Version 1.3.1

stopGaps
owned zones
factory zones
flag documentation
This commit is contained in:
Christian Franz 2023-05-24 13:51:57 +02:00
parent 83f9478f86
commit 3d058a12f2
17 changed files with 1219 additions and 220 deletions

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@ -1,5 +1,5 @@
cfxGroundTroops = {}
cfxGroundTroops.version = "1.7.7"
cfxGroundTroops.version = "1.7.8"
cfxGroundTroops.ups = 1
cfxGroundTroops.verbose = false
cfxGroundTroops.requiredLibs = {
@ -67,7 +67,7 @@ cfxGroundTroops.deployedTroops = {} -- indexed by group name
- makeTroopsEngageZone() sets 'moving' status to true
- createGroundTroops() sets moving status to false
- updateZoneAttackers() uses moving
1.7.8 - better guards before invoking ownedZones
an entry into the deployed troop table has the following attributes
- group - the group
@ -296,6 +296,10 @@ end
function cfxGroundTroops.updateZoneAttackers(troop)
if not troop then return end
if not cfxOwnedZones then
trigger.action.outText("+++gndT: update zone attackers requires ownedZones", 30)
return
end
troop.insideDestination = false -- mark as not inside
local newTargetZone = cfxGroundTroops.getClosestEnemyZone(troop)

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@ -32,7 +32,7 @@ cfxMX.unitIDbyName = {}
cfxMX.groupDataByName = {}
cfxMX.groupTypeByName = {} -- category of group: "helicopter", "plane", "ship"...
cfxMX.groupCoalitionByName = {}
cfxMX.countryByName ={}
cfxMX.countryByName ={} -- county of group named
cfxMX.linkByName = {}
cfxMX.allFixedByName = {}
cfxMX.allHeloByName = {}

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@ -6,20 +6,33 @@ cfxOwnedZones.name = "cfxOwnedZones"
--[[-- VERSION HISTORY
2.0.0 - factored from cfxOwnedZones 1.x, separating out production
- moved to flag# semantic
- xxxOwned# for all
- ownedBy# supports multFlag
- xxxOwned#
- redLine, blueLine
- redFill, blueFill
- neutralLine, neutralFill
- global and per-zone colors
- auto-defaulting colors from config
- supports poly zone
- groundCap option
- navalCap option
- heloCap option
- fixWingCap option
- filter water owned zones for groundTroops
--]]--
cfxOwnedZones.requiredLibs = {
"dcsCommon", -- common is of course needed for everything
-- pretty stupid to check for this since we
-- need common to invoke the check, but anyway
"cfxZones", -- Zones, of course
"dcsCommon",
"cfxZones",
}
cfxOwnedZones.zones = {}
cfxOwnedZones.ups = 1
cfxOwnedZones.initialized = false
--[[--
owned zones is a module that managers conquerable zones and keeps a record
owned zones is a module that manages conquerable zones and keeps a record
of who owns the zone based on rules
@ -83,23 +96,28 @@ function cfxOwnedZones.drawZoneInMap(aZone)
end
if aZone.hidden then return end
local lineColor = {1.0, 0, 0, 1.0} -- red
local fillColor = {1.0, 0, 0, 0.2} -- red
local lineColor = aZone.redLine -- {1.0, 0, 0, 1.0} -- red
local fillColor = aZone.redFill -- {1.0, 0, 0, 0.2} -- red
local owner = aZone.owner -- cfxOwnedZones.getOwnerForZone(aZone)
if owner == 2 then
lineColor = {0.0, 0, 1.0, 1.0}
fillColor = {0.0, 0, 1.0, 0.2}
lineColor = aZone.blueLine -- {0.0, 0, 1.0, 1.0}
fillColor = aZone.blueFill -- {0.0, 0, 1.0, 0.2}
elseif owner == 0 then
lineColor = {0.8, 0.8, 0.8, 1.0}
fillColor = {0.8, 0.8, 0.8, 0.2}
lineColor = aZone.neutralLine -- {0.8, 0.8, 0.8, 1.0}
fillColor = aZone.neutralFill -- {0.8, 0.8, 0.8, 0.2}
end
local theShape = 2 -- circle
-- local theShape = 2 -- circle
local markID = dcsCommon.numberUUID()
trigger.action.circleToAll(-1, markID, aZone.point, aZone.radius, lineColor, fillColor, 1, true, "")
aZone.markID = markID
if aZone.isCircle then
trigger.action.circleToAll(-1, markID, aZone.point, aZone.radius, lineColor, fillColor, 1, true, "")
else
local poly = aZone.poly
trigger.action.quadToAll(-1, markID, poly[4], poly[3], poly[2], poly[1], lineColor, fillColor, 1, true, "") -- note: left winding to get fill color
end
aZone.markID = markID
end
function cfxOwnedZones.getOwnedZoneByName(zName)
@ -110,7 +128,7 @@ function cfxOwnedZones.getOwnedZoneByName(zName)
end
function cfxOwnedZones.addOwnedZone(aZone)
local owner = aZone.owner --cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0) -- is already readm read it again
local owner = aZone.owner --cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0) -- is already read
if cfxZones.hasProperty(aZone, "conquered!") then
aZone.conqueredFlag = cfxZones.getStringFromZoneProperty(aZone, "conquered!", "*<cfxnone>")
@ -130,18 +148,25 @@ function cfxOwnedZones.addOwnedZone(aZone)
if cfxZones.hasProperty(aZone, "neutral!") then
aZone.neutralCap = cfxZones.getStringFromZoneProperty(aZone, "neutral!", "none")
end
if cfxZones.hasProperty(aZone, "ownedBy") then
if cfxZones.hasProperty(aZone, "ownedBy#") then
aZone.ownedBy = cfxZones.getStringFromZoneProperty(aZone, "ownedBy#", "none")
elseif cfxZones.hasProperty(aZone, "ownedBy") then
aZone.ownedBy = cfxZones.getStringFromZoneProperty(aZone, "ownedBy", "none")
end
aZone.ownedTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "triggerMethod", "change")
if cfxZones.hasProperty(aZone, "ownedTriggerMethod") then
aZone.ownedTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "ownedTriggerMethod", "change")
end
aZone.unbeatable = cfxZones.getBoolFromZoneProperty(aZone, "unbeatable", false)
aZone.untargetable = cfxZones.getBoolFromZoneProperty(aZone, "untargetable", false)
aZone.hidden = cfxZones.getBoolFromZoneProperty(aZone, "hidden", false)
-- individual colors, else default from config
aZone.redLine = cfxZones.getRGBAVectorFromZoneProperty(aZone, "redLine", cfxOwnedZones.redLine)
aZone.redFill = cfxZones.getRGBAVectorFromZoneProperty(aZone, "redFill", cfxOwnedZones.redFill)
aZone.blueLine = cfxZones.getRGBAVectorFromZoneProperty(aZone, "blueLine", cfxOwnedZones.blueLine)
aZone.blueFill = cfxZones.getRGBAVectorFromZoneProperty(aZone, "blueFill", cfxOwnedZones.blueFill)
aZone.neutralLine = cfxZones.getRGBAVectorFromZoneProperty(aZone, "neutralLine", cfxOwnedZones.neutralLine)
aZone.neutralFill = cfxZones.getRGBAVectorFromZoneProperty(aZone, "neutralFill", cfxOwnedZones.neutralFill)
cfxOwnedZones.zones[aZone] = aZone
cfxOwnedZones.drawZoneInMap(aZone)
end
@ -246,24 +271,54 @@ function cfxOwnedZones.update()
-- new. unit counting update
cfxOwnedZones.updateSchedule = timer.scheduleFunction(cfxOwnedZones.update, {}, timer.getTime() + 1/cfxOwnedZones.ups)
-- iterate all groups and their units to count how many
-- units are in each zone
-- units are in each zone, also count how many zones each side has
local totalZoneNum = 0
local blueZoneNum = 0
local redZoneNum = 0
local greyZoneNum = 0
-- assemble all units in allRed and allBlue according to
-- cap options (boots, ships, rotors, wings)
local allRed = {}
if cfxOwnedZones.groundCap then allRed = coalition.getGroups(1, Group.Category.GROUND) end
if cfxOwnedZones.navalCap then
allRed = dcsCommon.combineTables(allRed, coalition.getGroups(1, Group.Category.SHIP))
end
if cfxOwnedZones.heloCap then
allRed = dcsCommon.combineTables(allRed, coalition.getGroups(1, Group.Category.HELICOPTER))
end
if cfxOwnedZones.fixWingCap then
allRed = dcsCommon.combineTables(allRed, coalition.getGroups(1, Group.Category.AIRPLANE))
end
local allBlue = {}
if cfxOwnedZones.groundCap then allBlue = coalition.getGroups(2, Group.Category.GROUND) end
if cfxOwnedZones.navalCap then
allBlue = dcsCommon.combineTables(allBlue, coalition.getGroups(2, Group.Category.SHIP))
end
if cfxOwnedZones.heloCap then
allBlue = dcsCommon.combineTables(allBlue, coalition.getGroups(2, Group.Category.HELICOPTER))
end
if cfxOwnedZones.fixWingCap then
allBlue = dcsCommon.combineTables(allBlue, coalition.getGroups(2, Group.Category.AIRPLANE))
end
for idz, theZone in pairs(cfxOwnedZones.zones) do
theZone.numRed = 0
theZone.numBlue = 0
-- count red units
local allRed = coalition.getGroups(1, Group.Category.GROUND)
-- count red units in zone
for idx, aGroup in pairs(allRed) do
if Group.isExist(aGroup) then
if cfxOwnedZones.fastEval then
-- we only check first unit that is alive
local theUnit = dcsCommon.getGroupUnit(aGroup)
if theUnit and cfxZones.unitInZone(theUnit, theZone) then
if theUnit and (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
theZone.numRed = theZone.numRed + aGroup:getSize()
end
else
local allUnits = aGroup:getUnits()
for idy, theUnit in pairs(allUnits) do
if cfxZones.unitInZone(theUnit, theZone) then
if (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
theZone.numRed = theZone.numRed + 1
end
end
@ -271,19 +326,18 @@ function cfxOwnedZones.update()
end
end
-- count blue units
local allBlue = coalition.getGroups(2, Group.Category.GROUND)
for idx, aGroup in pairs(allBlue) do
if Group.isExist(aGroup) then
if cfxOwnedZones.fastEval then
-- we only check first unit that is alive
local theUnit = dcsCommon.getGroupUnit(aGroup)
if theUnit and cfxZones.unitInZone(theUnit, theZone) then
if theUnit and (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
theZone.numBlue = theZone.numBlue + aGroup:getSize()
end
else
local allUnits = aGroup:getUnits()
for idy, theUnit in pairs(allUnits) do
if cfxZones.unitInZone(theUnit, theZone) then
if (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
theZone.numBlue = theZone.numBlue + 1
end
end
@ -368,11 +422,51 @@ function cfxOwnedZones.update()
-- update ownership flag if exists
if theZone.ownedBy then
cfxZones.setFlagValue(theZone.ownedBy, theZone.owner, theZone)
cfxZones.setFlagValueMult(theZone.ownedBy, theZone.owner, theZone)
end
-- now add this zone to relevant side
totalZoneNum = totalZoneNum + 1
if newOwner == 0 then
greyZoneNum = greyZoneNum + 1
elseif newOwner == 1 then
redZoneNum = redZoneNum + 1
else
blueZoneNum = blueZoneNum + 1
end
end -- iterating all zones
-- update totals
if cfxOwnedZones.redOwned then
cfxZones.setFlagValueMult(cfxOwnedZones.redOwned, redZoneNum, cfxOwnedZones)
end
if cfxOwnedZones.blueOwned then
cfxZones.setFlagValueMult(cfxOwnedZones.blueOwned, blueZoneNum, cfxOwnedZones)
end
if cfxOwnedZones.neutralOwned then
cfxZones.setFlagValueMult(cfxOwnedZones.neutralOwned, greyZoneNum, cfxOwnedZones)
end
if cfxOwnedZones.totalOwnedZones then
cfxZones.setFlagValueMult(cfxOwnedZones.totalOwnedZones, totalZoneNum, cfxOwnedZones)
end
-- see if one side owns all and bang the flags if requiredLibs
if cfxOwnedZones.allBlue and not cfxOwnedZones.hasAllBlue then
if cfxOwnedZones.sideOwnsAll(2) then
cfxZones.pollFlag(cfxOwnedZones.allBlue, "inc", cfxOwnedZones)
cfxOwnedZones.hasAllBlue = true
end
end
if cfxOwnedZones.allRed and not cfxOwnedZones.hasAllRed then
if cfxOwnedZones.sideOwnsAll(1) then
cfxZones.pollFlag(cfxOwnedZones.allRed, "inc", cfxOwnedZones)
cfxOwnedZones.hasAllRed = true
end
end
end
function cfxOwnedZones.sideOwnsAll(theSide)
@ -393,6 +487,162 @@ function cfxOwnedZones.hasOwnedZones()
return false
end
-- getting closest owned zones etc
-- required for groundTroops and factory attackers
-- methods provided only for other modules (e.g. cfxGroundTroops or
-- factoryZone
--
-- collect zones can filter owned zones.
-- by default it filters all zones that are in water
function cfxOwnedZones.collectZones(mode)
if not mode then mode = "land" end
if mode == "land" then
local landZones = {}
for idx, theZone in pairs(cfxOwnedZones.zones) do
p = cfxZones.getPoint(theZone)
p.y = p.z
local surfType = land.getSurfaceType(p)
if surfType == 3 then
else
table.insert(landZones, theZone)
end
end
return landZones
end
-- return all zones
return cfxOwnedZones.zones
--if not mode then mode = "OWNED" end
-- Note: since cfxGroundTroops currently simply uses owner flag
-- we cannot migrate to a differentiation between factory and
-- owned. All produced attackers always attack owned zones.
end
function cfxOwnedZones.getEnemyZonesFor(aCoalition)
local enemyZones = {}
local allZones = cfxOwnedZones.collectZones()
local ourEnemy = dcsCommon.getEnemyCoalitionFor(aCoalition)
for zKey, aZone in pairs(allZones) do
if aZone.owner == ourEnemy then -- only check enemy owned zones
-- note: will include untargetable zones
table.insert(enemyZones, aZone)
end
end
return enemyZones
end
function cfxOwnedZones.getNearestOwnedZoneToPoint(aPoint)
local shortestDist = math.huge
local closestZone = nil
local allZones = cfxOwnedZones.collectZones()
for zKey, aZone in pairs(allZones) do
local zPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and
currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
return closestZone, shortestDist
end
function cfxOwnedZones.getNearestOwnedZone(theZone)
local shortestDist = math.huge
local closestZone = nil
local aPoint = cfxZones.getPoint(theZone)
local allZones = cfxOwnedZones.collectZones()
for zKey, aZone in pairs(allZones) do
local zPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
return closestZone, shortestDist
end
function cfxOwnedZones.getNearestEnemyOwnedZone(theZone, targetNeutral)
if not targetNeutral then targetNeutral = false else targetNeutral = true end
local shortestDist = math.huge
local closestZone = nil
local allZones = cfxOwnedZones.collectZones()
local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies
local zPoint = cfxZones.getPoint(theZone)
for zKey, aZone in pairs(allZones) do
if targetNeutral then
-- return all zones that do not belong to us
if aZone.owner ~= theZone.owner then
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(aPoint, zPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
else
-- return zones that are taken by the Enenmy
if aZone.owner == ourEnemy then -- only check own zones
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
end
end
return closestZone, shortestDist
end
function cfxOwnedZones.getNearestFriendlyZone(theZone, targetNeutral)
if not targetNeutral then targetNeutral = false else targetNeutral = true end
local shortestDist = math.huge
local closestZone = nil
local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies nor friends, all zones would be legal.
local zPoint = cfxZones.getPoint(theZone)
local allZones = cfxOwnedZones.collectZones()
for zKey, aZone in pairs(allZones) do
if targetNeutral then
-- target all zones that do not belong to the enemy
if aZone.owner ~= ourEnemy then
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
else
-- only target zones that are taken by us
if aZone.owner == theZone.owner then -- only check own zones
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
end
end
return closestZone, shortestDist
end
function cfxOwnedZones.enemiesRemaining(aZone)
if cfxOwnedZones.getNearestEnemyOwnedZone(aZone) then return true end
return false
end
--
-- load / save data
@ -415,8 +665,6 @@ function cfxOwnedZones.saveData()
allZoneData[theZone.name] = zoneData
end
-- now iterate all attack groups that we have spawned and that
-- (maybe) are still alive
-- now write the info for the flags that we output for #red, etc
local flagInfo = {}
flagInfo.neutral = cfxZones.getFlagValue(cfxOwnedZones.neutralTriggerFlag, cfxOwnedZones)
@ -478,10 +726,46 @@ function cfxOwnedZones.readConfigZone(theZone)
cfxOwnedZones.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
cfxOwnedZones.announcer = cfxZones.getBoolFromZoneProperty(theZone, "announcer", true)
cfxOwnedZones.redTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "r!", "*<cfxnone>")
cfxOwnedZones.blueTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "b!", "*<cfxnone>")
cfxOwnedZones.neutralTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "n!", "*<cfxnone>")
if cfxZones.hasProperty(theZone, "r!") then
cfxOwnedZones.redTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "r!", "*<cfxnone>")
else
cfxOwnedZones.redTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "r#", "*<cfxnone>")
end
if cfxZones.hasProperty(theZone, "b!") then
cfxOwnedZones.redTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "b!", "*<cfxnone>")
else
cfxOwnedZones.blueTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "b#", "*<cfxnone>")
end
if cfxZones.hasProperty(theZone, "n!") then
cfxOwnedZones.redTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "n!", "*<cfxnone>")
else
cfxOwnedZones.neutralTriggerFlag = cfxZones.getStringFromZoneProperty(theZone, "n#", "*<cfxnone>")
end
-- allXXX flags
if cfxZones.hasProperty(theZone, "allBlue!") then
cfxOwnedZones.allBlue = cfxZones.getStringFromZoneProperty(theZone, "allBlue!", "*<cfxnone>")
cfxOwnedZones.hasAllBlue = nil
end
if cfxZones.hasProperty(theZone, "allRed!") then
cfxOwnedZones.allRed = cfxZones.getStringFromZoneProperty(theZone, "allRed!", "*<cfxnone>")
cfxOwnedZones.hasAllRed = nil
end
if cfxZones.hasProperty(theZone, "redOwned#") then
cfxOwnedZones.redOwned = cfxZones.getStringFromZoneProperty(theZone, "redOwned#", "*<cfxnone>")
end
if cfxZones.hasProperty(theZone, "blueOwned#") then
cfxOwnedZones.blueOwned = cfxZones.getStringFromZoneProperty(theZone, "blueOwned#", "*<cfxnone>")
end
if cfxZones.hasProperty(theZone, "neutralOwned#") then
cfxOwnedZones.neutralOwned = cfxZones.getStringFromZoneProperty(theZone, "neutralOwned#", "*<cfxnone>")
end
if cfxZones.hasProperty(theZone, "totalZones#") then
cfxOwnedZones.totalOwnedZones = cfxZones.getStringFromZoneProperty(theZone, "totalZones#", "*<cfxnone>")
end
-- numKeep, numCap, fastEval, easyContest
cfxOwnedZones.numCap = cfxZones.getNumberFromZoneProperty(theZone, "numCap", 1) -- minimal number of units required to cap zone
cfxOwnedZones.numKeep = cfxZones.getNumberFromZoneProperty(theZone, "numKeep", 0) -- number required to keep zone
@ -490,6 +774,21 @@ function cfxOwnedZones.readConfigZone(theZone)
-- winSound, loseSound
cfxOwnedZones.winSound = cfxZones.getStringFromZoneProperty(theZone, "winSound", "Quest Snare 3.wav" )
cfxOwnedZones.loseSound = cfxZones.getStringFromZoneProperty(theZone, "loseSound", "Death BRASS.wav")
-- capture options
cfxOwnedZones.groundCap = cfxZones.getBoolFromZoneProperty(theZone, "groundCap", true)
cfxOwnedZones.navalCap = cfxZones.getBoolFromZoneProperty(theZone, "navalCap", false)
cfxOwnedZones.heloCap = cfxZones.getBoolFromZoneProperty(theZone, "heloCap")
cfxOwnedZones.fixWingCap = cfxZones.getBoolFromZoneProperty(theZone, "fixWingCap")
-- colors for line and fill
cfxOwnedZones.redLine = cfxZones.getRGBAVectorFromZoneProperty(theZone, "redLine", {1.0, 0, 0, 1.0})
cfxOwnedZones.redFill = cfxZones.getRGBAVectorFromZoneProperty(theZone, "redFill", {1.0, 0, 0, 0.2})
cfxOwnedZones.blueLine = cfxZones.getRGBAVectorFromZoneProperty(theZone, "blueLine", {0.0, 0, 1.0, 1.0})
cfxOwnedZones.blueFill = cfxZones.getRGBAVectorFromZoneProperty(theZone, "blueFill", {0.0, 0, 1.0, 0.2})
cfxOwnedZones.neutralLine = cfxZones.getRGBAVectorFromZoneProperty(theZone, "neutralLine", {0.8, 0.8, 0.8, 1.0})
cfxOwnedZones.neutralFill = cfxZones.getRGBAVectorFromZoneProperty(theZone, "neutralFill", {0.8, 0.8, 0.8, 0.2})
end
function cfxOwnedZones.init()
@ -535,5 +834,12 @@ if not cfxOwnedZones.init() then
cfxOwnedZones = nil
end
--[[--
masterOwner input for zones, overrides all else when not neutral
dont count zones that cant be conquered for allBlue/allRed
define color with #FF008080
--]]--

View File

@ -1,5 +1,5 @@
cfxZones = {}
cfxZones.version = "3.0.9"
cfxZones.version = "3.1.0"
-- cf/x zone management module
-- reads dcs zones and makes them accessible and mutable
@ -127,6 +127,8 @@ cfxZones.version = "3.0.9"
- 3.0.7 - getPoint() can also get land y when passing true as second param
- 3.0.8 - new cfxZones.pointInOneOfZones(thePoint, zoneArray, useOrig)
- 3.0.9 - new getFlareColorStringFromZoneProperty()
- 3.1.0 - new getRGBVectorFromZoneProperty()
new getRGBAVectorFromZoneProperty()
--]]--
cfxZones.verbose = false
@ -2221,6 +2223,56 @@ function cfxZones.getVectorFromZoneProperty(theZone, theProperty, minDims, defau
return nVec
end
function cfxZones.getRGBVectorFromZoneProperty(theZone, theProperty, defaultVal)
if not defaultVal then defaultVal = {1.0, 1.0, 1.0} end
if #defaultVal ~=3 then defaultVal = {1.0, 1.0, 1.0} end
local s = cfxZones.getStringFromZoneProperty(theZone, theProperty, "")
local sVec = dcsCommon.splitString(s, ",")
local nVec = {}
for i = 1, 3 do
n = sVec[i]
if n then n = tonumber(n) end
if not n then n = defaultVal[i] end
if n > 1.0 then n = 1.0 end
if n < 0 then n = 0 end
nVec[i] = n
end
return nVec
end
function cfxZones.getRGBAVectorFromZoneProperty(theZone, theProperty, defaultVal)
if not defaultVal then defaultVal = {1.0, 1.0, 1.0, 1.0} end
if #defaultVal ~=4 then defaultVal = {1.0, 1.0, 1.0, 1.0} end
local s = cfxZones.getStringFromZoneProperty(theZone, theProperty, "")
local sVec = dcsCommon.splitString(s, ",")
local nVec = {}
for i = 1, 4 do
n = sVec[i]
if n then n = tonumber(n) end
if not n then n = defaultVal[i] end
if n > 1.0 then n = 1.0 end
if n < 0 then n = 0 end
nVec[i] = n
end
return nVec
end
function cfxZones.getRGBFromZoneProperty(theZone, theProperty, default)
--if not default then default = {1.0, 1.0, 1.0} end -- white
local rawRGB = cfxZones.getVectorFromZoneProperty(theZone, theProperty, 3, 1.0)
local retVal = {}
for i = 1, 3 do
local cp = rawRGB[i]
if cp > 1.0 then cp = 1.0 end
if cp < 0 then cp = 0 end
retVal[i] = cp
end
return retVal
end
function cfxZones.getSmokeColorStringFromZoneProperty(theZone, theProperty, default) -- smoke as 'red', 'green', or 1..5
if not default then default = "red" end
local s = cfxZones.getStringFromZoneProperty(theZone, theProperty, default)

View File

@ -1,19 +1,22 @@
factoryZone = {}
factoryZone.version = "1.0.0"
factoryZone.version = "2.0.0"
factoryZone.verbose = false
factoryZone.name = "factoryZone"
--[[-- VERSION HISTORY
1.0.0 - refactored production part from cfxOwnedZones 1.xpcall
2.0.0 - refactored production part from cfxOwnedZones 1.xpcall
- "production" and "defenders" simplification
- now optional specification for red/blue
- use maxRadius from zone for spawning to support quad zones
--]]--
factoryZone.requiredLibs = {
"dcsCommon", -- common is of course needed for everything
-- pretty stupid to check for this since we
-- need common to invoke the check, but anyway
"cfxZones", -- Zones, of course
"dcsCommon",
"cfxZones",
"cfxCommander", -- to make troops do stuff
"cfxGroundTroops", -- all produced troops rely on this
"cfxOwnedZones",
}
factoryZone.zones = {} -- my factory zones
@ -28,7 +31,7 @@ factoryZone.repairTime = 200 -- time until we raplace one lost unit, also repair
-- is regularly verified and cut to size
factoryZone.spawnedAttackers = {}
-- factoryZone is a module that managers production of units
-- factoryZone is a module that manages production of units
-- inside zones and can switch production based on who owns the
-- zone. Zone ownership can by dynamic (by using OwnedZones or
-- using scripts to change the 'owner' flag
@ -48,10 +51,6 @@ factoryZone.spawnedAttackers = {}
-- attackDelta - polar coord: r from zone center where attackers are spawned
-- attackPhi - polar degrees where attackers are to be spawned
-- paused - will not spawn. default is false
-- unbeatable - can't be conquered by other side. default is false
-- untargetable - will not be targeted by either side. make unbeatable
-- owned zones untargetable, or they'll become a troop magnet for
-- zoneAttackers
--
-- M I S C
@ -66,29 +65,39 @@ function factoryZone.getFactoryZoneByName(zName)
end
function factoryZone.addFactoryZone(aZone)
aZone.worksFor = cfxZones.getCoalitionFromZoneProperty(aZone, "factory", 0) -- currently unused, have RED/BLUE separate types
--aZone.worksFor = cfxZones.getCoalitionFromZoneProperty(aZone, "factory", 0) -- currently unused, have RED/BLUE separate types
aZone.state = "init"
aZone.timeStamp = timer.getTime()
aZone.defendersRED = cfxZones.getStringFromZoneProperty(aZone, "defendersRED", "none")
aZone.defendersBLUE = cfxZones.getStringFromZoneProperty(aZone, "defendersBLUE", "none")
-- set up production default
local factory = cfxZones.getStringFromZoneProperty(aZone, "factory", "none")
local production = cfxZones.getStringFromZoneProperty(aZone, "production", factory)
local defenders = cfxZones.getStringFromZoneProperty(aZone, "defenders", factory)
if cfxZones.hasProperty(aZone, "attackersRED") then
-- legacy support
aZone.attackersRED = cfxZones.getStringFromZoneProperty(aZone, "attackersRED", "none")
aZone.attackersRED = cfxZones.getStringFromZoneProperty(aZone, "attackersRED", production)
else
aZone.attackersRED = cfxZones.getStringFromZoneProperty(aZone, "productionRED", "none")
aZone.attackersRED = cfxZones.getStringFromZoneProperty(aZone, "productionRED", production)
end
if cfxZones.hasProperty(aZone, "attackersBLUE") then
-- legacy support
aZone.attackersBLUE = cfxZones.getStringFromZoneProperty(aZone, "attackersBLUE", "none")
aZone.attackersBLUE = cfxZones.getStringFromZoneProperty(aZone, "attackersBLUE", production)
else
aZone.attackersBLUE = cfxZones.getStringFromZoneProperty(aZone, "productionBLUE", "none")
aZone.attackersBLUE = cfxZones.getStringFromZoneProperty(aZone, "productionBLUE", production)
end
-- set up defenders default, or use production / factory
aZone.defendersRED = cfxZones.getStringFromZoneProperty(aZone, "defendersRED", defenders)
aZone.defendersBLUE = cfxZones.getStringFromZoneProperty(aZone, "defendersBLUE", defenders)
aZone.formation = cfxZones.getStringFromZoneProperty(aZone, "formation", "circle_out")
aZone.attackFormation = cfxZones.getStringFromZoneProperty(aZone, "attackFormation", "circle_out") -- cfxZones.getZoneProperty(aZone, "attackFormation")
aZone.spawnRadius = cfxZones.getNumberFromZoneProperty(aZone, "spawnRadius", aZone.radius-5) -- "-5" so they remaininside radius
aZone.attackRadius = cfxZones.getNumberFromZoneProperty(aZone, "attackRadius", aZone.radius)
aZone.spawnRadius = cfxZones.getNumberFromZoneProperty(aZone, "spawnRadius", aZone.maxRadius-5) -- "-5" so they remaininside radius
aZone.attackRadius = cfxZones.getNumberFromZoneProperty(aZone, "attackRadius", aZone.maxRadius)
aZone.attackDelta = cfxZones.getNumberFromZoneProperty(aZone, "attackDelta", 10) -- aZone.radius)
aZone.attackPhi = cfxZones.getNumberFromZoneProperty(aZone, "attackPhi", 0)
@ -111,8 +120,6 @@ function factoryZone.addFactoryZone(aZone)
aZone.factoryTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "factoryTriggerMethod", "change")
end
aZone.untargetable = cfxZones.getBoolFromZoneProperty(aZone, "untargetable", false)
factoryZone.zones[aZone.name] = aZone
factoryZone.verifyZone(aZone)
end
@ -125,154 +132,6 @@ function factoryZone.verifyZone(aZone)
end
function factoryZone.getEnemyZonesFor(aCoalition)
-- when cfxOwnedZones is present, or it will return only those
-- else it scans all zones from cfxZones
local enemyZones = {}
local allZones = cfxZones.zones
if cfxOwnedZones then
allZones = cfxOwnedZones.zones
end
local ourEnemy = dcsCommon.getEnemyCoalitionFor(aCoalition)
for zKey, aZone in pairs(allZones) do
if aZone.owner == ourEnemy then -- only check enemy owned zones
-- note: will include untargetable zones
table.insert(enemyZones, aZone)
end
end
return enemyZones
end
function factoryZone.getNearestOwnedZoneToPoint(aPoint)
local shortestDist = math.huge
-- when cfxOwnedZones is present, or it will return only those
-- else it scans all zones from cfxZones
local closestZone = nil
local allZones = cfxZones.zones
if cfxOwnedZones then
allZones = cfxOwnedZones.zones
end
for zKey, aZone in pairs(allZones) do
local zPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and
currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
return closestZone, shortestDist
end
function factoryZone.getNearestOwnedZone(theZone)
local shortestDist = math.huge
-- when cfxOwnedZones is present, or it will return only those
-- else it scans all zones from cfxZones
local closestZone = nil
local aPoint = cfxZones.getPoint(theZone)
local allZones = cfxZones.zones
if cfxOwnedZones then
allZones = cfxOwnedZones.zones
end
for zKey, aZone in pairs(allZones) do
local zPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
return closestZone, shortestDist
end
function factoryZone.getNearestEnemyOwnedZone(theZone, targetNeutral)
if not targetNeutral then targetNeutral = false else targetNeutral = true end
local shortestDist = math.huge
local closestZone = nil
-- when cfxOwnedZones is present, or it will return only those
-- else it scans all zones from cfxZones
local allZones = cfxZones.zones
if cfxOwnedZones then
allZones = cfxOwnedZones.zones
end
local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies
local zPoint = cfxZones.getPoint(theZone)
for zKey, aZone in pairs(allZones) do
if targetNeutral then
-- return all zones that do not belong to us
if aZone.owner ~= theZone.owner then
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(aPoint, zPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
else
-- return zones that are taken by the Enenmy
if aZone.owner == ourEnemy then -- only check own zones
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
end
end
return closestZone, shortestDist
end
function factoryZone.getNearestFriendlyZone(theZone, targetNeutral)
if not targetNeutral then targetNeutral = false else targetNeutral = true end
local shortestDist = math.huge
local closestZone = nil
local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies nor friends, all zones would be legal.
local zPoint = cfxZones.getPoint(theZone)
-- when cfxOwnedZones is present, or it will return only those
-- else it scans all zones from cfxZones
local allZones = cfxZones.zones
if cfxOwnedZones then
allZones = cfxOwnedZones.zones
end
for zKey, aZone in pairs(allZones) do
if targetNeutral then
-- target all zones that do not belong to the enemy
if aZone.owner ~= ourEnemy then
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
else
-- only target zones that are taken by us
if aZone.owner == theZone.owner then -- only check own zones
local aPoint = cfxZones.getPoint(aZone)
currDist = dcsCommon.dist(zPoint, aPoint)
if aZone.untargetable ~= true and currDist < shortestDist then
shortestDist = currDist
closestZone = aZone
end
end
end
end
return closestZone, shortestDist
end
function factoryZone.enemiesRemaining(aZone)
if factoryZone.getNearestEnemyOwnedZone(aZone) then return true end
return false
end
function factoryZone.spawnAttackTroops(theTypes, aZone, aCoalition, aFormation)
local unitTypes = {} -- build type names
-- split theTypes into an array of types
@ -337,7 +196,7 @@ end
--
function factoryZone.sendOutAttackers(aZone)
-- sanity check: never done for non-neutral zones
-- sanity check: never done for neutral zones
if aZone.owner == 0 then
if aZone.verbose or factoryZone.verbose then
trigger.action.outText("+++factZ: SendAttackers invoked for NEUTRAL zone <" .. aZone.name .. ">", 30)
@ -346,7 +205,7 @@ function factoryZone.sendOutAttackers(aZone)
end
-- only spawn if there are zones to attack
if not factoryZone.enemiesRemaining(aZone) then
if not cfxOwnedZones.enemiesRemaining(aZone) then
if factoryZone.verbose then
trigger.action.outText("+++factZ - no enemies, resting ".. aZone.name, 30)
end
@ -832,11 +691,13 @@ function factoryZone.readConfigZone(theZone)
factoryZone.attackingTime = cfxZones.getNumberFromZoneProperty(theZone, "attackingTime", 300)
factoryZone.shockTime = cfxZones.getNumberFromZoneProperty(theZone, "shockTime", 200)
factoryZone.repairTime = cfxZones.getNumberFromZoneProperty(theZone, "repairTime", 200)
factoryZone.targetZones = "OWNED"
end
function factoryZone.init()
-- check libs
if not dcsCommon.libCheck("cfx Owned Zones",
if not dcsCommon.libCheck("cfx Factory Zones",
factoryZone.requiredLibs) then
return false
end
@ -845,7 +706,7 @@ function factoryZone.init()
local theZone = cfxZones.getZoneByName("factoryZoneConfig")
factoryZone.readConfigZone(theZone)
-- collect all owned zones by their 'factory' property
-- collect all zones by their 'factory' property
-- start the process
local pZones = cfxZones.zonesWithProperty("factory")

View File

@ -1,5 +1,5 @@
limitedAirframes = {}
limitedAirframes.version = "1.5.3"
limitedAirframes.version = "1.5.4"
limitedAirframes.verbose = false
limitedAirframes.enabled = true -- can be turned off
limitedAirframes.userCanToggle = true -- F10 menu?
@ -56,6 +56,7 @@ limitedAirframes.requiredLibs = {
when autoCSAR is active
- 1.5.3 - ... but do allow it if not coming from 'ejected' so ditching
a plane will again create CSAR missions
1.5.4 - red# and blue# instead of #red and #blue
--]]--
@ -147,8 +148,16 @@ function limitedAirframes.readConfigZone()
limitedAirframes.maxBlue = cfxZones.getNumberFromZoneProperty(theZone, "maxBlue", -1)
limitedAirframes.numRed = cfxZones.getStringFromZoneProperty(theZone, "#red", "*none")
limitedAirframes.numBlue = cfxZones.getStringFromZoneProperty(theZone, "#blue", "*none")
if cfxZones.hasProperty(theZone, "#red") then
limitedAirframes.numRed = cfxZones.getStringFromZoneProperty(theZone, "#red", "*none")
else
limitedAirframes.numRed = cfxZones.getStringFromZoneProperty(theZone, "red#", "*none")
end
if cfxZones.hasProperty(theZone, "#blue") then
limitedAirframes.numBlue = cfxZones.getStringFromZoneProperty(theZone, "#blue", "*none")
else
limitedAirframes.numBlue = cfxZones.getStringFromZoneProperty(theZone, "blue#", "*none")
end
limitedAirframes.redWinsFlag = cfxZones.getStringFromZoneProperty(theZone, "redWins!", "*none")

52
modules/mxObjects.lua Normal file
View File

@ -0,0 +1,52 @@
mxObjects = {}
function mxObjects.getObjectFreePoly(layerName, polyName, rel) -- omit rel to get absolute points, else pass 'true' to get relative to first point.
if not rel then rel = false end -- relative or absolute
if not env.mission.drawings then
trigger.action.outText("+++mxO: Mission has no drawings.", 30)
return {}
end
local drawings = env.mission.drawings
local layers = drawings["layers"]
if not layers then
trigger.action.outText("+++mxO: Mission has no layers in drawing", 30)
return {}
end
local theLayer = nil
for idx, aLayer in pairs(layers) do
if aLayer.name == layerName then
theLayer = aLayer
end
end
if not theLayer then
trigger.action.outText("+++mxO: No layer named <" .. layerName .. "> in Mission", 30)
return {}
end
local objects = theLayer.objects
if not objects then
trigger.action.outText("+++mxO: No objects in layer <" .. layerName .. ">", 30)
return {}
end
-- scan objects for a "free" mode poly with name polyName
for idx, theObject in pairs(objects) do
if theObject.polygonMode == "free" and theObject.name == polyName then
local poly = {}
for idp, thePoint in pairs(theObject.points) do
local p = {}
p.x = thePoint.x
p.y = thePoint.y
if not rel then
p.x = p.x + theObject.mapX
p.y = p.y + theObject.mapY
end
poly[idp] = p
end
return poly
end
end
trigger.action.outText("+++mxO: no polygon named <" .. polyName .. "> in layer <" ..layerName .. ">", 30)
return {}
end

View File

@ -8,6 +8,7 @@ playerZone.playerZones = {}
--[[--
Version History
1.0.0 - Initial version
1.0.1 - pNum --> pNum#
--]]--
@ -22,8 +23,10 @@ function playerZone.createPlayerZone(theZone)
theZone.pzMethod = cfxZones.getStringFromZoneProperty(theZone, "pwMethod", "inc")
end
if cfxZones.hasProperty(theZone, "pNum") then
theZone.pNum = cfxZones.getStringFromZoneProperty(theZone, "pNum", "none")
if cfxZones.hasProperty(theZone, "pNum#") then
theZone.pNum = cfxZones.getStringFromZoneProperty(theZone, "pNum#", "none")
elseif cfxZones.hasProperty(theZone, "pNum") then
theZone.pNum = cfxZones.getStringFromZoneProperty(theZone, "pNum", "none")
end
if cfxZones.hasProperty(theZone, "added!") then

View File

@ -0,0 +1,320 @@
stopGap = {}
stopGap.version = "1.0.4 STANDALONE"
stopGap.verbose = false
stopGap.ssbEnabled = true
stopGap.ignoreMe = "-sg"
--[[--
Written and (c) 2023 by Christian Franz
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. For Multiplayer the small (server-only) script "StopGapGUI" is required
For aircraft/helo carriers, no player planes are replaced with statics
STRONGLY RECOMMENDED:
- Use single-unit player groups.
- Use 'start from ground hot/cold' to be able to control initial aircraft orientation
To selectively exempt player units from stopGap, add a '-sg' to their name
Version History
1.0.0 - Initial version
1.0.1 - update / replace statics after slots become free
1.0.3 - server plug-in logic for SSB, sgGUI
1.0.4 - player units or groups that end in '-sg' are not stop-gapped
--]]--
stopGap.standInGroups ={}
stopGap.myGroups = {} -- for fast look-up of mx orig data
--
-- one-time start-up processing
--
-- in DCS, a group with one or more players only allocates when
-- the first player in the group enters the game.
--
cfxMX = {} -- local copy of cfxMX mission data cross reference tool
cfxMX.playerGroupByName = {} -- returns data only if a player is in group
cfxMX.countryByName ={} -- county of group named
function cfxMX.createCrossReferences()
-- tip o' hat to Mist for scanning mission struct.
for coa_name_miz, coa_data in pairs(env.mission.coalition) do -- iterate all coalitions
local coa_name = coa_name_miz
if string.lower(coa_name_miz) == 'neutrals' then -- remove 's' at neutralS
coa_name = 'neutral'
end
-- directly convert coalition into number for easier access later
local coaNum = 0
if coa_name == "red" then coaNum = 1 end
if coa_name == "blue" then coaNum = 2 end
if type(coa_data) == 'table' then -- coalition = {bullseye, nav_points, name, county},
-- with county being an array
if coa_data.country then -- make sure there a country table for this coalition
for cntry_id, cntry_data in pairs(coa_data.country) do -- iterate all countries for this
-- per country = {id, name, vehicle, helicopter, plane, ship, static}
local countryName = string.lower(cntry_data.name)
local countryID = cntry_data.id
if type(cntry_data) == 'table' then -- filter strings .id and .name
for obj_type_name, obj_type_data in pairs(cntry_data) do
if obj_type_name == "helicopter" or
obj_type_name == "ship" or
obj_type_name == "plane" or
obj_type_name == "vehicle" or
obj_type_name == "static" -- what about "cargo"?
then -- (so it's not id or name)
local category = obj_type_name
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's at least one group!
for group_num, group_data in pairs(obj_type_data.group) do
local aName = group_data.name
cfxMX.countryByName[aName] = countryID
-- now iterate all units in this group
-- for player info and ID
for unit_num, unit_data in pairs(group_data.units) do
if unit_data.skill then
if unit_data.skill == "Client" or unit_data.skill == "Player" then
cfxMX.playerGroupByName[aName] = group_data -- inefficient, but works
end -- if unit skill client
end -- if is player/client skill
end -- for all units
end -- for all groups
end --if has category data
end --if plane, helo etc... category
end --for all objects in country
end --if has country data
end --for all countries in coalition
end --if coalition has country table
end -- if there is coalition data
end --for all coalitions in mission
end
function stopGap.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 -- will magically be replaced with player unit
theStatic.cty = cfxMX.countryByName[theGroup.name]
return theStatic
end
function stopGap.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
-- looks like 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 stopGap.verbose then
trigger.action.outText("Player Group <" .. theGroup.name .. "> GROUND BASED: " .. action .. " land type " .. sType, 30)
end
return true
end
function stopGap.createStandInsForMXGroup(group)
local allUnits = group.units
if group.name:sub(-#stopGap.ignoreMe) == stopGap.ignoreMe then
if stopGap.verbose then
trigger.action.outText("<<skipping group " .. group.name .. ">>", 30)
end
return nil
end
local theStaticGroup = {}
for idx, theUnit in pairs (allUnits) do
if (theUnit.skill == "Client" or theUnit.skill == "Player")
and (theUnit.name:sub(-#stopGap.ignoreMe) ~= stopGap.ignoreMe)
then
local theStaticMX = stopGap.staticMXFromUnitMX(group, theUnit)
local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
theStaticGroup[theUnit.name] = theStatic -- remember me
if stopGap.verbose then
trigger.action.outText("Stop-gap-ing <" .. theUnit.name .. ">", 30)
end
else
if stopGap.verbose then
trigger.action.outText("<<skipping unit " .. theUnit.name .. ">>", 30)
end
end
end
return theStaticGroup
end
function stopGap.initGaps()
-- when we enter, all slots are emptry
-- and we populate all slots
-- with their static representations
for name, group in pairs (cfxMX.playerGroupByName) do
-- check to see if this group is on the ground at parking
-- by looking at the first waypoint
if stopGap.isGroundStart(group) then
-- this is one of ours!
group.sgName = "SG"..group.name -- flag name for MP
trigger.action.setUserFlag(group.sgName, 0) -- mark unengaged
stopGap.myGroups[name] = group
-- see if this group exists in-game already
local existing = Group.getByName(name)
if existing and Group.isExist(existing) then
if stopGap.verbose then
trigger.action.outText("+++stopG: group <" .. name .. "> already slotted, skipping", 30)
end
else
-- replace all groups entirely with static objects
---local allUnits = group.units
local theStaticGroup = stopGap.createStandInsForMXGroup(group)
-- remember this static group by its real name
stopGap.standInGroups[group.name] = theStaticGroup
end
end -- if groundtstart
end
end
--
-- event handling
--
function stopGap.removeStaticGapGroupNamed(gName)
for name, theStatic in pairs(stopGap.standInGroups[gName]) do
StaticObject.destroy(theStatic)
end
stopGap.standInGroups[gName] = nil
end
function stopGap: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
if (not theUnit.getPlayerName) or (not theUnit:getPlayerName()) then
return
end -- no player unit.
local uName = theUnit:getName()
local theGroup = theUnit:getGroup()
local gName = theGroup:getName()
if stopGap.myGroups[gName] then
-- in case there were more than one units in this group,
-- also clear out the others. better safe than sorry
if stopGap.standInGroups[gName] then
stopGap.removeStaticGapGroupNamed(gName)
end
end
-- erase stopGapGUI flag, no longer required, unit
-- is now slotted into
trigger.action.setUserFlag("SG"..gName, 0)
end
end
--
-- update
--
function stopGap.update()
-- check every 1 second
timer.scheduleFunction(stopGap.update, {}, timer.getTime() + 1)
-- check if slots can be refilled or need to be vacated (MP)
for name, theGroup in pairs(stopGap.myGroups) do
if not stopGap.standInGroups[name] then
-- if there is no stand-in group, that group was slotted
-- or removed for ssb
local busy = true
local pGroup = Group.getByName(name)
if pGroup then
if Group.isExist(pGroup) then
else
busy = false -- no longer exists
end
else
busy = false -- nil group
end
-- now conduct ssb checks if enabled
if stopGap.ssbEnabled then
local ssbState = trigger.misc.getUserFlag(name)
if ssbState > 0 then
busy = true -- keep busy
end
end
-- check if StopGapGUI wants a word
local sgState = trigger.misc.getUserFlag(theGroup.sgName)
if sgState < 0 then
busy = true
-- count up for auto-release after n seconds
trigger.action.setUserFlag(theGroup.sgName, sgState + 1)
end
if busy then
-- players active in this group
else
local theStaticGroup = stopGap.createStandInsForMXGroup(theGroup)
stopGap.standInGroups[name] = theStaticGroup
end
else
-- plane is currently static and visible
-- check if this needs to change
local removeMe = false
if stopGap.ssbEnabled then
local ssbState = trigger.misc.getUserFlag(name)
if ssbState > 0 then removeMe = true end
end
local sgState = trigger.misc.getUserFlag(theGroup.sgName)
if sgState < 0 then removeMe = true end
if removeMe then
stopGap.removeStaticGapGroupNamed(name) -- also nils entry
if stopGap.verbose then
trigger.action.outText("+++StopG: [server command] remove static group <" .. name .. "> for SSB/SG server", 30)
end
end
end
end
end
--
-- get going
--
function stopGap.start()
-- run a cross reference on all mission data for palyer info
cfxMX.createCrossReferences()
-- fill player slots with static objects
stopGap.initGaps()
-- connect event handler
world.addEventHandler(stopGap)
-- start update in 10 seconds
timer.scheduleFunction(stopGap.update, {}, timer.getTime() + 1)
-- say hi!
trigger.action.outText("stopGap v" .. stopGap.version .. " running", 30)
return true
end
if not stopGap.start() then
trigger.action.outText("+++ aborted stopGap v" .. stopGap.version .. " -- start failed", 30)
stopGap = nil
end

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modules/stopGaps.lua Normal file
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stopGap = {}
stopGap.version = "1.0.4"
stopGap.verbose = false
stopGap.ssbEnabled = true
stopGap.ignoreMe = "-sg"
stopGap.requiredLibs = {
"dcsCommon",
"cfxZones",
"cfxMX",
}
--[[--
Written and (c) 2023 by Christian Franz
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.
For aircraft/helo carriers, no player planes are replaced with statics
For multiplayer, StopGapGUI must run on the server (only server)
STRONGLY RECOMMENDED FOR MISSION DESIGNERS:
- Use single-unit player groups.
- Use 'start from ground hot/cold' to be able to control initial aircraft orientation
To selectively exempt player units from stopGap, add a '-sg' to their name. Alternatively, use stopGap zones
Version History
1.0.0 - Initial version
1.0.1 - update / replace statics after slots become free again
1.0.2 - DML integration
- SSB integration
- on?
- off?
- onStart
- stopGap Zones
1.0.3 - server plug-in logic
1.0.4 - player units or groups that end in '-sg' are not stop-gapped
--]]--
stopGap.standInGroups = {}
stopGap.myGroups = {} -- for fast look-up of mx orig data
stopGap.stopGapZones = {} -- DML only
--
-- one-time start-up processing
--
-- in DCS, a group with one or more players only allocates when
-- the first player in the group enters the game.
--
function stopGap.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 -- will magically be replaced with player unit
theStatic.cty = cfxMX.countryByName[theGroup.name]
return theStatic
end
function stopGap.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
-- looks like 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 stopGap.verbose then
trigger.action.outText("StopG: Player Group <" .. theGroup.name .. "> GROUND BASED: " .. action .. ", land type " .. sType, 30)
end
return true
end
function stopGap.ignoreMXUnit(theUnit)
local p = {x=theUnit.x, y=0, z=theUnit.y}
for idx, theZone in pairs(stopGap.stopGapZones) do
if theZone.sgIgnore and cfxZones.pointInZone(p, theZone) then
return true
end
end
return false
end
function stopGap.createStandInsForMXGroup(group)
local allUnits = group.units
if group.name:sub(-#stopGap.ignoreMe) == stopGap.ignoreMe then
if stopGap.verbose then
trigger.action.outText("+++StopG: <<skipping group " .. group.name .. ">>", 30)
end
return nil
end
local theStaticGroup = {}
for idx, theUnit in pairs (allUnits) do
if (theUnit.skill == "Client" or theUnit.skill == "Player")
and (theUnit.name:sub(-#stopGap.ignoreMe) ~= stopGap.ignoreMe)
and (not stopGap.ignoreMXUnit(theUnit))
then
local theStaticMX = stopGap.staticMXFromUnitMX(group, theUnit)
local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
theStaticGroup[theUnit.name] = theStatic -- remember me
if stopGap.verbose then
trigger.action.outText("+++StopG: adding static for <" .. theUnit.name .. ">", 30)
end
else
if stopGap.verbose then
trigger.action.outText("+++StopG: <<skipping unit " .. theUnit.name .. ">>", 30)
end
end
end
return theStaticGroup
end
function stopGap.initGaps()
-- 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
for name, group in pairs (cfxMX.playerGroupByName) do
-- check to see if this group is on the ground at parking
-- by looking at the first waypoint
if stopGap.isGroundStart(group) then
-- this is one of ours!
group.sgName = "SG"..group.name -- flag name for MP
trigger.action.setUserFlag(group.sgName, 0) -- mark unengaged
stopGap.myGroups[name] = group
-- see if this group exists in-game already
local existing = Group.getByName(name)
if existing and Group.isExist(existing) then
if stopGap.verbose then
trigger.action.outText("+++stopG: group <" .. name .. "> already slotted, skipping", 30)
end
else
-- replace all groups entirely with static objects
---local allUnits = group.units
local theStaticGroup = stopGap.createStandInsForMXGroup(group)
-- remember this static group by its real name
stopGap.standInGroups[group.name] = theStaticGroup
end
end -- if groundtstart
end
end
function stopGap.turnOff()
-- remove all stand-ins
for gName, standIn in pairs (stopGap.standInGroups) do
for name, theStatic in pairs(standIn) do
StaticObject.destroy(theStatic)
end
end
stopGap.standInGroups = {}
end
function stopGap.turnOn()
-- populate all empty (non-taken) slots with stand-ins
stopGap.initGaps()
end
--
-- event handling
--
function stopGap.removeStaticGapGroupNamed(gName)
for name, theStatic in pairs(stopGap.standInGroups[gName]) do
StaticObject.destroy(theStatic)
end
stopGap.standInGroups[gName] = nil
end
function stopGap: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
if (not theUnit.getPlayerName) or (not theUnit:getPlayerName()) then
return
end -- no player unit.
local uName = theUnit:getName()
local theGroup = theUnit:getGroup()
local gName = theGroup:getName()
if stopGap.myGroups[gName] then
-- in case there were more than one units in this group,
-- also clear out the others. better safe than sorry
if stopGap.standInGroups[gName] then
stopGap.removeStaticGapGroupNamed(gName)
end
end
-- erase stopGapGUI flag, no longer required, unit
-- is now slotted into
trigger.action.setUserFlag("SG"..gName, 0)
end
end
--
-- update, includes MP client check code
--
function stopGap.update()
-- check every second.
timer.scheduleFunction(stopGap.update, {}, timer.getTime() + 1)
-- check if signal for on? or off?
if stopGap.turnOn and cfxZones.testZoneFlag(stopGap, stopGap.turnOnFlag, "change", "lastTurnOnFlag") then
if not stopGap.enabled then
stopGap.turnOn()
end
stopGap.enabled = true
end
if stopGap.turnOff and cfxZones.testZoneFlag(stopGap, stopGap.turnOffFlag, "change", "lastTurnOffFlag") then
if stopGap.enabled then
stopGap.turnOff()
end
stopGap.enabled = false
end
if not stopGap.enabled then return end
-- check if slots can be refilled or need to be vacated (MP)
for name, theGroup in pairs(stopGap.myGroups) do
if not stopGap.standInGroups[name] then
-- if there is no stand-in group, that group was slotted
-- or removed for ssb
local busy = true
local pGroup = Group.getByName(name)
if pGroup then
if Group.isExist(pGroup) then
else
busy = false -- no longer exists
end
else
busy = false -- nil group
end
-- now conduct ssb checks if enabled
if stopGap.ssbEnabled then
local ssbState = trigger.misc.getUserFlag(name)
if ssbState > 0 then
busy = true -- keep busy
end
end
-- check if StopGapGUI wants a word
local sgState = trigger.misc.getUserFlag(theGroup.sgName)
if sgState < 0 then
busy = true
-- count up for auto-release after n seconds
trigger.action.setUserFlag(theGroup.sgName, sgState + 1)
end
if busy then
-- players active in this group
else
local theStaticGroup = stopGap.createStandInsForMXGroup(theGroup)
stopGap.standInGroups[name] = theStaticGroup
end
else
-- plane is currently static and visible
-- check if this needs to change
local removeMe = false
if stopGap.ssbEnabled then
local ssbState = trigger.misc.getUserFlag(name)
if ssbState > 0 then removeMe = true end
end
local sgState = trigger.misc.getUserFlag(theGroup.sgName)
if sgState < 0 then removeMe = true end
if removeMe then
stopGap.removeStaticGapGroupNamed(name) -- also nils entry
if stopGap.verbose then
trigger.action.outText("+++StopG: [server command] remove static group <" .. name .. "> for SSB/SG server", 30)
end
end
end
end
end
--
-- read stopGapZone
--
function stopGap.createStopGapZone(theZone)
local sg = cfxZones.getBoolFromZoneProperty(theZone, "stopGap", true)
if sg then theZone.sgIgnore = false else theZone.sgIgnore = true end
end
--
-- Read Config Zone
--
stopGap.name = "stopGapConfig" -- cfxZones compatibility here
function stopGap.readConfigZone(theZone)
-- currently nothing to do
stopGap.verbose = theZone.verbose
stopGap.ssbEnabled = cfxZones.getBoolFromZoneProperty(theZone, "sbb", true)
stopGap.enabled = cfxZones.getBoolFromZoneProperty(theZone, "onStart", true)
if cfxZones.hasProperty(theZone, "on?") then
stopGap.turnOnFlag = cfxZones.getStringFromZoneProperty(theZone, "on?", "*<none>")
stopGap.lastTurnOnFlag = trigger.misc.getUserFlag(stopGap.turnOnFlag)
end
if cfxZones.hasProperty(theZone, "off?") then
stopGap.turnOffFlag = cfxZones.getStringFromZoneProperty(theZone, "off?", "*<none>")
stopGap.lastTurnOffFlag = trigger.misc.getUserFlag(stopGap.turnOffFlag)
end
if stopGap.verbose then
trigger.action.outText("+++StopG: config read, verbose = YES", 30)
if stopGap.enabled then
trigger.action.outText("+++StopG: enabled", 30)
else
trigger.action.outText("+++StopG: turned off", 30)
end
end
end
--
-- get going
--
function stopGap.start()
if not dcsCommon.libCheck("cfx StopGap",
stopGap.requiredLibs)
then return false end
local theZone = cfxZones.getZoneByName("stopGapConfig")
if not theZone then
theZone = cfxZones.createSimpleZone("stopGapConfig")
end
stopGap.readConfigZone(theZone)
-- collect exclusion zones
local pZones = cfxZones.zonesWithProperty("stopGap")
for k, aZone in pairs(pZones) do
stopGap.createStopGapZone(aZone)
stopGap.stopGapZones[aZone.name] = aZone
end
-- fill player slots with static objects
if stopGap.enabled then
stopGap.initGaps()
end
-- connect event handler
world.addEventHandler(stopGap)
-- start update in 10 seconds
timer.scheduleFunction(stopGap.update, {}, timer.getTime() + 1)
-- say hi!
trigger.action.outText("stopGap v" .. stopGap.version .. " running", 30)
return true
end
if not stopGap.start() then
trigger.action.outText("+++ aborted stopGap v" .. stopGap.version .. " -- startup failed", 30)
stopGap = nil
end

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stopGapGUI = {}
stopGapGUI.version = "1.0.0"
stopGapGUI.fVal = -300 -- 5 minutes max block
--
-- Server Plug-In for StopGap mission script, only required for server
-- Put into (main DCS save folder)/Scripts/Hooks/ and restart DCS
--
function stopGapGUI.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 gName = DCS.getUnitProperty(slotID, DCS.UNIT_GROUPNAME)
if not gName then return end
local sgName = "SG" .. gName
-- tell all clients to remove this group's statics if they are deployed
net.dostring_in("server", " trigger.action.setUserFlag(\""..sgName.."\", " .. stopGapGUI.fVal .. "); ")
net.send_chat("+++SG: readying group <" .. sgName .. "> for slotting")
end
DCS.setUserCallbacks(stopGapGUI)

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