cfxReconGUI = {} cfxReconGUI.version = "1.0.0" --[[-- VERSION HISTORY - 1.0.0 - initial version --]]-- -- find & command cfxGroundTroops-based jtacs -- UI installed via OTHER for all groups with players -- module based on xxxGrpUI cfxReconGUI.groupConfig = {} -- all inited group private config data cfxReconGUI.simpleCommands = true -- if true, f10 other invokes directly -- -- C O N F I G H A N D L I N G -- ============================= -- -- Each group has their own config block that can be used to -- store group-private data and configuration items. -- function cfxReconGUI.resetConfig(conf) if conf.scouting then -- after a crash or other, reset cfxReconMode.removeScout(conf.unit) trigger.action.outTextForGroup(conf.id, "Lost contact to scout...", 30) end conf.scouting = false -- if true, we are currently scouting. end function cfxReconGUI.createDefaultConfig(theGroup) local conf = {} conf.theGroup = theGroup conf.name = theGroup:getName() conf.id = theGroup:getID() conf.coalition = theGroup:getCoalition() local groupUnits = theGroup:getUnits() conf.unit = groupUnits[1] -- WARNING: ASSUMES ONE-UNIT GROUPS cfxReconGUI.resetConfig(conf) conf.mainMenu = nil; -- this is where we store the main menu if we branch conf.myCommands = nil; -- this is where we store the commands if we branch return conf end -- getConfigFor group will allocate if doesn't exist in DB -- and add to it function cfxReconGUI.getConfigForGroup(theGroup) if not theGroup then trigger.action.outText("+++WARNING: cfxReconGUI nil group in getConfigForGroup!", 30) return nil end local theName = theGroup:getName() local c = cfxReconGUI.getConfigByGroupName(theName) -- we use central accessor if not c then c = cfxReconGUI.createDefaultConfig(theGroup) cfxReconGUI.groupConfig[theName] = c -- should use central accessor... end return c end function cfxReconGUI.getConfigByGroupName(theName) -- DOES NOT allocate when not exist if not theName then return nil end return cfxReconGUI.groupConfig[theName] end function cfxReconGUI.getConfigForUnit(theUnit) -- simple one-off step by accessing the group if not theUnit then trigger.action.outText("+++WARNING: cfxReconGUI nil unit in getConfigForUnit!", 30) return nil end local theGroup = theUnit:getGroup() local conf = getConfigForGroup(theGroup) conf.unit = theUnit return conf end -- -- -- M E N U H A N D L I N G -- ========================= -- -- function cfxReconGUI.clearCommsSubmenus(conf) if conf.myCommands then for i=1, #conf.myCommands do missionCommands.removeItemForGroup(conf.id, conf.myCommands[i]) end end conf.myCommands = {} end function cfxReconGUI.removeCommsFromConfig(conf) cfxReconGUI.clearCommsSubmenus(conf) if conf.myMainMenu then missionCommands.removeItemForGroup(conf.id, conf.myMainMenu) conf.myMainMenu = nil end end -- this only works in single-unit groups. may want to check if group -- has disappeared function cfxReconGUI.removeCommsForUnit(theUnit) if not theUnit then return end if not theUnit:isExist() then return end -- perhaps add code: check if group is empty local conf = cfxReconGUI.getConfigForUnit(theUnit) cfxReconGUI.removeCommsFromConfig(conf) end function cfxReconGUI.removeCommsForGroup(theGroup) if not theGroup then return end if not theGroup:isExist() then return end local conf = cfxReconGUI.getConfigForGroup(theGroup) cfxReconGUI.removeCommsFromConfig(conf) end -- -- set main root in F10 Other. All sub menus click into this -- function cfxReconGUI.isEligibleForMenu(theGroup) return true end function cfxReconGUI.setCommsMenuForUnit(theUnit) if not theUnit then trigger.action.outText("+++WARNING: cfxReconGUI nil UNIT in setCommsMenuForUnit!", 30) return end if not theUnit:isExist() then trigger.action.outText("+++WARNING: cfxReconGUI unit:ISEXIST() failed in setCommsMenuForUnit!", 30) return end local theGroup = theUnit:getGroup() cfxReconGUI.setCommsMenu(theGroup) end function cfxReconGUI.setCommsMenu(theGroup) -- depending on own load state, we set the command structure -- it begins at 10-other, and has 'jtac' as main menu with submenus -- as required if not theGroup then return end if not theGroup:isExist() then return end -- we test here if this group qualifies for -- the menu. if not, exit if not cfxReconGUI.isEligibleForMenu(theGroup) then return end local conf = cfxReconGUI.getConfigForGroup(theGroup) conf.id = theGroup:getID(); -- we do this ALWAYS so it is current even after a crash -- trigger.action.outText("+++ setting group <".. conf.theGroup:getName() .. "> jtac command", 30) if cfxReconGUI.simpleCommands then -- we install directly in F-10 other if not conf.myMainMenu then local commandTxt = "Recon: " local unitName = "bogus" if conf.unit and conf.unit:isExist() then unitName = conf.unit:getName() elseif conf.unit then trigger.action.outText("+++Recon: ISEXIST failed for unit in comms setup!", 30) commandTxt = commandTxt .. "***" else trigger.action.outText("+++Recon: NIL unit in comms setup!", 30) commandTxt = commandTxt .. "***" end if conf.scouting then commandTxt = commandTxt .. " Stop Reporting" else commandTxt = commandTxt .. " Commence Reports" end local theCommand = missionCommands.addCommandForGroup( conf.id, commandTxt, nil, cfxReconGUI.redirectCommandX, {conf, "recon", unitName} ) conf.myMainMenu = theCommand end return end -- ok, first, if we don't have an F-10 menu, create one if not (conf.myMainMenu) then conf.myMainMenu = missionCommands.addSubMenuForGroup(conf.id, 'Recon') end -- clear out existing commands cfxReconGUI.clearCommsSubmenus(conf) -- now we have a menu without submenus. -- add our own submenus cfxReconGUI.addSubMenus(conf) end function cfxReconGUI.addSubMenus(conf) -- add menu items to choose from after -- user clickedf on MAIN MENU. In this implementation -- they all result invoked methods local commandTxt = "Recon" local unitName = "bogus" if conf.unit and conf.unit:getName()then unitName = conf.unit:getName() else trigger.action.outTextForCoalition("+++Recon: no unit in comms setup!", message, 30) commandTxt = commandTxt .. "***" end local theCommand = missionCommands.addCommandForGroup( conf.id, commandTxt, conf.myMainMenu, cfxReconGUI.redirectCommandX, {conf, "recon", unitName} ) table.insert(conf.myCommands, theCommand) --[[-- commandTxt = "This is another important command" theCommand = missionCommands.addCommandForGroup( conf.id, commandTxt, conf.myMainMenu, cfxReconGUI.redirectCommandX, {conf, "Sub2"} ) table.insert(conf.myCommands, theCommand) --]]-- end -- -- each menu item has a redirect and timed invoke to divorce from the -- no-debug zone in the menu invocation. Delay is .1 seconds -- function cfxReconGUI.redirectCommandX(args) timer.scheduleFunction(cfxReconGUI.doCommandX, args, timer.getTime() + 0.1) end function cfxReconGUI.doCommandX(args) local conf = args[1] -- < conf in here local what = args[2] -- < second argument in here local unitName = args[3] if not unitName then trigger.action.outText("+++ reconUI: doCommand: UNDEF unitName!", 30) return elseif unitName == "bogus" then trigger.action.outText("+++ reconUI: doCommand: BOGUS unitName!", 30) end local theGroup = conf.theGroup -- trigger.action.outTextForGroup(conf.id, "+++ groupUI: processing comms menu for <" .. what .. ">", 30) -- whenever we get here, we toggle the recon mode local theUnit = conf.unit local message = "Scout ".. unitName .. " has stopped reporting." local theSide = conf.coalition if conf.scouting then -- end recon cfxReconMode.removeScoutByName(unitName) if theUnit:isExist() then message = theUnit:getName() .. " folds map, recon terminated." end conf.scouting = false else -- start recon if theUnit and theUnit:isExist() then cfxReconMode.addScout(theUnit) message = theUnit:getName() .. " reports bright eyes, commencing recon." conf.scouting = true else message = "+++ reconGUI: " .. unitName .. " has invalid unit" end end trigger.action.outTextForCoalition(theSide, message, 30) -- reset comms cfxReconGUI.removeCommsForGroup(theGroup) cfxReconGUI.setCommsMenu(theGroup) end -- -- G R O U P M A N A G E M E N T -- -- Group Management is required to make sure all groups -- receive a comms menu and that they receive a clean-up -- when required -- -- Callbacks are provided by cfxPlayer module to which we -- subscribe during init -- function cfxReconGUI.playerChangeEvent(evType, description, player, data) --trigger.action.outText("+++ groupUI: received <".. evType .. "> Event", 30) if evType == "newGroup" then -- initialized attributes are in data as follows -- .group - new group -- .name - new group's name -- .primeUnit - the unit that trigggered new group appearing -- .primeUnitName - name of prime unit -- .id group ID --theUnit = data.primeUnit -- ensure group data exists and is updated local conf = cfxReconGUI.getConfigForGroup(data.group) conf.unit = data.primeUnit conf.unitName = conf.unit:getName() -- will break if no exist cfxReconGUI.setCommsMenu(data.group) -- trigger.action.outText("+++ groupUI: added " .. theUnit:getName() .. " to comms menu", 30) return end if evType == "removeGroup" then -- data is the player record that no longer exists. it consists of -- .name -- we must remove the comms menu for this group else we try to add another one to this group later local conf = cfxReconGUI.getConfigByGroupName(data.name) if conf then cfxReconGUI.removeCommsFromConfig(conf) -- remove menus cfxReconGUI.resetConfig(conf) -- re-init this group for when it re-appears else trigger.action.outText("+++ reconUI: can't retrieve group <" .. data.name .. "> config: not found!", 30) end return end if evType == "leave" then -- player unit left. we don't care since we only work on group level -- if they were the only, this is followed up by group disappeared end if evType == "unit" then -- player changed units. almost never in MP, but possible in solo -- because of 1 seconds timing loop -- will result in a new group appearing and a group disappearing, so we are good -- may need some logic to clean up old configs and/or menu items end end -- -- Start -- function cfxReconGUI.start() -- iterate existing groups so we have a start situation -- now iterate through all player groups and install the Assault Troop Menu allPlayerGroups = cfxPlayerGroups -- cfxPlayerGroups is a global, don't fuck with it! -- contains per group player record. Does not resolve on unit level! for gname, pgroup in pairs(allPlayerGroups) do local theUnit = pgroup.primeUnit -- get any unit of that group cfxReconGUI.setCommsMenuForUnit(theUnit) -- set up end -- now install the new group notifier to install Assault Troops menu cfxPlayer.addMonitor(cfxReconGUI.playerChangeEvent) trigger.action.outText("cf/x cfxReconGUI v" .. cfxReconGUI.version .. " started", 30) end -- -- GO GO GO -- if not cfxReconMode then trigger.action.outText("cf/x cfxReconGUI REQUIRES cfxReconMode to work.", 30) else cfxReconGUI.start() end