Version 0.97

Clone Zones
MX
delayFlags
Attack of the CloneZ miz
This commit is contained in:
Christian Franz 2022-02-03 18:37:20 +01:00
parent 9162ea3acf
commit 5ae7f36482
10 changed files with 844 additions and 24 deletions

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@ -278,7 +278,9 @@ end
function rndFlags.startCycle()
for idx, theZone in pairs(rndFlags.rndGen) do
if theZone.onStart then
trigger.action.outText("+++RND: starting " .. theZone.name, 30)
if rndFlags.verbose then
trigger.action.outText("+++RND: starting " .. theZone.name, 30)
end
rndFlags.fire(theZone)
end
end

81
modules/cfxMX.lua Normal file
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@ -0,0 +1,81 @@
cfxMX = {}
cfxMX.version = "1.0.0"
--[[--
Mission data decoder. Access to ME-built mission structures
Copyright (c) 2022 by Christian Franz and cf/x AG
Version History
1.0.0 - initial version
--]]--
function cfxMX.getGroupFromDCSbyName(aName, fetchOriginal)
if not fetchOriginal then fetchOriginal = false end
-- fetch the group description for goup named aName (if exists)
-- returned structure must be parsed for useful information
-- returns data, category, countyID and coalitionID
-- unless fetchOriginal is true, creates a deep clone of
-- group data structure
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"
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
if group_data.name == aName then
local theGroup = group_data
-- usually we return a copy of this
if not fetchOriginal then
theGroup = dcsCommon.clone(group_data)
end
return theGroup, category, countryID
end
end
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
return nil, "none", "none"
end
function cfxMX.catText2ID(inText)
local outCat = 0 -- airplane
local c = inText:lower()
if c == "helicopter" then outCat = 1 end
if c == "ship" then outCat = 3 end
if c == "plane" then outCat = 0 end -- redundant
if c == "vehicle" then outCat = 2 end
if c == "train" then outCat = 4 end
if c == "static" then outCat = -1 end
return outCat
end

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@ -1,5 +1,5 @@
cfxOwnedZones = {}
cfxOwnedZones.version = "1.1.0"
cfxOwnedZones.version = "1.1.1"
cfxOwnedZones.verbose = false
cfxOwnedZones.announcer = true
--[[-- VERSION HISTORY
@ -39,6 +39,7 @@ cfxOwnedZones.announcer = true
- remove exiting defenders from zone after cap to avoid
shocked state
- announcer
1.1.1 - conq+1 flag
--]]--
cfxOwnedZones.requiredLibs = {
@ -201,6 +202,10 @@ function cfxOwnedZones.addOwnedZone(aZone)
local paused = cfxZones.getBoolFromZoneProperty(aZone, "paused", false)
aZone.paused = paused
if cfxZones.hasProperty(aZone, "conq+1") then
cfxOwnedZones.conqueredFlag = cfxZones.getNumberFromZoneProperty(theZone, "conq+1", -1)
end
aZone.unbeatable = cfxZones.getBoolFromZoneProperty(aZone, "unbeatable", false)
aZone.untargetable = cfxZones.getBoolFromZoneProperty(aZone, "untargetable", false)
aZone.hidden = cfxZones.getBoolFromZoneProperty(aZone, "hidden", false)
@ -489,6 +494,11 @@ function cfxOwnedZones.zoneConquered(aZone, theSide, formerOwner) -- 0 = neutral
trigger.action.outSoundForCoalition(1, "Death BRASS.wav")
end
end
-- increase conq flag
if aZone.conqueredFlag then
local lastVal = trigger.misc.getUserFlag(aZone.conqueredFlag)
trigger.action.setUserFlag)aZone.conqueredFlag, lastVal + 1)
end
-- invoke callbacks now
cfxOwnedZones.invokeConqueredCallbacks(aZone, theSide, formerOwner)

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@ -6,7 +6,7 @@
--
cfxZones = {}
cfxZones.version = "2.5.2"
cfxZones.version = "2.5.3"
--[[-- VERSION HISTORY
- 2.2.4 - getCoalitionFromZoneProperty
- getStringFromZoneProperty
@ -45,6 +45,9 @@ cfxZones.version = "2.5.2"
- 2.5.1 - markZoneWithSmoke supports alt attribute
- 2.5.2 - getPoint also writes through to zone itself for optimization
- new method getPositiveRangeFromZoneProperty(theZone, theProperty, default)
- 2.5.3 - new getAllGroupsInZone()
- 2.5.4 - cleaned up getZoneProperty break on no properties
- extractPropertyFromDCS trims key and property
--]]--
cfxZones.verbose = true
@ -543,19 +546,28 @@ end
--
-- units / groups in zone
--
function cfxZones.allGroupsInZone(theZone, categ) -- categ is optional, must be code
-- warning: does not check for exiting!
local inZones = {}
local coals = {0, 1, 2} -- all coalitions
for idx, coa in pairs(coals) do
local allGroups = coalition.getGroups(coa, categ)
for key, group in pairs(allGroups) do -- iterate all groups
if cfxZones.isGroupPartiallyInZone(group, theZone) then
table.insert(inZones, group)
end
end
end
return inZones
end
function cfxZones.groupsOfCoalitionPartiallyInZone(coal, theZone, categ) -- categ is optional
local groupsInZone = {}
local allGroups = coalition.getGroups(coal, categ)
for key, group in pairs(allGroups) do -- iterate all groups
if group:isExist() then
if cfxZones.isGroupPartiallyInZone(group, theZone) then
table.insert(groupsInZone, group)
else
table.insert(groupsInZone, group)
end
end
end
@ -565,21 +577,14 @@ end
function cfxZones.isGroupPartiallyInZone(aGroup, aZone)
if not aGroup then return false end
if not aZone then return false end
-- needs to be implemented
if not aGroup:isExist() then return false end
local allUnits = aGroup:getUnits()
for uk, aUnit in pairs (allUnits) do
if aUnit:isExist() and aUnit:getLife() > 1 then
if aUnit:isExist() and aUnit:getLife() > 1 then
local p = aUnit:getPoint()
-- p.y = 0 -- zones have no altitude
-- modification of isPointInsideZone now takes care of this
if cfxZones.isPointInsideZone(p, aZone) then
return true
else
end
end
end
@ -589,7 +594,6 @@ end
function cfxZones.isEntireGroupInZone(aGroup, aZone)
if not aGroup then return false end
if not aZone then return false end
-- needs to be implemented
if not aGroup:isExist() then return false end
local allUnits = aGroup:getUnits()
for uk, aUnit in pairs (allUnits) do
@ -1047,6 +1051,8 @@ function cfxZones.getAllZoneProperties(theZone, caseInsensitive) -- return as di
end
function cfxZones.extractPropertyFromDCS(theKey, theProperties)
-- trim
theKey = dcsCommon.trim(theKey)
-- make lower case conversion if not case sensitive
if not cfxZones.caseSensitiveProperties then
theKey = string.lower(theKey)
@ -1055,7 +1061,8 @@ function cfxZones.extractPropertyFromDCS(theKey, theProperties)
-- iterate all keys and compare to what we are looking for
for i=1, #theProperties do
local theP = theProperties[i]
local existingKey = theP.key
local existingKey = dcsCommon.trim(theP.key)
if not cfxZones.caseSensitiveProperties then
existingKey = string.lower(existingKey)
end
@ -1073,7 +1080,7 @@ function cfxZones.getZoneProperty(cZone, theKey)
end
if not theKey then
trigger.action.outText("+++zone: no property key in getZoneProperty for zone " .. cZone.name, 30)
breakme.here = 1
-- breakme.here = 1
return
end
@ -1349,6 +1356,8 @@ function cfxZones.init()
-- note, all zones with this property are by definition owned zones.
-- and hence will be read anyway. this will merely ensure that the
-- ownership is established right away
-- unless owned zones module is missing, in which case
-- ownership is still established
local pZones = cfxZones.zonesWithProperty("owner")
for n, aZone in pairs(pZones) do
aZone.owner = cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0)

451
modules/cloneZone.lua Normal file
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@ -0,0 +1,451 @@
cloneZones = {}
cloneZones.version = "1.0.0"
cloneZones.verbose = false
cloneZones.requiredLibs = {
"dcsCommon", -- always
"cfxZones", -- Zones, of course
"cfxMX",
}
cloneZones.cloners = {}
--[[--
Clones Groups from ME mission data
Copyright (c) 2022 by Christian Franz and cf/x AG
Version History
1.0.0 - initial version
--]]--
--
-- adding / removing from list
--
function cloneZones.addCloneZone(theZone)
table.insert(cloneZones.cloners, theZone)
end
function cloneZones.getCloneZoneByName(aName)
for idx, aZone in pairs(cloneZones.cloners) do
if aName == aZone.name then return aZone end
end
if cloneZones.verbose then
trigger.action.outText("+++clnZ: no clone with name <" .. aName ..">", 30)
end
return nil
end
--
-- reading zones
--
function cloneZones.createClonerWithZone(theZone) -- has "Cloner"
local localZones = cfxZones.allGroupsInZone(theZone)
theZone.cloner = true -- this is a cloner zoner
theZone.mySpawns = {}
--theZone.groupVectors = {}
theZone.origin = cfxZones.getPoint(theZone) -- save reference point for all groupVectors
-- source tells us which template to use. it can be the following:
-- nothing (no attribute) - then we use whatever groups are in zone to
-- spawn as template
-- name of another spawner that provides the template
-- we can't simply use a group name as we lack the reference
-- location for delta
if cfxZones.hasProperty(theZone, "source") then
theZone.source = cfxZones.getStringFromZoneProperty(theZone, "source", "<none>")
if theZone.source == "<none>" then theZone.source = nil end
end
if not theZone.source then
theZone.cloneNames = {} -- names of the groups. only present in template spawners
for idx, aGroup in pairs(localZones) do
local gName = aGroup:getName()
if gName then
table.insert(theZone.cloneNames, gName)
table.insert(theZone.mySpawns, aGroup) -- collect them for initial despawn
end
end
cloneZones.despawnAll(theZone)
if #theZone.cloneNames < 1 then
if cloneZones.verbose then
trigger.action.outText("+++clnZ: WARNING - Template in clone zone <" .. theZone.name .. "> is empty", 30)
end
theZone.cloneNames = nil
end
if cloneZones.verbose then
trigger.action.outText(theZone.name .. " clone template saved", 30)
end
end
-- f? and spawn? map to the same
if cfxZones.hasProperty(theZone, "f?") then
theZone.spawnFlag = cfxZones.getStringFromZoneProperty(theZone, "f?", "none")
theZone.lastSpawnValue = trigger.misc.getUserFlag(theZone.spawnFlag) -- save last value
end
if cfxZones.hasProperty(theZone, "spawn?") then
theZone.spawnFlag = cfxZones.getStringFromZoneProperty(theZone, "spawn?", "none")
theZone.lastSpawnValue = trigger.misc.getUserFlag(theZone.spawnFlag) -- save last value
end
theZone.onStart = cfxZones.getBoolFromZoneProperty(theZone, "onStart", false)
theZone.moveRoute = cfxZones.getBoolFromZoneProperty(theZone, "moveRoute", false)
if cfxZones.hasProperty(theZone, "empty+1") then
theZone.emptyFlag = cfxZones.getNumberFromZoneProperty(theZone, "empty+1", "<None>") -- note string on number default
end
if cfxZones.hasProperty(theZone, "masterOwner") then
theZone.masterOwner = cfxZones.getStringFromZoneProperty(theZone, "masterOwner", "<none>")
end
--cloneZones.spawnWithCloner(theZone)
theZone.turn = cfxZones.getNumberFromZoneProperty(theZone, "turn", 0)
-- make sure we spawn at least once
-- bad idea, since we may want to simply create a template
-- if not theZone.spawnFlag then theZone.onStart = true end
end
--
-- spawning, despawning
--
function cloneZones.despawnAll(theZone)
for idx, aGroup in pairs(theZone.mySpawns) do
Group.destroy(aGroup)
end
theZone.mySpawns = {}
end
function cloneZones.updateLocationsInGroupData(theData, zoneDelta, adjustAllWaypoints)
--trigger.action.outText("Update loc - zone delta: [" .. zoneDelta.x .. "," .. zoneDelta.z .. "]", 30)
-- remember that zoneDelta's [z] modifies theData's y!!
theData.x = theData.x + zoneDelta.x
theData.y = theData.y + zoneDelta.z -- !!!
local units = theData.units
for idx, aUnit in pairs(units) do
aUnit.x = aUnit.x + zoneDelta.x
aUnit.y = aUnit.y + zoneDelta.z -- again!!!!
end
-- now modifiy waypoints. we ALWAYS adjust the
-- first waypoint, but only all others if asked
-- to
local theRoute = theData.route
-- TODO: vehicles can have 'spans' - may need to program for
-- those as well. we currently only go for points
if theRoute then
local thePoints = theRoute.points
if thePoints and #thePoints > 0 then
if adjustAllWaypoints then
for i=1, #thePoints do
thePoints[i].x = thePoints[i].x + zoneDelta.x
thePoints[i].y = thePoints[i].y + zoneDelta.z -- (!!)
end
else
-- only first point
thePoints[1].x = thePoints[1].x + zoneDelta.x
thePoints[1].y = thePoints[1].y + zoneDelta.z -- (!!)
end
-- if there is an airodrome id given in first waypoint,
-- adjust for closest location
local firstPoint = thePoints[1]
if firstPoint.airdromeId then
trigger.action.outText("first: airdrome adjust for " .. theData.name .. " now is " .. firstPoint.airdromeId, 30)
local loc = {}
loc.x = firstPoint.x
loc.y = 0
loc.z = firstPoint.y
local bestAirbase = dcsCommon.getClosestAirbaseTo(loc)
firstPoint.airdromeId = bestAirbase:getID()
trigger.action.outText("first: adjusted to " .. firstPoint.airdromeId, 30)
end
-- adjust last point (landing)
if #thePoints > 1 then
local lastPoint = thePoints[#thePoints]
if firstPoint.airdromeId then
trigger.action.outText("last: airdrome adjust for " .. theData.name .. " now is " .. lastPoint.airdromeId, 30)
local loc = {}
loc.x = lastPoint.x
loc.y = 0
loc.z = lastPoint.y
local bestAirbase = dcsCommon.getClosestAirbaseTo(loc)
lastPoint.airdromeId = bestAirbase:getID()
trigger.action.outText("last: adjusted to " .. lastPoint.airdromeId, 30)
end
end
end
end
end
function cloneZones.uniqueNameGroupData(theData)
theData.name = dcsCommon.uuid(theData.name)
local units = theData.units
for idx, aUnit in pairs(units) do
aUnit.name = dcsCommon.uuid(aUnit.name)
end
end
function cloneZones.resolveOwnership(spawnZone, ctry)
if not spawnZone.masterOwner then return ctry end
local masterZone = cfxZones.getZoneByName(spawnZone.masterOwner)
if not masterZone then
trigger.action.outText("+++clnZ: cloner " .. spawnZone.name .. " could not fine master owner <" .. spawnZone.masterOwner .. ">", 30)
return ctry
end
if not masterZone.owner then
return ctry
end
ctry = dcsCommon.getACountryForCoalition(masterZone.owner)
return ctry
end
function cloneZones.spawnWithTemplateForZone(theZone, spawnZone)
--trigger.action.outText("ENTER: Spawn with template " .. theZone.name .. " for spawnZone " .. spawnZone.name, 30)
-- theZone is the zoner with the template
-- spawnZone is the spawner with settings
--if not spawnZone then spawnZone = theZone end
local newCenter = cfxZones.getPoint(spawnZone)
-- calculate zoneDelta, is added to all vectors
local zoneDelta = dcsCommon.vSub(newCenter, theZone.origin)
local spawnedGroups = {}
for idx, aGroupName in pairs(theZone.cloneNames) do
local rawData, cat, ctry = cfxMX.getGroupFromDCSbyName(aGroupName)
if rawData.name == aGroupName then
else
trigger.action.outText("Clone: FAILED name check", 30)
end
-- now use raw data to spawn and see if it works outabox
local theCat = cfxMX.catText2ID(cat)
--TODO: if theCat == -1 the group is static, may need to code for that
-- update their position if not spawning to exact same location
cloneZones.updateLocationsInGroupData(rawData, zoneDelta, spawnZone.moveRoute)
-- apply turning
dcsCommon.rotateGroupData(rawData, spawnZone.turn, newCenter.x, newCenter.z)
-- make sure all names (group and units) are unique
cloneZones.uniqueNameGroupData(rawData)
-- see waht country we spawn for
ctry = cloneZones.resolveOwnership(spawnZone, ctry)
local theGroup = coalition.addGroup(ctry, theCat, rawData)
table.insert(spawnedGroups, theGroup)
end
return spawnedGroups
end
function cloneZones.spawnWithCloner(theZone)
if not theZone then
trigger.action.outText("+++clnZ: nil zone on spawnWithCloner", 30)
return
end
if not theZone.cloner then
trigger.action.outText("+++clnZ: spawnWithCloner invoked with non-cloner <" .. theZone.name .. ">", 30)
return
end
-- force spawn with this spawner
local templateZone = theZone
if theZone.source then
-- we use a different zone for templates
-- souce can be a comma separated list
local templateName = theZone.source
if dcsCommon.containsString(templateName, ",") then
local allNames = templateName
local templates = dcsCommon.splitString(templateName, ",")
templateName = dcsCommon.pickRandom(templates)
templateName = dcsCommon.trim(templateName)
if cloneZones.verbose then
trigger.action.outText("+++clnZ: picked random template <" .. templateName .."> for from <" .. allNames .. "> for cloner " .. theZone.name, 30)
end
end
local newTemplate = cloneZones.getCloneZoneByName(templateName)
if not newTemplate then
if cloneZones.verbose then
trigger.action.outText("+++clnZ: no clone source with name <" .. templateName .."> for cloner " .. theZone.name, 30)
end
return
end
templateZone = newTemplate
end
-- make sure our template is filled
if not templateZone.cloneNames then
if cloneZones.verbose then
trigger.action.outText("+++clnZ: clone source template <".. templateZone.name .. "> for clone zone <" .. theZone.name .."> is empty", 30)
end
return
end
-- local myLoc = cfxZones.getPoint(theZone)
local theClones = cloneZones.spawnWithTemplateForZone(templateZone, theZone)
-- reset hasClones so we know our spawns are full and we can
-- detect complete destruction
if theClones and #theClones > 0 then
theZone.hasClones = true
theZone.mySpawns = theClones
end
end
function cloneZones.countLiveUnits(theZone)
if not theZone then return 0 end
if not theZone.mySpawns then return 0 end
local count = 0
for idx, aGroup in pairs(theZone.mySpawns) do
if aGroup:isExist() then
local allUnits = aGroup:getUnits()
for idy, aUnit in pairs(allUnits) do
if aUnit:isExist() and aUnit:getLife() >= 1 then
count = count + 1
end
end
end
end
return count
end
function cloneZones.hasLiveUnits(theZone)
if not theZone then return 0 end
if not theZone.mySpawns then return 0 end
for idx, aGroup in pairs(theZone.mySpawns) do
if aGroup:isExist() then
local allUnits = aGroup:getUnits()
for idy, aUnit in pairs(allUnits) do
if aUnit:isExist() and aUnit:getLife() >= 1 then
return true
end
end
end
end
return false
end
function cloneZones.pollFlag(flagNum, method)
-- we currently ignore method
local num = trigger.misc.getUserFlag(flagNum)
trigger.action.setUserFlag(flagNum, num+1)
end
--
-- UPDATE
--
function cloneZones.update()
timer.scheduleFunction(cloneZones.update, {}, timer.getTime() + 1)
for idx, aZone in pairs(cloneZones.cloners) do
-- see if pulse is running
-- see if we got spawn? command
if aZone.spawnFlag then
local currTriggerVal = trigger.misc.getUserFlag(aZone.spawnFlag)
if currTriggerVal ~= aZone.lastSpawnValue
then
if cloneZones.verbose then
trigger.action.outText("+++clnZ: spawn triggered for <" .. aZone.name .. ">", 30)
end
cloneZones.spawnWithCloner(aZone)
aZone.lastSpawnValue = currTriggerVal
end
end
-- see if we are empty and should signal
if aZone.emptyFlag and aZone.hasClones then
if cloneZones.countLiveUnits(aZone) < 1 then
-- we are depleted. poll flag once, then remember we have
-- polled
cloneZones.pollFlag(aZone.emptyFlag)
aZone.hasClones = false
end
end
end
end
function cloneZones.onStart()
--trigger.action.outText("+++clnZ: Enter atStart", 30)
for idx, theZone in pairs(cloneZones.cloners) do
if theZone.onStart then
if cloneZones.verbose then
trigger.action.outText("+++clnZ: atStart will spawn for <"..theZone.name .. ">", 30)
end
cloneZones.spawnWithCloner(theZone)
end
end
end
--
-- START
--
function cloneZones.readConfigZone()
local theZone = cfxZones.getZoneByName("cloneZonesConfig")
if not theZone then
if cloneZones.verbose then
trigger.action.outText("+++clnZ: NO config zone!", 30)
end
return
end
cloneZones.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
if cloneZones.verbose then
trigger.action.outText("+++clnZ: read config", 30)
end
end
function cloneZones.start()
-- lib check
if not dcsCommon.libCheck then
trigger.action.outText("cfx Clone Zones requires dcsCommon", 30)
return false
end
if not dcsCommon.libCheck("cfx Clone Zones",
cloneZones.requiredLibs) then
return false
end
-- read config
cloneZones.readConfigZone()
-- process cloner Zones
local attrZones = cfxZones.getZonesWithAttributeNamed("cloner")
-- now create an rnd gen for each one and add them
-- to our watchlist
for k, aZone in pairs(attrZones) do
cloneZones.createClonerWithZone(aZone) -- process attribute and add to zone
cloneZones.addCloneZone(aZone) -- remember it so we can smoke it
end
-- run through onStart
cloneZones.onStart()
-- start update
cloneZones.update()
trigger.action.outText("cfx Clone Zones v" .. cloneZones.version .. " started.", 30)
return true
end
-- let's go!
if not cloneZones.start() then
trigger.action.outText("cf/x Clone Zones aborted: missing libraries", 30)
cloneZones = nil
end

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@ -1,5 +1,5 @@
dcsCommon = {}
dcsCommon.version = "2.5.2"
dcsCommon.version = "2.5.3"
--[[-- VERSION HISTORY
2.2.6 - compassPositionOfARelativeToB
- clockPositionOfARelativeToB
@ -58,6 +58,7 @@ dcsCommon.version = "2.5.2"
2.5.1 - added SA-18 Igla manpad to unitIsInfantry()
2.5.2 - added copyArray method
- corrected heading in createStaticObjectData
2.5.3 - corrected rotateGroupData bug for cz
--]]--
-- dcsCommon is a library of common lua functions
@ -1444,7 +1445,10 @@ dcsCommon.version = "2.5.2"
function dcsCommon.rotateGroupData(theGroup, degrees, cx, cz)
if not cx then cx = 0 end
if not cy then cy = 0 end
if not cz then cz = 0 end
local cy = cz
--trigger.action.outText("+++dcsC:rotGrp cy,cy = "..cx .. "," .. cy, 30)
local rads = degrees * 3.14152 / 180
-- turns all units in group around the group's center by degrees.
-- may also need to turn individual units by same amount

263
modules/delayFlags.lua Normal file
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@ -0,0 +1,263 @@
delayFlag = {}
delayFlag.version = "1.0.0"
delayFlag.verbose = false
delayFlag.requiredLibs = {
"dcsCommon", -- always
"cfxZones", -- Zones, of course
}
delayFlag.flags = {}
--[[--
delay flags - simple flag switch & delay, allows for randomize
and dead man switching
Copyright (c) 2022 by Christian Franz and cf/x AG
Version History
1.0.0 - Initial Version
--]]--
function delayFlag.addDelayZone(theZone)
table.insert(delayFlag.flags, theZone)
end
function delayFlag.getDelayZoneByName(aName)
for idx, aZone in pairs(delayFlag.flags) do
if aName == aZone.name then return aZone end
end
if delayFlag.verbose then
trigger.action.outText("+++dlyF: no delay flag with name <" .. aName ..">", 30)
end
return nil
end
--
-- read attributes
--
--
-- create rnd gen from zone
--
function delayFlag.createTimerWithZone(theZone)
-- delay
theZone.delayMin, theZone.delayMax = cfxZones.getPositiveRangeFromZoneProperty(theZone, "timeDelay", 1) -- same as zone signature
if delayFlag.verbose then
trigger.action.outText("+++dlyF: time delay is <" .. theZone.delayMin .. ", " .. theZone.delayMax .. "> seconds", 30)
end
-- trigger flag
if cfxZones.hasProperty(theZone, "f?") then
theZone.triggerFlag = cfxZones.getStringFromZoneProperty(theZone, "f?", "none")
end
if cfxZones.hasProperty(theZone, "in?") then
theZone.triggerFlag = cfxZones.getStringFromZoneProperty(theZone, "in?", "none")
end
if theZone.triggerFlag then
theZone.lastTriggerValue = trigger.misc.getUserFlag(theZone.triggerFlag) -- save last value
end
theZone.method = cfxZones.getStringFromZoneProperty(theZone, "method", "flip")
-- out flag
if cfxZones.hasProperty(theZone, "out!") then
theZone.outFlag = cfxZones.getNumberFromZoneProperty(theZone, "out!", -1)
end
-- on start
if cfxZones.hasProperty(theZone, "onStart") then
theZone.onStart = cfxZones.getBoolFromZoneProperty(theZone, "onStart", false)
end
-- message
if cfxZones.hasProperty(theZone, "message") then
theZone.myMessage = cfxZones.getBoolStringZoneProperty(theZone, "message", "<none>")
end
-- init
theZone.running = false
theZone.timeLimit = -1
end
--
-- do the pulling
--
function delayFlag.pollFlag(theFlag, method)
if delayFlag.verbose then
trigger.action.outText("+++dlyF: polling flag " .. theFlag .. " with " .. method, 30)
end
method = method:lower()
local currVal = trigger.misc.getUserFlag(theFlag)
if method == "inc" or method == "f+1" then
trigger.action.setUserFlag(theFlag, currVal + 1)
elseif method == "dec" or method == "f-1" then
trigger.action.setUserFlag(theFlag, currVal - 1)
elseif method == "off" or method == "f=0" then
trigger.action.setUserFlag(theFlag, 0)
elseif method == "flip" or method == "xor" then
if currVal ~= 0 then
trigger.action.setUserFlag(theFlag, 0)
else
trigger.action.setUserFlag(theFlag, 1)
end
else
if method ~= "on" and method ~= "f=1" then
trigger.action.outText("+++RND: unknown method <" .. method .. "> - using 'on'", 30)
end
-- default: on.
trigger.action.setUserFlag(theFlag, 1)
end
local newVal = trigger.misc.getUserFlag(theFlag)
if delayFlag.verbose then
trigger.action.outText("+++dlyF flag <" .. theFlag .. "> changed from " .. currVal .. " to " .. newVal, 30)
end
end
--
-- update
--
function delayFlag.startDelay(theZone)
-- refresh timer
theZone.running = true
-- set new expiry date
local delayMax = theZone.delayMax
local delayMin = theZone.delayMin
local delay = delayMax
if delayMin ~= delayMax then
-- pick random in range , say 3-7 --> 5 s!
local delayDiff = (delayMax - delayMin) + 1 -- 7-3 + 1
delay = dcsCommon.smallRandom(delayDiff) - 1 --> 0-4
delay = delay + delayMin
if delay > theZone.delayMax then delay = theZone.delayMax end
if delay < 1 then delay = 1 end
if delayFlag.verbose then
trigger.action.outText("+++dlyF: delay " .. theZone.name .. " range " .. delayMin .. "-" .. delayMax .. ": selected " .. delay, 30)
end
end
theZone.timeLimit = timer.getTime() + delay
end
function delayFlag.update()
-- call me in a second to poll triggers
timer.scheduleFunction(delayFlag.update, {}, timer.getTime() + 1)
local now = timer.getTime()
for idx, aZone in pairs(delayFlag.flags) do
-- make sure to re-start before reading time limit
if aZone.triggerFlag then
local currTriggerVal = trigger.misc.getUserFlag(aZone.triggerFlag)
if currTriggerVal ~= aZone.lastTriggerValue
then
if delayFlag.verbose then
if aZone.running then
trigger.action.outText("+++dlyF: re-starting timer " .. aZone.name, 30)
else
trigger.action.outText("+++dlyF: init timer for " .. aZone.name, 30)
end
end
delayFlag.startDelay(aZone) -- we restart even if running
aZone.lastTriggerValue = currTriggerVal
end
end
if aZone.running then
-- check expiry
if now > aZone.timeLimit then
-- end timer
aZone.running = false
-- poll flag
delayFlag.pollFlag(aZone.outFlag, aZone.method)
-- say message
if aZone.myMessage then
trigger.action.outText(aZone.myMessage, 30)
end
end
end
end
end
--
-- START
--
function delayFlag.readConfigZone()
local theZone = cfxZones.getZoneByName("cloneZonesConfig")
if not theZone then
if delayFlag.verbose then
trigger.action.outText("+++dlyF: NO config zone!", 30)
end
return
end
delayFlag.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
if delayFlag.verbose then
trigger.action.outText("+++dlyF: read config", 30)
end
end
function delayFlag.onStart()
for idx, theZone in pairs(delayFlag.flags) do
if theZone.onStart then
if delayFlag.verbose then
trigger.action.outText("+++dlyF: onStart for <"..theZone.name .. ">", 30)
end
delayFlag.startDelay(theZone)
end
end
end
function delayFlag.start()
-- lib check
if not dcsCommon.libCheck then
trigger.action.outText("cfx Delay Flags requires dcsCommon", 30)
return false
end
if not dcsCommon.libCheck("cfx Delay Flags",
delayFlag.requiredLibs) then
return false
end
-- read config
delayFlag.readConfigZone()
-- process cloner Zones
local attrZones = cfxZones.getZonesWithAttributeNamed("timeDelay")
for k, aZone in pairs(attrZones) do
delayFlag.createTimerWithZone(aZone) -- process attributes
delayFlag.addDelayZone(aZone) -- add to list
end
-- kick onStart
delayFlag.onStart()
-- start update
delayFlag.update()
trigger.action.outText("cfx Delay Flag v" .. delayFlag.version .. " started.", 30)
return true
end
-- let's go!
if not delayFlag.start() then
trigger.action.outText("cfx Delay Flag aborted: missing libraries", 30)
delayFlag = nil
end