Version 1.4.2

NoGap, Wiper
This commit is contained in:
Christian Franz 2023-08-24 17:49:27 +02:00
parent 7c6deec7a6
commit 23830d47db
11 changed files with 672 additions and 80 deletions

Binary file not shown.

Binary file not shown.

View File

@ -1,5 +1,5 @@
cfxReconMode = {}
cfxReconMode.version = "2.2.0"
cfxReconMode.version = "2.2.1"
cfxReconMode.verbose = false -- set to true for debug info
cfxReconMode.reconSound = "UI_SCI-FI_Tone_Bright_Dry_20_stereo.wav" -- to be played when somethiong discovered
@ -89,6 +89,7 @@ VERSION HISTORY
2.2.0 - new marksLocked config attribute, defaults to false
- new marksFadeAfter config attribute to control mark time
- dmlZones OOP upgrade
2.2.1 - fixed "cfxReconSMode" typo
cfxReconMode is a script that allows units to perform reconnaissance
@ -657,7 +658,7 @@ function cfxReconMode.doDeActivate()
end
end
function cfxReconSMode.updateQueues()
function cfxReconMode.updateQueues()
-- schedule next call
timer.scheduleFunction(cfxReconMode.updateQueues, {}, timer.getTime() + 1/cfxReconMode.ups)

View File

@ -1,5 +1,5 @@
cfxZones = {}
cfxZones.version = "4.0.0"
cfxZones.version = "4.0.2"
-- cf/x zone management module
-- reads dcs zones and makes them accessible and mutable
@ -150,6 +150,8 @@ cfxZones.version = "4.0.0"
- immediate method switched to preceeding '#', to resolve conflict witzh
negative numbers, backwards compatibility with old (dysfunctional) method
- 4.0.1 - dmlZone:getName()
- 4.0.2 - removed verbosity from declutterZone (both versions)
--]]--
--
@ -963,17 +965,17 @@ end
function cfxZones.declutterZone(theZone)
if not theZone then return end
local theVol = cfxZones.getZoneVolume(theZone)
if theZone.verbose then
dcsCommon.dumpVar2Str("vol", theVol)
end
-- if theZone.verbose then
-- dcsCommon.dumpVar2Str("vol", theVol)
-- end
world.removeJunk(theVol)
end
function dmlZone:declutterZone()
local theVol = cfxZones.getZoneVolume(self)
if self.verbose then
dcsCommon.dumpVar2Str("vol", theVol)
end
-- if self.verbose then
-- dcsCommon.dumpVar2Str("vol", theVol)
-- end
world.removeJunk(theVol)
end

View File

@ -1,5 +1,5 @@
duel = {}
duel.version = "1.0.0"
duel.version = "1.0.2"
duel.verbose = false
duel.requiredLibs = {
"dcsCommon",
@ -9,6 +9,8 @@ duel.requiredLibs = {
--[[--
Version History
1.0.0 - Initial Version
1.0.1 - verbosity bug with SSB removed
1.0.2 - units are reserved for player when they disappear
--]]--
@ -16,13 +18,16 @@ duel.requiredLibs = {
ATTENTION!
- REQUIRES that SSB is running on the host
- REQUIRTES that SSB is confgured that '0' (zero) means slot is enabled (this is SSB default)
- REQUIRES MULTIPLAYER (kind of obvious...)
- This script must run at MISSION START and will enable SSB
--]]--
duel.duelZones = {}
duel.activeDuelists = {}
duel.allDuelists = {}
duel.activePlayers = {} -- by player name
--duel.activeUnits = {} -- as above, by unit name
--duel.missingPlayers = {}
duel.allDuelists = {} -- all potential dualists as collected from zones
--
-- reading attributes
--
@ -45,7 +50,7 @@ function duel.createDuelZone(theZone)
duelist.groupName = groupData.name
duelist.coa = cfxMX.groupCoalitionByName[duelist.groupName]
if duel.verbose then
trigger.action.outText("Detected player unit <" .. duelist.name .. ">, type <" .. duelist.type .. "> of group <" .. duelist.groupName .. "> of coa <" .. duelist.coa .. "> in zone <" .. theZone.name .. "> as duelist", 30)
-- trigger.action.outText("Detected player unit <" .. duelist.name .. ">, type <" .. duelist.type .. "> of group <" .. duelist.groupName .. "> of coa <" .. duelist.coa .. "> in zone <" .. theZone.name .. "> as duelist", 30)
end
duelist.active = false
@ -63,6 +68,20 @@ function duel.createDuelZone(theZone)
end
theZone.state = "waiting" -- FSM, init to waiting state
theZone.duelTriggerMethod = theZone:getStringFromZoneProperty("duelTriggerMethod", "change")
if theZone:hasProperty("on?") then
theZone.duelOnFlag = theZone:getStringFromZoneProperty("on?", "*none")
theZone.lastDuelOn = theZone:getFlagValue(theZone.duelOnFlag)
end
if theZone:hasProperty("off?") then
theZone.duelOffFlag = theZone:getStringFromZoneProperty("off?", "*none")
theZone.lastDuelOff = theZone:getFlagValue(theZone.duelOffFlag)
end
theZone.onStart = theZone:getBoolFromZoneProperty("onStart", true)
theZone.active = true
if not theZone.onStart then
theZone.active = false
end
end
@ -77,8 +96,8 @@ function duel.closeSlotsForZoneAndCoaExceptGroupNamed(theZone, coa, groupName)
if (theDuelist.coa == coa) and (dgName ~= groupName) then
if duel.verbose then
trigger.action.outText("+++duel: closing SSB slot for group <" .. dgName .. ">, coa <" .. theDuelist.coa .. ">", 30)
trigger.action.setUserFlag(dgName,100) -- anything but 0 means closed
end
trigger.action.setUserFlag(dgName,100) -- anything but 0 means closed
end
end
end
@ -90,8 +109,8 @@ function duel.openSlotsForZoneAndCoa(theZone, coa)
if (theDuelist.coa == coa) then
if duel.verbose then
trigger.action.outText("+++duel: opening SSB slot for group <" .. theDuelist.groupName .. ">, coa <" .. theDuelist.coa .. ">", 30)
trigger.action.setUserFlag(theDuelist.groupName, 0) -- 0 means OPEN
end
trigger.action.setUserFlag(theDuelist.groupName, 0) -- 0 means OPEN
end
end
end
@ -112,8 +131,15 @@ function duel.checkReopenSlotsForZoneAndCoa(theZone, coa)
end
if allUnengaged then
if duel.verbose then
trigger.action.outText("+++duel: will open all slots for <" .. theZone:getName() .. ">, coa <" .. coa .. ">", 30)
end
duel.openSlotsForZoneAndCoa(theZone, coa)
theZone.state = "waiting"
else
if duel.verbose then
trigger.action.outText("+++duel: unable to reopenslots for <" .. theZone:getName() .. ">, coa <" .. coa .. ">, still engaged", 30)
end
end
end
@ -132,8 +158,45 @@ function duel.duelistEnteredArena(theUnit, theDuelist)
trigger.action.outText("Player <" .. player .. "> entered arena <" .. theZone:getName() .. "> in unit <" .. unitName .. "> of group <" .. groupName .. "> type <" .. theDuelist.type .. ">, belongs to coalition <" .. coa .. ">", 30)
end
-- close all slots for this zone and coalition
-- remember this player should they go missing
local playerData = {}
playerData.playerName = player
playerData.unitName = unitName
playerData.lastSeen = timer.getTime()
playerData.theZone = theZone
playerData.coa = coa
-- see if we are updating an existing player.
-- this will require a cleanup of the last time they
-- were here
if duel.activePlayers[player] then
-- we need to update slots and flags if player has chosen a
-- different unit
local lastData = duel.activePlayers[player]
if lastData.unitName ~= unitName then
if duel.verbose then
trigger.action.outText("Duel: player changed slots. Cleaning up", 30)
end
duel.checkReopenSlotsForZoneAndCoa(lastData.theZone, lastData.coa)
else
if duel.verbose then
trigger.action.outText("Duel: player re-slotted, no update required", 30)
end
end
end
duel.activePlayers[player] = playerData
-- close all slots for this zone and coalition if it is active
if theZone.active then
if theZone.verbose or duel.verbose then
trigger.action.outText("+++duel: zone <" .. theZone:getName() .. ">, closing coa <" .. coa .. "> slots except for player's <" .. player .. "> group <" .. groupName .. ">", 30)
end
duel.closeSlotsForZoneAndCoaExceptGroupNamed(theZone, coa, groupName)
else
if theZone.verbose or duel.verbose then
trigger.action.outText("+++duel: zone <" .. theZone:getName() .. "> currently not active, not closing slots", 30)
end
end
end
@ -155,6 +218,12 @@ function duel:onEvent(event)
-- unit that entered is player controlled, and duelist
duel.duelistEnteredArena(theUnit, duel.allDuelists[unitName])
end
if event.id == 21 then
if duel.verbose then
trigger.action.outText("DUEL: player left unit <" .. theUnit:getName() .. ">", 30)
end
end
end
--
@ -166,6 +235,7 @@ function duel.update()
timer.scheduleFunction(duel.update, {}, timer.getTime() + 1/duel.ups)
-- find units that have disappeared, and react accordingly
--[[--
for unitName, theDuelist in pairs (duel.allDuelists) do
local theZone = theDuelist.zone
if theDuelist.active then
@ -185,10 +255,54 @@ function duel.update()
end
end
end
--]]--
-- now check the active players and their units
local now = timer.getTime()
local filtered = {}
for playerName, playerData in pairs(duel.activePlayers) do
local unitName = playerData.unitName
local theUnit = Unit.getByName(unitName)
if theUnit and Unit.isExist(theUnit) then
-- all is well, nothing to do except update time stamp
playerData.lastSeen = now
filtered[playerName] = playerData
else
-- unit has disappeared. let's see how long
local delta = math.floor(now - playerData.lastSeen)
if duel.verbose then
trigger.action.outText("player <" .. playerName .. ">'s unit is gone for <" .. delta .. "> seconds now.", 30)
end
-- if gone long enough, open all slots and delete player entry
if delta < (duel.keepSlot + 1) then
filtered[playerName] = playerData -- remember me
else
if duel.verbose then
trigger.action.outText("Time's up, all slots reopen now, player lost tabs on <" .. unitName .. ">", 30)
end
-- update duelist data (if required)
-- open all slots in that zone for player's coa
duel.checkReopenSlotsForZoneAndCoa(playerData.theZone, playerData.coa)
-- not remembered
end
end
end
duel.activePlayers = filtered
-- now handle FSM for each zone separately
for zoneName, theZone in pairs(duel.duelZones) do
-- first, check if they have been turned on or off
if theZone:testZoneFlag(theZone.duelOnFlag, theZone.duelTriggerMethod, "lastDuelOn") then
theZone.active = true
end
if theZone:testZoneFlag(theZone.duelOffFlag, theZone.duelTriggerMethod, "lastDuelOff") then
theZone.active = false
duel.openSlotsForZoneAndCoa(theZone, 1)
duel.openSlotsForZoneAndCoa(theZone, 2)
end
end
end
@ -205,6 +319,8 @@ function duel.readConfigZone()
duel.verbose = theZone.verbose
duel.ups = theZone:getNumberFromZoneProperty("ups", 1)
duel.keepSlot = theZone:getNumberFromZoneProperty("keepSlot", 30) -- grace period (in seconds) after unit vanishes in which they can re-slot via Briefing screen
duel.inside = theZone:getBoolFromZoneProperty("inside", true)
duel.gracePeriod = theZone:getNumberFromZoneProperty("gracePeriod", 30)
duel.keepScore = theZone:getBoolFromZoneProperty("score", true)

406
modules/noGap.lua Normal file
View File

@ -0,0 +1,406 @@
noGap = {}
noGap.version = "1.0.0"
noGap.verbose = false
noGap.ignoreMe = "-ng" -- ignore altogether
noGap.spIgnore = "-sp" -- only single-player ignored
noGap.isMP = false
noGap.enabled = true
noGap.timeOut = 0 -- in seconds, after that static restores, set to 0 to disable
noGap.requiredLibs = {
"dcsCommon",
"cfxZones",
"cfxMX",
}
--[[--
Written and (c) 2023 by Christian Franz
Based on stopGap. Unlike stopGap, noGap
works on unit-level (stop-Gap works on group level)
Advantage: multiple-ship player groups look better, less code
Disadvantage: incompatibe with SSB/slotBlock
What it does:
Replace all player units with static aircraft until the first time
that a player slots into that plane. Static is then replaced with live player unit.
DOES NOT SUPPORT SHIP-BASED AIRCRAFT
For multiplayer, NoGapGUI must run on the server (only server)
STRONGLY RECOMMENDED FOR MISSION DESIGNERS:
- Use 'start from ground hot/cold' to be able to control initial aircraft orientation
To selectively exempt player units from noGap, add a '-ng' to their name. To exclude them from singleplayer only, use '-sp'
Alternatively, use noGap zones (DML only)
Version History
1.0.0 - Initial version
--]]--
noGap.standInUnits = {} -- static replacement, if filled; indexed by name
noGap.liveUnits = {} -- live in-game units, checked regularly
noGap.allPlayerUnits = {} -- for update check to get server notification
noGap.noGapZones = {} -- DML only
function noGap.staticMXFromUnitMX(theGroup, theUnit)
-- enter with MX data blocks
-- build a static object from mx unit data
local theStatic = {}
theStatic.x = theUnit.x
theStatic.y = theUnit.y
theStatic.livery_id = theUnit.livery_id -- if exists
theStatic.heading = theUnit.heading -- may need some attention
theStatic.type = theUnit.type
theStatic.name = theUnit.name -- same as ME unit
theStatic.cty = cfxMX.countryByName[theGroup.name]
return theStatic
end
function noGap.staticMXFromUnitName(uName)
local theGroup = cfxMX.playerUnit2Group[uName]
local theUnit = cfxMX.playerUnitByName[uName]
if theGroup and theUnit then
return noGap.staticMXFromUnitMX(theGroup, theUnit)
end
trigger.action.outText("+++noG: ERROR: can't find MX data for unit <" .. uName .. ">", 30)
end
function noGap.isGroundStart(theGroup)
-- look at route
if not theGroup.route then return false end
local route = theGroup.route
local points = route.points
if not points then return false end
local ip = points[1]
if not ip then return false end
local action = ip.action
if action == "Fly Over Point" then return false end
if action == "Turning Point" then return false end
if action == "Landing" then return false end
-- aircraft is on the ground - but is it in water (carrier)?
local u1 = theGroup.units[1]
local sType = land.getSurfaceType(u1) -- has fields x and y
if sType == 3 then return false end
if noGap.verbose then
trigger.action.outText("noG: Player Group <" .. theGroup.name .. "> GROUND BASED: " .. action .. ", land type " .. sType, 30)
end
return true
end
function noGap.ignoreMXUnit(theUnit) -- DML-only
local p = {x=theUnit.x, y=0, z=theUnit.y}
for idx, theZone in pairs(noGap.noGapZones) do
if theZone.ngIgnore and cfxZones.pointInZone(p, theZone) then
return true
end
-- only single-player: exclude units in spIgnore zones
if (not noGap.isMP) and
theZone.spIgnore and cfxZones.pointInZone(p, theZone) then
return true
end
end
return false
end
function noGap.createStandInForMXData(group, theUnit) -- group, theUnit are MX data blocks
local sgMatch = theUnit.name:sub(-#noGap.ignoreMe) == noGap.ignoreMe or group.name:sub(-#noGap.ignoreMe) == noGap.ignoreMe
local spMatch = theUnit.name:sub(-#noGap.spIgnore) == noGap.spIgnore or group.name:sub(-#noGap.spIgnore) == noGap.spIgnore
local zoneIgnore = noGap.ignoreMXUnit(theUnit)
local inGameUnit = Unit.getByName(theUnit.name)
if (theUnit.skill == "Client" or theUnit.skill == "Player")
and (not sgMatch)
and (not spMatch)
and (not zoneIgnore)
then
-- remember this unit as one to check regularly
noGap.allPlayerUnits[theUnit.name] = "NG" .. theUnit.name
-- replace this unit with stand-in if not already in game
if inGameUnit and Unit.isExist(inGameUnit) then
-- already exists, do NOT allocate, and erase
-- any lingering data
noGap.standInUnits[theUnit.name] = nil -- forget static
noGap.liveUnits[theUnit.name] = inGameUnit -- remember live
if noGap.verbose then
trigger.action.outText("+++noG: skipped - unit <" .. theUnit.name .. "> of <" .. group.name .. ">", 30)
end
else
-- create a stand-in
-- and remember
local theStaticMX = noGap.staticMXFromUnitMX(group, theUnit)
local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
noGap.standInUnits[theUnit.name] = theStatic -- remember me
if noGap.verbose then
trigger.action.outText("+++noG: unit <" .. theUnit.name .. "> of <" .. group.name .. "> nogapped", 30)
end
end
end
end
function noGap.fillGaps()
-- turn on. May turn on any time, even during game
-- when we enter, all slots should be emptry
-- and we populate all slots. If slot in use, don't populate
-- with their static representations
-- a 'slot' is a player aircraft
-- iterate all groups that have at least one player and groundstart
-- as filtered by cfxMX
-- we need to access group because that contains start info
for gName, groupData in pairs (cfxMX.playerGroupByName) do
-- check to see if this group is on the ground at parking
-- by looking at the first waypoint
if noGap.isGroundStart(groupData) then
-- this is one of ours!
-- iterate all player units in this group,
-- and replace those units that are player units
local allUnits = groupData.units
for idx, unitData in pairs(allUnits) do
noGap.createStandInForMXData(groupData, unitData)
end
end -- if groundtstart
end
end
function noGap.turnOff()
if noGap.verbose then
trigger.action.outText("+++noG: Turning OFF", 30)
end
-- remove all stand-ins
for uName, standIn in pairs (noGap.standInUnits) do
StaticObject.destroy(standIn)
end
noGap.standInUnits = {}
end
function noGap.turnOn()
if noGap.verbose then
trigger.action.outText("+++noG: Turning on", 30)
end
-- populate all empty (non-taken) slots with stand-ins
noGap.fillGaps()
end
--
-- event handling
--
function noGap:onEvent(event)
if not event then return end
if not event.id then return end
if not event.initiator then return end
local theUnit = event.initiator
if event.id == 15 then -- we act on player unit birth
if (not theUnit.getPlayerName) or (not theUnit:getPlayerName()) then
return
end -- no player unit.
local uName = theUnit:getName()
if noGap.standInUnits[uName] then
-- remove static
StaticObject.destroy(noGap.standInUnits[uName])
noGap.standInUnits[uName] = nil
if noGap.verbose then
trigger.action.outText("+++noG: removed static for <" ..uName .. ">, player inbound", 30)
end
end
noGap.liveUnits[uName] = theUnit
-- reset noGapGUI flag, it has done its job. Unit is live
-- we can reset it for next iteration
trigger.action.setUserFlag("NG"..uName, 0)
end
end
--
-- update, includes MP client check code
--
function noGap.update()
-- check every second.
timer.scheduleFunction(noGap.update, {}, timer.getTime() + 1)
if not noGap.isMP then
local ngDetect = trigger.misc.getUserFlag("noGapGUI")
if ngDetect > 0 then
trigger.action.outText("noGap: MP activated <" .. ngDetect .. ">, will re-init", 30)
noGap.turnOff()
noGap.isMP = true
if noGap.enabled then
noGap.turnOn()
end
return
end
end
-- check if client signals for on? or off?
if noGap.turnOn and cfxZones.testZoneFlag(noGap, noGap.turnOnFlag, noGap.triggerMethod, "lastTurnOnFlag") -- warning: noGap is NOT a dmlZone, requires cfxZone invocation
then
if not noGap.enabled then
noGap.turnOn()
else
if noGap.verbose then
trigger.action.outText("+++noG: ignored tun ON event, already active", 30)
end
end
noGap.enabled = true
end
if noGap.turnOff and cfxZones.testZoneFlag(noGap, noGap.turnOffFlag, noGap.triggerMethod, "lastTurnOffFlag") then
if noGap.enabled then
noGap.turnOff()
end
noGap.enabled = false
end
if not noGap.enabled then return end
-- check if activeUnit has disappeared an returns to slot
local filtered = {}
for name, theUnit in pairs(noGap.liveUnits) do
if Unit.isExist(theUnit) then
-- unit still alive
filtered[name] = theUnit
else
-- unit disappeared, make static show up in slot
-- no copy to filtered
local theStaticMX = noGap.staticMXFromUnitName(name)
local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
noGap.standInUnits[name] = theStatic -- remember me
if noGap.verbose then
trigger.action.outText("+++noG: unit <" .. name .. "> nogapped", 30)
end
end
end
noGap.liveUnits = filtered
-- check if noGapGUI signals slot interest by player
for name, ngName in pairs (noGap.allPlayerUnits) do
local ngFlag = trigger.misc.getUserFlag(ngName)
if ngFlag > 0 then
if noGap.standInUnits[name] then
-- static needs to be removed, server wants to occupy
StaticObject.destroy(noGap.standInUnits[name])
noGap.standInUnits[name] = nil
if noGap.verbose then
trigger.action.outText("+++noG: removing static <" .. name .. "> for server request", 30)
end
-- set flag-based timer
if noGap.timeOut > 0 then
trigger.action.setUserFlag(ngName,-noGap.timeOut)
end
end
elseif ngFlag < 0 then
-- timer is running, count up to 0
ngFlag = ngFlag + 1
if ngFlag > -1 then
-- timeout. restore static. this may cause if crash if
-- player waited too long without actually slotting in.
ngFlag = 0
local theStaticMX = noGap.staticMXFromUnitName(name)
local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
noGap.standInUnits[name] = theStatic -- remember me
if noGap.verbose then
trigger.action.outText("+++noG: unit <" .. name .. "> restored after timeout", 30)
end
end
trigger.action.setUserFlag(ngName, ngFlag)
end
end
end
--
-- read stopGapZone (DML only)
--
function noGap.createNoGapZone(theZone)
local ng = theZone:getBoolFromZoneProperty("noGap", true)
if ng then theZone.ngIgnore = false else theZone.sgIgnore = true end
end
function noGap.createNoGapSPZone(theZone)
local sp = theZone:getBoolFromZoneProperty("noGapSP", true)
if sp then theZone.spIgnore = false else theZone.spIgnore = true end
end
--
-- Read Config Zone
--
noGap.name = "noGapConfig" -- cfxZones compatibility here
function noGap.readConfigZone(theZone)
-- currently nothing to do
noGap.verbose = theZone.verbose
noGap.enabled = theZone:getBoolFromZoneProperty("onStart", true)
noGap.timeOut = theZone:getNumberFromZoneProperty("timeOut", 0) -- default to off
if theZone:hasProperty("on?") then
noGap.turnOnFlag = theZone:getStringFromZoneProperty("on?", "*<none>")
noGap.lastTurnOnFlag = trigger.misc.getUserFlag(noGap.turnOnFlag)
end
if theZone:hasProperty("off?") then
noGap.turnOffFlag = theZone:getStringFromZoneProperty("off?", "*<none>")
noGap.lastTurnOffFlag = trigger.misc.getUserFlag(noGap.turnOffFlag)
end
noGap.triggerMethod = theZone:getStringFromZoneProperty( "triggerMethod", "change")
if noGap.verbose then
trigger.action.outText("+++no: config read, verbose = YES", 30)
if noGap.enabled then
trigger.action.outText("+++noG: enabled", 30)
else
trigger.action.outText("+++noG: turned off", 30)
end
end
end
--
-- get going
--
function noGap.start()
if not dcsCommon.libCheck("cfx noGap",
noGap.requiredLibs)
then return false end
local sgDetect = trigger.misc.getUserFlag("noGapGUI")
noGap.isMP = sgDetect > 0
local theZone = cfxZones.getZoneByName("noGapConfig")
if not theZone then
theZone = cfxZones.createSimpleZone("noGapConfig")
end
noGap.readConfigZone(theZone)
-- collect exclusion zones
local pZones = cfxZones.zonesWithProperty("noGap")
for k, aZone in pairs(pZones) do
noGap.createNoGapZone(aZone)
noGap.noGapZones[aZone.name] = aZone
end
-- collect single-player exclusion zones
local pZones = cfxZones.zonesWithProperty("noGapSP")
for k, aZone in pairs(pZones) do
noGap.createNoGapSPZone(aZone)
noGap.noGapZones[aZone.name] = aZone
end
-- fill player slots with static objects
if noGap.enabled then
noGap.fillGaps()
end
-- connect event handler
world.addEventHandler(noGap)
-- start update in 10 seconds
timer.scheduleFunction(noGap.update, {}, timer.getTime() + 1)
-- say hi!
local mp = " (SP - <" .. sgDetect .. ">)"
if sgDetect > 0 then mp = " -- MP GUI Detected (" .. sgDetect .. ")!" end
trigger.action.outText("noGap v" .. noGap.version .. " running" .. mp, 30)
return true
end
if not noGap.start() then
trigger.action.outText("+++ aborted noGap v" .. noGap.version .. " -- startup failed", 30)
noGap = nil
end

View File

@ -422,4 +422,3 @@ if not stopGap.start() then
trigger.action.outText("+++ aborted stopGap v" .. stopGap.version .. " -- startup failed", 30)
stopGap = nil
end

View File

@ -1,5 +1,5 @@
wiper = {}
wiper.version = "1.1.0"
wiper.version = "1.2.0"
wiper.verbose = false
wiper.ups = 1
wiper.requiredLibs = {
@ -11,7 +11,10 @@ wiper.wipers = {}
Version History
1.0.0 - Initial Version
1.1.0 - added zone bounds check before wiping
1.2.0 - OOP dmlZones
- categories can now be a list
- declutter opetion
- if first category is 'none', zone will not wipe at all but may declutter
--]]--
@ -34,30 +37,47 @@ end
-- read zone
--
function wiper.createWiperWithZone(theZone)
theZone.triggerWiperFlag = cfxZones.getStringFromZoneProperty(theZone, "wipe?", "*<none>")
theZone.triggerWiperFlag = theZone:getStringFromZoneProperty("wipe?", "*<none>")
-- triggerWiperMethod
theZone.triggerWiperMethod = cfxZones.getStringFromZoneProperty(theZone, "triggerMethod", "change")
if cfxZones.hasProperty(theZone, "triggerWiperMethod") then
theZone.triggerWiperMethod = cfxZones.getStringFromZoneProperty(theZone, "triggerWiperMethod", "change")
theZone.triggerWiperMethod = theZone:getStringFromZoneProperty("triggerMethod", "change")
if theZone:hasProperty("triggerWiperMethod") then
theZone.triggerWiperMethod = theZone:getStringFromZoneProperty("triggerWiperMethod", "change")
end
if theZone.triggerWiperFlag then
theZone.lastTriggerWiperValue = cfxZones.getFlagValue(theZone.triggerWiperFlag, theZone)
theZone.lastTriggerWiperValue = theZone:getFlagValue(theZone.triggerWiperFlag)
end
local theCat = cfxZones.getStringFromZoneProperty(theZone, "category", "static")
if cfxZones.hasProperty(theZone, "wipeCategory") then
theCat = cfxZones.getStringFromZoneProperty(theZone, "wipeCategory", "static")
local theCat = theZone:getStringFromZoneProperty("category", "none")
if theZone:hasProperty("wipeCategory") then
theCat = theZone:getStringFromZoneProperty("wipeCategory", "none")
end
if cfxZones.hasProperty(theZone, "wipeCat") then
theCat = cfxZones.getStringFromZoneProperty(theZone, "wipeCat", "static")
theCat = theZone:getStringFromZoneProperty("wipeCat", "none")
end
local allCats = {}
if dcsCommon.containsString(theCat, ",") then
allCats = dcsCommon.splitString(theCat, ",")
allCats = dcsCommon.trimArray(allCats)
else
allCats = {dcsCommon.trim(theCat)}
end
-- translate to category for each entry
theZone.wipeCategory = {}
if allCats[1] == "none" then
-- theZone.wipeCategory = {} -- no category to wipe
else
for idx, aCat in pairs (allCats) do
table.insert(theZone.wipeCategory, dcsCommon.string2ObjectCat(aCat))
end
end
-- theZone.wipeCategory = dcsCommon.string2ObjectCat(theCat)
theZone.wipeCategory = dcsCommon.string2ObjectCat(theCat)
theZone.declutter = theZone:getBoolFromZoneProperty("declutter", false)
if cfxZones.hasProperty(theZone, "wipeNamed") then
theZone.wipeNamed = cfxZones.getStringFromZoneProperty(theZone, "wipeNamed", "<no name given>")
if theZone:hasProperty("wipeNamed") then
theZone.wipeNamed = theZone:getStringFromZoneProperty("wipeNamed", "<no name given>")
theZone.oWipeNamed = theZone.wipeNamed -- save original
-- assemble list of all names to wipe, including wildcard
local allNames = {}
@ -78,15 +98,13 @@ function wiper.createWiperWithZone(theZone)
end
theDict[shortName] = ew
if wiper.verbose or theZone.verbose then
trigger.action.outText("+++wpr: dict [".. shortName .."] = " .. dcsCommon.bool2Text(ew),30)
trigger.action.outText("+++wpr: dict [".. shortName .."], '*' = " .. dcsCommon.bool2Text(ew) .. " for <" .. theZone:getName() .. ">",30)
end
end
theZone.wipeNamed = theDict
end
theZone.wipeInventory = cfxZones.getBoolFromZoneProperty(theZone, "wipeInventory", false)
theZone.wipeInventory = theZone:getBoolFromZoneProperty("wipeInventory", false)
if wiper.verbose or theZone.verbose then
trigger.action.outText("+++wpr: new wiper zone <".. theZone.name ..">", 30)
@ -166,11 +184,14 @@ function wiper.isTriggered(theZone)
}
-- set up remaining arguments
local cat = theZone.wipeCategory -- Object.Category.STATIC
-- WARNING: as of version 1.2.0 cat is now a TABLE!!!
-- world.searchObjects supports cat tables according to https://wiki.hoggitworld.com/view/DCS_func_searchObjects
if #cat > 0 then
-- now call search
world.searchObjects(cat, args, wiper.objectHandler, collector)
if #collector < 1 and (wiper.verbose or theZone.verbose) then
trigger.action.outText("+++wpr: world search returned zero elements for <" .. theZone.name .. "> (cat=" .. theZone.wipeCategory .. ")",30)
trigger.action.outText("+++wpr: world search returned zero elements for <" .. theZone.name .. "> (cat=<" .. dcsCommon.array2string(theZone.wipeCategory) .. ">)",30)
end
-- wipe'em!
@ -216,7 +237,19 @@ function wiper.isTriggered(theZone)
end
end
end
else
if theZone.verbose or wiper.verbose then
trigger.action.outText("+++wpr: <" .. theZone:getName() .. "> has no categories to remove, skipping", 30)
end
end
-- declutter pass if requested
if theZone.declutter then
if theZone.verbose or wiper.verbose then
trigger.action.outText("+++wpr: decluttering <" .. theZone:getName() .. ">", 30)
end
theZone:declutterZone()
end
end

View File

@ -0,0 +1,35 @@
noGapGUI = {}
noGapGUI.version = "1.0.0"
noGapGUI.fVal = 1 -- tell noGap to remove static
noGapGUI.verbose = false
--
-- Server Plug-In for noGap mission script, only required for server
-- Put into (main DCS save folder)/Scripts/Hooks/ and restart DCS
--
function noGapGUI.onPlayerTryChangeSlot(playerID, side, slotID)
if not slotID then return end
if slotID == "" then return end
if not DCS.isServer() then return end
if not DCS.isMultiplayer() then return end
local uName = DCS.getUnitProperty(slotID, DCS.UNIT_NAME)
if not uName then return end
local ngName = "NG" .. uName
-- tell all clients to remove this unit's static if they are deployed
net.dostring_in("server", " trigger.action.setUserFlag(\""..ngName.."\", " .. noGapGUI.fVal .. "); ")
if noGapGUI.verbose then
net.send_chat("+++NG: readying unit <" .. ngName .. "> for slotting")
else
net.log("+++noGapGUI: readying unit <" .. ngName .. "> for slotting")
end
end
function noGapGUI.onSimulationStart()
net.dostring_in("server", " trigger.action.setUserFlag(\"noGapGUI\", 0); ")
if not DCS.isServer() then return end
if not DCS.isMultiplayer() then return end
net.dostring_in("server", " trigger.action.setUserFlag(\"noGapGUI\", 200); ") -- tells client that MP is active
end
DCS.setUserCallbacks(noGapGUI)
net.log("noGapGUI v." .. noGapGUI.version .. " started.")