CTLD._buildCooldown = {}
|
||
CTLD._jtacReservedCodes = { [coalition.side.BLUE] = {}, [coalition.side.RED] = {}, [coalition.side.NEUTRAL] = {} }
|
||
if self.JTACSched then
|
||
pcall(function() self.JTACSched:Stop() end)
|
||
self.JTACSched = nil
|
||
end
|
||
if self._jtacRegistry then
|
||
for groupName in pairs(self._jtacRegistry) do
|
||
self:_cleanupJTACEntry(groupName)
|
||
end
|
||
self._jtacRegistry = {}
|
||
end
|
||
|
||
_logInfo('Cleanup complete')
|
||
end
|
||
|
||
-- Register mission end event to auto-cleanup
|
||
-- This ensures resources are properly released
|
||
if not CTLD._cleanupHandlerRegistered then
|
||
CTLD._cleanupHandlerRegistered = true
|
||
|
||
local cleanupHandler = EVENTHANDLER:New()
|
||
cleanupHandler:HandleEvent(EVENTS.MissionEnd)
|
||
|
||
function cleanupHandler:OnEventMissionEnd(EventData)
|
||
_logInfo('Mission end detected - initiating cleanup')
|
||
-- Cleanup all instances
|
||
for _, instance in pairs(CTLD._instances or {}) do
|
||
if instance and instance.Cleanup then
|
||
pcall(function() instance:Cleanup() end)
|
||
end
|
||
end
|
||
-- Also call static cleanup
|
||
if CTLD.Cleanup then
|
||
pcall(function() CTLD:Cleanup() end)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- #endregion Public helpers
|
||
|
||
-- =========================
|
||
-- Return factory
|
||
-- =========================
|
||
-- #region Export
|
||
_MOOSE_CTLD = CTLD
|
||
return CTLD
|
||
-- #endregion Export
|
||
|
||
|