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Version 1.3.1
stopGaps owned zones factory zones flag documentation
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@ -1,5 +1,5 @@
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cfxGroundTroops = {}
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cfxGroundTroops.version = "1.7.7"
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cfxGroundTroops.version = "1.7.8"
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cfxGroundTroops.ups = 1
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cfxGroundTroops.verbose = false
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cfxGroundTroops.requiredLibs = {
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@ -67,7 +67,7 @@ cfxGroundTroops.deployedTroops = {} -- indexed by group name
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- makeTroopsEngageZone() sets 'moving' status to true
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- createGroundTroops() sets moving status to false
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- updateZoneAttackers() uses moving
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1.7.8 - better guards before invoking ownedZones
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an entry into the deployed troop table has the following attributes
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- group - the group
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@ -296,6 +296,10 @@ end
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function cfxGroundTroops.updateZoneAttackers(troop)
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if not troop then return end
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if not cfxOwnedZones then
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trigger.action.outText("+++gndT: update zone attackers requires ownedZones", 30)
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return
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end
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troop.insideDestination = false -- mark as not inside
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local newTargetZone = cfxGroundTroops.getClosestEnemyZone(troop)
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@ -32,7 +32,7 @@ cfxMX.unitIDbyName = {}
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cfxMX.groupDataByName = {}
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cfxMX.groupTypeByName = {} -- category of group: "helicopter", "plane", "ship"...
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cfxMX.groupCoalitionByName = {}
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cfxMX.countryByName ={}
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cfxMX.countryByName ={} -- county of group named
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cfxMX.linkByName = {}
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cfxMX.allFixedByName = {}
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cfxMX.allHeloByName = {}
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@ -6,20 +6,33 @@ cfxOwnedZones.name = "cfxOwnedZones"
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--[[-- VERSION HISTORY
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2.0.0 - factored from cfxOwnedZones 1.x, separating out production
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- moved to flag# semantic
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- xxxOwned# for all
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- ownedBy# supports multFlag
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- xxxOwned#
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- redLine, blueLine
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- redFill, blueFill
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- neutralLine, neutralFill
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- global and per-zone colors
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- auto-defaulting colors from config
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- supports poly zone
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- groundCap option
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- navalCap option
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- heloCap option
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- fixWingCap option
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- filter water owned zones for groundTroops
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--]]--
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cfxOwnedZones.requiredLibs = {
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"dcsCommon", -- common is of course needed for everything
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-- pretty stupid to check for this since we
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-- need common to invoke the check, but anyway
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"cfxZones", -- Zones, of course
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"dcsCommon",
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"cfxZones",
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}
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cfxOwnedZones.zones = {}
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cfxOwnedZones.ups = 1
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cfxOwnedZones.initialized = false
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--[[--
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owned zones is a module that managers conquerable zones and keeps a record
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owned zones is a module that manages conquerable zones and keeps a record
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of who owns the zone based on rules
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@ -83,23 +96,28 @@ function cfxOwnedZones.drawZoneInMap(aZone)
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end
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if aZone.hidden then return end
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local lineColor = {1.0, 0, 0, 1.0} -- red
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local fillColor = {1.0, 0, 0, 0.2} -- red
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local lineColor = aZone.redLine -- {1.0, 0, 0, 1.0} -- red
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local fillColor = aZone.redFill -- {1.0, 0, 0, 0.2} -- red
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local owner = aZone.owner -- cfxOwnedZones.getOwnerForZone(aZone)
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if owner == 2 then
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lineColor = {0.0, 0, 1.0, 1.0}
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fillColor = {0.0, 0, 1.0, 0.2}
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lineColor = aZone.blueLine -- {0.0, 0, 1.0, 1.0}
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fillColor = aZone.blueFill -- {0.0, 0, 1.0, 0.2}
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elseif owner == 0 then
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lineColor = {0.8, 0.8, 0.8, 1.0}
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fillColor = {0.8, 0.8, 0.8, 0.2}
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lineColor = aZone.neutralLine -- {0.8, 0.8, 0.8, 1.0}
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fillColor = aZone.neutralFill -- {0.8, 0.8, 0.8, 0.2}
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end
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local theShape = 2 -- circle
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-- local theShape = 2 -- circle
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local markID = dcsCommon.numberUUID()
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trigger.action.circleToAll(-1, markID, aZone.point, aZone.radius, lineColor, fillColor, 1, true, "")
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aZone.markID = markID
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if aZone.isCircle then
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trigger.action.circleToAll(-1, markID, aZone.point, aZone.radius, lineColor, fillColor, 1, true, "")
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else
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local poly = aZone.poly
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trigger.action.quadToAll(-1, markID, poly[4], poly[3], poly[2], poly[1], lineColor, fillColor, 1, true, "") -- note: left winding to get fill color
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end
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aZone.markID = markID
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end
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function cfxOwnedZones.getOwnedZoneByName(zName)
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@ -110,7 +128,7 @@ function cfxOwnedZones.getOwnedZoneByName(zName)
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end
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function cfxOwnedZones.addOwnedZone(aZone)
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local owner = aZone.owner --cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0) -- is already readm read it again
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local owner = aZone.owner --cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0) -- is already read
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if cfxZones.hasProperty(aZone, "conquered!") then
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aZone.conqueredFlag = cfxZones.getStringFromZoneProperty(aZone, "conquered!", "*<cfxnone>")
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@ -130,18 +148,25 @@ function cfxOwnedZones.addOwnedZone(aZone)
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if cfxZones.hasProperty(aZone, "neutral!") then
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aZone.neutralCap = cfxZones.getStringFromZoneProperty(aZone, "neutral!", "none")
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end
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if cfxZones.hasProperty(aZone, "ownedBy") then
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if cfxZones.hasProperty(aZone, "ownedBy#") then
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aZone.ownedBy = cfxZones.getStringFromZoneProperty(aZone, "ownedBy#", "none")
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elseif cfxZones.hasProperty(aZone, "ownedBy") then
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aZone.ownedBy = cfxZones.getStringFromZoneProperty(aZone, "ownedBy", "none")
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end
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aZone.ownedTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "triggerMethod", "change")
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if cfxZones.hasProperty(aZone, "ownedTriggerMethod") then
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aZone.ownedTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "ownedTriggerMethod", "change")
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end
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aZone.unbeatable = cfxZones.getBoolFromZoneProperty(aZone, "unbeatable", false)
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aZone.untargetable = cfxZones.getBoolFromZoneProperty(aZone, "untargetable", false)
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aZone.hidden = cfxZones.getBoolFromZoneProperty(aZone, "hidden", false)
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-- individual colors, else default from config
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aZone.redLine = cfxZones.getRGBAVectorFromZoneProperty(aZone, "redLine", cfxOwnedZones.redLine)
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aZone.redFill = cfxZones.getRGBAVectorFromZoneProperty(aZone, "redFill", cfxOwnedZones.redFill)
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aZone.blueLine = cfxZones.getRGBAVectorFromZoneProperty(aZone, "blueLine", cfxOwnedZones.blueLine)
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aZone.blueFill = cfxZones.getRGBAVectorFromZoneProperty(aZone, "blueFill", cfxOwnedZones.blueFill)
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aZone.neutralLine = cfxZones.getRGBAVectorFromZoneProperty(aZone, "neutralLine", cfxOwnedZones.neutralLine)
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aZone.neutralFill = cfxZones.getRGBAVectorFromZoneProperty(aZone, "neutralFill", cfxOwnedZones.neutralFill)
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cfxOwnedZones.zones[aZone] = aZone
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cfxOwnedZones.drawZoneInMap(aZone)
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end
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@ -246,24 +271,54 @@ function cfxOwnedZones.update()
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-- new. unit counting update
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cfxOwnedZones.updateSchedule = timer.scheduleFunction(cfxOwnedZones.update, {}, timer.getTime() + 1/cfxOwnedZones.ups)
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-- iterate all groups and their units to count how many
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-- units are in each zone
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-- units are in each zone, also count how many zones each side has
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local totalZoneNum = 0
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local blueZoneNum = 0
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local redZoneNum = 0
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local greyZoneNum = 0
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-- assemble all units in allRed and allBlue according to
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-- cap options (boots, ships, rotors, wings)
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local allRed = {}
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if cfxOwnedZones.groundCap then allRed = coalition.getGroups(1, Group.Category.GROUND) end
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if cfxOwnedZones.navalCap then
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allRed = dcsCommon.combineTables(allRed, coalition.getGroups(1, Group.Category.SHIP))
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end
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if cfxOwnedZones.heloCap then
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allRed = dcsCommon.combineTables(allRed, coalition.getGroups(1, Group.Category.HELICOPTER))
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end
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if cfxOwnedZones.fixWingCap then
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allRed = dcsCommon.combineTables(allRed, coalition.getGroups(1, Group.Category.AIRPLANE))
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end
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local allBlue = {}
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if cfxOwnedZones.groundCap then allBlue = coalition.getGroups(2, Group.Category.GROUND) end
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if cfxOwnedZones.navalCap then
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allBlue = dcsCommon.combineTables(allBlue, coalition.getGroups(2, Group.Category.SHIP))
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end
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if cfxOwnedZones.heloCap then
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allBlue = dcsCommon.combineTables(allBlue, coalition.getGroups(2, Group.Category.HELICOPTER))
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end
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if cfxOwnedZones.fixWingCap then
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allBlue = dcsCommon.combineTables(allBlue, coalition.getGroups(2, Group.Category.AIRPLANE))
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end
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for idz, theZone in pairs(cfxOwnedZones.zones) do
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theZone.numRed = 0
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theZone.numBlue = 0
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-- count red units
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local allRed = coalition.getGroups(1, Group.Category.GROUND)
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-- count red units in zone
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for idx, aGroup in pairs(allRed) do
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if Group.isExist(aGroup) then
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if cfxOwnedZones.fastEval then
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-- we only check first unit that is alive
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local theUnit = dcsCommon.getGroupUnit(aGroup)
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if theUnit and cfxZones.unitInZone(theUnit, theZone) then
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if theUnit and (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
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theZone.numRed = theZone.numRed + aGroup:getSize()
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end
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else
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local allUnits = aGroup:getUnits()
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for idy, theUnit in pairs(allUnits) do
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if cfxZones.unitInZone(theUnit, theZone) then
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if (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
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theZone.numRed = theZone.numRed + 1
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end
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end
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@ -271,19 +326,18 @@ function cfxOwnedZones.update()
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end
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end
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-- count blue units
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local allBlue = coalition.getGroups(2, Group.Category.GROUND)
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for idx, aGroup in pairs(allBlue) do
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if Group.isExist(aGroup) then
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if cfxOwnedZones.fastEval then
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-- we only check first unit that is alive
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local theUnit = dcsCommon.getGroupUnit(aGroup)
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if theUnit and cfxZones.unitInZone(theUnit, theZone) then
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if theUnit and (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
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theZone.numBlue = theZone.numBlue + aGroup:getSize()
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end
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else
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local allUnits = aGroup:getUnits()
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for idy, theUnit in pairs(allUnits) do
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if cfxZones.unitInZone(theUnit, theZone) then
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if (not theUnit:inAir()) and cfxZones.unitInZone(theUnit, theZone) then
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theZone.numBlue = theZone.numBlue + 1
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end
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end
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@ -368,11 +422,51 @@ function cfxOwnedZones.update()
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-- update ownership flag if exists
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if theZone.ownedBy then
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cfxZones.setFlagValue(theZone.ownedBy, theZone.owner, theZone)
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cfxZones.setFlagValueMult(theZone.ownedBy, theZone.owner, theZone)
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end
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-- now add this zone to relevant side
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totalZoneNum = totalZoneNum + 1
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if newOwner == 0 then
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greyZoneNum = greyZoneNum + 1
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elseif newOwner == 1 then
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redZoneNum = redZoneNum + 1
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else
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blueZoneNum = blueZoneNum + 1
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end
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end -- iterating all zones
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-- update totals
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if cfxOwnedZones.redOwned then
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cfxZones.setFlagValueMult(cfxOwnedZones.redOwned, redZoneNum, cfxOwnedZones)
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end
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if cfxOwnedZones.blueOwned then
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cfxZones.setFlagValueMult(cfxOwnedZones.blueOwned, blueZoneNum, cfxOwnedZones)
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end
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if cfxOwnedZones.neutralOwned then
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cfxZones.setFlagValueMult(cfxOwnedZones.neutralOwned, greyZoneNum, cfxOwnedZones)
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end
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if cfxOwnedZones.totalOwnedZones then
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cfxZones.setFlagValueMult(cfxOwnedZones.totalOwnedZones, totalZoneNum, cfxOwnedZones)
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end
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-- see if one side owns all and bang the flags if requiredLibs
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if cfxOwnedZones.allBlue and not cfxOwnedZones.hasAllBlue then
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if cfxOwnedZones.sideOwnsAll(2) then
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cfxZones.pollFlag(cfxOwnedZones.allBlue, "inc", cfxOwnedZones)
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cfxOwnedZones.hasAllBlue = true
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end
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end
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if cfxOwnedZones.allRed and not cfxOwnedZones.hasAllRed then
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if cfxOwnedZones.sideOwnsAll(1) then
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cfxZones.pollFlag(cfxOwnedZones.allRed, "inc", cfxOwnedZones)
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cfxOwnedZones.hasAllRed = true
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end
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end
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end
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function cfxOwnedZones.sideOwnsAll(theSide)
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@ -393,6 +487,162 @@ function cfxOwnedZones.hasOwnedZones()
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return false
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end
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-- getting closest owned zones etc
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-- required for groundTroops and factory attackers
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-- methods provided only for other modules (e.g. cfxGroundTroops or
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-- factoryZone
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--
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-- collect zones can filter owned zones.
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-- by default it filters all zones that are in water
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function cfxOwnedZones.collectZones(mode)
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if not mode then mode = "land" end
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if mode == "land" then
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local landZones = {}
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for idx, theZone in pairs(cfxOwnedZones.zones) do
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p = cfxZones.getPoint(theZone)
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p.y = p.z
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local surfType = land.getSurfaceType(p)
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if surfType == 3 then
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else
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table.insert(landZones, theZone)
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end
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end
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return landZones
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end
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-- return all zones
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return cfxOwnedZones.zones
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--if not mode then mode = "OWNED" end
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-- Note: since cfxGroundTroops currently simply uses owner flag
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-- we cannot migrate to a differentiation between factory and
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-- owned. All produced attackers always attack owned zones.
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end
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function cfxOwnedZones.getEnemyZonesFor(aCoalition)
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local enemyZones = {}
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local allZones = cfxOwnedZones.collectZones()
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local ourEnemy = dcsCommon.getEnemyCoalitionFor(aCoalition)
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for zKey, aZone in pairs(allZones) do
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if aZone.owner == ourEnemy then -- only check enemy owned zones
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-- note: will include untargetable zones
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table.insert(enemyZones, aZone)
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end
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end
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return enemyZones
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end
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function cfxOwnedZones.getNearestOwnedZoneToPoint(aPoint)
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local shortestDist = math.huge
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local closestZone = nil
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local allZones = cfxOwnedZones.collectZones()
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for zKey, aZone in pairs(allZones) do
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local zPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and
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currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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return closestZone, shortestDist
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end
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function cfxOwnedZones.getNearestOwnedZone(theZone)
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local shortestDist = math.huge
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local closestZone = nil
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local aPoint = cfxZones.getPoint(theZone)
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local allZones = cfxOwnedZones.collectZones()
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for zKey, aZone in pairs(allZones) do
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local zPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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return closestZone, shortestDist
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end
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function cfxOwnedZones.getNearestEnemyOwnedZone(theZone, targetNeutral)
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if not targetNeutral then targetNeutral = false else targetNeutral = true end
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local shortestDist = math.huge
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local closestZone = nil
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local allZones = cfxOwnedZones.collectZones()
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local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
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if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies
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local zPoint = cfxZones.getPoint(theZone)
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for zKey, aZone in pairs(allZones) do
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if targetNeutral then
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-- return all zones that do not belong to us
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if aZone.owner ~= theZone.owner then
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local aPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(aPoint, zPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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else
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-- return zones that are taken by the Enenmy
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if aZone.owner == ourEnemy then -- only check own zones
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local aPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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end
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end
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||||
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
|
||||
|
||||
--]]--
|
||||
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -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")
|
||||
|
||||
|
||||
@ -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
52
modules/mxObjects.lua
Normal 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
|
||||
@ -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
|
||||
|
||||
320
modules/stopGaps standalone.lua
Normal file
320
modules/stopGaps standalone.lua
Normal 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
|
||||
|
||||
|
||||
370
modules/stopGaps.lua
Normal file
370
modules/stopGaps.lua
Normal file
@ -0,0 +1,370 @@
|
||||
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
|
||||
|
||||
22
server modules/stopGapGUI.lua
Normal file
22
server modules/stopGapGUI.lua
Normal file
@ -0,0 +1,22 @@
|
||||
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)
|
||||
BIN
tutorial & demo missions/demo - My First Factory.miz
Normal file
BIN
tutorial & demo missions/demo - My First Factory.miz
Normal file
Binary file not shown.
BIN
tutorial & demo missions/demo - No gap, no glory.miz
Normal file
BIN
tutorial & demo missions/demo - No gap, no glory.miz
Normal file
Binary file not shown.
BIN
tutorial & demo missions/demo - Owned Zones and Factories.miz
Normal file
BIN
tutorial & demo missions/demo - Owned Zones and Factories.miz
Normal file
Binary file not shown.
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user