xFlags = {} xFlags.version = "1.3.0" xFlags.verbose = false xFlags.hiVerbose = false xFlags.ups = 1 -- overwritten in get config when configZone is present xFlags.requiredLibs = { "dcsCommon", -- always "cfxZones", -- Zones, of course } --[[-- xFlags - flag array transmogrifier Version History 1.0.0 - Initial version 1.0.1 - allow flags names for ops as well 1.1.0 - Watchflags harmonization 1.2.0 - xDirect flag, - direct array support 1.2.1 - verbosity changes - "most" operator - "half or more" operator - fixed reset - xSuccess optimizations - inc, dec, quoted flags - matchNum can carry flag 1.2.2 - on/off/suspend commands - hiVerbose option - corrected bug in reset checksum 1.3.0 - xCount! flag - "never" operator --]]-- xFlags.xFlagZones = {} function xFlags.addxFlags(theZone) table.insert(xFlags.xFlagZones, theZone) end -- -- create xFlag -- function xFlags.reset(theZone) theZone.flagChecksum = "" -- reset checksum for i = 1, #theZone.flagNames do -- since the checksum is order dependent, -- we must preserve the order of the array local flagName = theZone.flagNames[i] theZone.startFlagValues[i] = cfxZones.getFlagValue(flagName, theZone) theZone.flagResults[i] = false theZone.flagChecksum = theZone.flagChecksum .. "0" if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xF: zone <" .. theZone.name .. "> flag " .. flagName, 30) end end theZone.xHasFired = false end function xFlags.createXFlagsWithZone(theZone) local theArray = "" if cfxZones.hasProperty(theZone, "xFlags") then theArray = cfxZones.getStringFromZoneProperty(theZone, "xFlags", "") else theArray = cfxZones.getStringFromZoneProperty(theZone, "xFlags?", "") end -- now process the array and create the value arrays theZone.flagNames = cfxZones.flagArrayFromString(theArray) theZone.startFlagValues = {} -- reference/reset time we read these theZone.flagResults = {} -- individual flag check result theZone.flagChecksum = "" -- to detect change. is either '0' or 'X' for i = 1, #theZone.flagNames do -- since the checksum is order dependent, -- we must preserve the order of the array local flagName = theZone.flagNames[i] theZone.startFlagValues[i] = cfxZones.getFlagValue(flagName, theZone) theZone.flagResults[i] = false theZone.flagChecksum = theZone.flagChecksum .. "0" if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xFlag: <" .. theZone.name .. "> monitors flag " .. flagName, 30) end end theZone.xHasFired = false if cfxZones.hasProperty(theZone, "xSuccess!") then theZone.xSuccess = cfxZones.getStringFromZoneProperty(theZone, "xSuccess!", "") end if cfxZones.hasProperty(theZone, "out!") then theZone.xSuccess = cfxZones.getStringFromZoneProperty(theZone, "out!", "*") end if not theZone.xSuccess then theZone.xSuccess = "*" end if cfxZones.hasProperty(theZone, "xChange!") then theZone.xChange = cfxZones.getStringFromZoneProperty(theZone, "xChange!", "*") end theZone.xDirect = cfxZones.getStringFromZoneProperty(theZone, "xDirect", "*") theZone.xCount = cfxZones.getStringFromZoneProperty(theZone, "xCount", "*") theZone.inspect = cfxZones.getStringFromZoneProperty(theZone, "require", "or") -- same as any -- supported any/or, all/and, moreThan, atLeast, exactly theZone.inspect = string.lower(theZone.inspect) theZone.inspect = dcsCommon.trim(theZone.inspect) theZone.matchNum = cfxZones.getStringFromZoneProperty(theZone, "#hits", "1") theZone.xTriggerMethod = cfxZones.getStringFromZoneProperty(theZone, "xFlagMethod", "change") -- (<>=[number or reference flag], off, on, yes, no, true, false, change theZone.xTriggerMethod = string.lower(theZone.xTriggerMethod) theZone.xTriggerMethod = dcsCommon.trim(theZone.xTriggerMethod) if cfxZones.hasProperty(theZone, "xReset?") then theZone.xReset = cfxZones.getStringFromZoneProperty(theZone, "xReset?", "") theZone.xLastReset = cfxZones.getFlagValue(theZone.xReset, theZone) end theZone.xMethod = cfxZones.getStringFromZoneProperty(theZone, "xMethod", "inc") if cfxZones.hasProperty(theZone, "method") then theZone.xMethod = cfxZones.getStringFromZoneProperty(theZone, "method", "inc") end theZone.xOneShot = cfxZones.getBoolFromZoneProperty(theZone, "oneShot", true) -- on / off commands -- on/off flags theZone.xSuspended = cfxZones.getBoolFromZoneProperty(theZone, "xSuspended", false) -- we are turned on if theZone.xSuspended and (xFlags.verbose or theZone.verbose) then trigger.action.outText("+++xFlg: <" .. theZone.name .. "> starts suspended", 30) end theZone.xtriggerOnFlag = cfxZones.getStringFromZoneProperty(theZone, "xOn?", "*") theZone.xlastTriggerOnValue = cfxZones.getFlagValue(theZone.xtriggerOnFlag, theZone) theZone.xtriggerOffFlag = cfxZones.getStringFromZoneProperty(theZone, "xOff?", "*") theZone.xlastTriggerOffValue = cfxZones.getFlagValue(theZone.xtriggerOffFlag, theZone) end function xFlags.evaluateNumOrFlag(theAttribute, theZone) -- on entry, theAttribute contains a string -- if it's a number, we return that, if it's a -- string, we see if it's a quoted flag or -- direct flag. in any way, we fetch and return -- that flag's value local aNum = tonumber(theAttribute) if aNum then return aNum end local remainder = dcsCommon.trim(theAttribute) local esc = string.sub(remainder, 1, 1) local last = string.sub(remainder, -1) if esc == "(" and last == ")" and string.len(remainder) > 2 then remainder = string.sub(remainder, 2, -2) remainder = dcsCommon.trim(remainder) end if esc == "\"" and last == "\"" and string.len(remainder) > 2 then remainder = string.sub(remainder, 2, -2) remainder = dcsCommon.trim(remainder) end rNum = cfxZones.getFlagValue(remainder, theZone) end function xFlags.evaluateFlags(theZone) local currVals = {} -- read new values for i = 1, #theZone.flagNames do -- since the checksum is order dependent, -- we must preserve the order of the array local flagName = theZone.flagNames[i] currVals[i] = cfxZones.getFlagValue(flagName, theZone) end -- now perform comparison flag by flag local op = theZone.xTriggerMethod local hits = 0 local checkSum = "" local firstChar = string.sub(op, 1, 1) local remainder = string.sub(op, 2) remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces local rNum = tonumber(remainder) if not rNum then -- interpret remainder as flag name -- so we can say >*killMax or "22" with 22 a flag name -- we use remainder as name for flag -- PROCESS ESCAPE SEQUENCES local esc = string.sub(remainder, 1, 1) local last = string.sub(remainder, -1) if esc == "@" then remainder = string.sub(remainder, 2) remainder = dcsCommon.trim(remainder) end if esc == "(" and last == ")" and string.len(remainder) > 2 then -- note: iisues with startswith("(") ??? remainder = string.sub(remainder, 2, -2) remainder = dcsCommon.trim(remainder) end if esc == "\"" and last == "\"" and string.len(remainder) > 2 then remainder = string.sub(remainder, 2, -2) remainder = dcsCommon.trim(remainder) end if cfxZones.verbose then trigger.action.outText("+++zne: accessing flag <" .. remainder .. ">", 30) end rNum = cfxZones.getFlagValue(remainder, theZone) end -- this mimics cfxZones.testFlagByMethodForZone method (and is -- that method's genesis), but is different enough not to invoke that -- method for i = 1, #theZone.flagNames do local lastHits = hits if op == "change" then -- look for a change in flag line if currVals[i] ~= theZone.startFlagValues[i] then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif op == "on" or op == "yes" or op == "true" or op == "1" then if currVals[i] ~= 0 then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif op == "off" or op == "no" or op == "false" or op == "0" then if currVals[i] == 0 then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif op == "inc" or op == "+1" then if currVals[i] == theZone.startFlagValues[i] + 1 then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif op == "dec" or op == "-1" then if currVals[i] == theZone.startFlagValues[i] - 1 then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif firstChar == "<" and rNum then if currVals[i] < rNum then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif firstChar == "=" and rNum then if currVals[i] == rNum then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end elseif firstChar == ">" and rNum then if currVals[i] > rNum then hits = hits + 1 checkSum = checkSum .. "X" else checkSum = checkSum .. "0" end else trigger.action.outText("+++xF: unknown xFlagMethod: <" .. op .. ">", 30) return 0, "" end if xFlags.verbose and lastHits ~= hits then --trigger.action.outText("+++xF: hit detected for " .. theZone.flagNames[i] .. " in " .. theZone.name .. "(" .. op .. ")", 30) end end return hits, checkSum end function xFlags.evaluateZone(theZone) -- short circuit if we are done if theZone.xHasFired and theZone.xOneShot then return end -- calculate matchNum local matchNum = xFlags.evaluateNumOrFlag(theZone.matchNum, theZone) -- convert or fetch local hits, checkSum = xFlags.evaluateFlags(theZone) -- depending on inspect see what the outcome is -- supported any/or, all/and, moreThan, atLeast, exactly -- if require = "never", we never trigger local op = theZone.inspect local evalResult = false if (op == "or" or op == "any" or op == "some") then if hits > 0 then evalResult = true end elseif (op == "and" or op == "all") then if hits == #theZone.flagNames then evalResult = true end elseif (op == "morethan" or op == "more than") then if hits > matchNum then evalResult = true end elseif (op == "atleast" or op == "at least") then if hits >= matchNum then evalResult = true end elseif op == "exactly" then if hits == matchNum then evalResult = true end elseif (op == "none" or op == "nor") then if hits == 0 then evalResult = true end elseif (op == "not all" or op == "notall" or op == "nand") then if hits < #theZone.flagNames then evalResult = true end elseif (op == "most") then if hits > (#theZone.flagNames / 2) then evalResult = true end elseif (op == "half" or op == "at least half" or op == "half or more") then if hits >= (#theZone.flagNames / 2) then -- warning: 'half' means really 'at least half" evalResult = true end elseif op == "never" then evalResult = false -- not required, just to be explicit else trigger.action.outText("+++xFlg: WARNING: <" .. theZone.name .. "> has unknown requirement: <" .. op .. ">", 30) end -- add "most" to more than 50% of flagnum -- now check if changed and if result true if checkSum ~= theZone.flagChecksum then if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xFlag: change detected for " .. theZone.name .. ": " .. theZone.flagChecksum .. "-->" ..checkSum, 30) end if theZone.xChange then cfxZones.pollFlag(theZone.xChange, theZone.xMethod, theZone) if xFlags.verbose then trigger.action.outText("+++xFlag: change bang! on " .. theZone.xChange .. " for " .. theZone.name, 30) end end theZone.flagChecksum = checkSum else if xFlags.hiVerbose and (xFlags.verbose or theZone.verbose) then trigger.action.outText("+++xFlag: no change, checksum is |" .. checkSum .. "| for <" .. theZone.name .. ">", 10) end end -- now directly set the value of evalResult (0 = false, 1 = true) -- to "xDirect". Always sets output to current result of evaluation -- true (1)/false(0), no matter if changed or not if evalResult then cfxZones.setFlagValueMult(theZone.xDirect, 1, theZone) else cfxZones.setFlagValueMult(theZone.xDirect, 0, theZone) end -- directly set the xCount flag cfxZones.setFlagValueMult(theZone.xCount, hits, theZone) -- now see if we bang the output according to method if evalResult then if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xFlag: success bang! on <" .. theZone.xSuccess .. "> for <" .. theZone.name .. "> with method <" .. theZone.xMethod .. ">", 30) end cfxZones.pollFlag(theZone.xSuccess, theZone.xMethod, theZone) theZone.xHasFired = true end end -- -- Update -- function xFlags.update() timer.scheduleFunction(xFlags.update, {}, timer.getTime() + 1/xFlags.ups) for idx, theZone in pairs (xFlags.xFlagZones) do -- see if we should suspend if cfxZones.testZoneFlag(theZone, theZone.xtriggerOnFlag, "change", "xlastTriggerOnValue") then if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xFlg: enabling " .. theZone.name, 30) end theZone.xSuspended = false end if cfxZones.testZoneFlag(theZone, theZone.xtriggerOffFlag, "change", "xlastTriggerOffValue") then if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xFlg: DISabling " .. theZone.name, 30) end theZone.xSuspended = true end -- see if they should fire if not theZone.xSuspended then xFlags.evaluateZone(theZone) end -- see if they should reset if theZone.xReset then local currVal = cfxZones.getFlagValue(theZone.xReset, theZone) if currVal ~= theZone.xLastReset then theZone.xLastReset = currVal if xFlags.verbose or theZone.verbose then trigger.action.outText("+++xFlag: reset command for " .. theZone.name, 30) end xFlags.reset(theZone) end end end end -- -- start -- function xFlags.readConfigZone() -- note: must match exactly!!!! local theZone = cfxZones.getZoneByName("xFlagsConfig") if not theZone then if xFlags.verbose then trigger.action.outText("***xFlag: NO config zone!", 30) end return end xFlags.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false) xFlags.ups = cfxZones.getNumberFromZoneProperty(theZone, "ups", 1) if xFlags.verbose then trigger.action.outText("***xFlg: read config", 30) end end function xFlags.start() -- lib check if not dcsCommon.libCheck then trigger.action.outText("xFlags requires dcsCommon", 30) return false end if not dcsCommon.libCheck("cfx xFlags", xFlags.requiredLibs) then return false end -- read config xFlags.readConfigZone() -- process RND Zones local attrZones = cfxZones.getZonesWithAttributeNamed("xFlags") -- now create an rnd gen for each one and add them -- to our watchlist for k, aZone in pairs(attrZones) do xFlags.createXFlagsWithZone(aZone) -- process attribute and add to zone xFlags.addxFlags(aZone) -- remember it end local attrZones = cfxZones.getZonesWithAttributeNamed("xFlags?") -- now create an rnd gen for each one and add them -- to our watchlist for k, aZone in pairs(attrZones) do xFlags.createXFlagsWithZone(aZone) -- process attribute and add to zone xFlags.addxFlags(aZone) -- remember it end -- start update timer.scheduleFunction(xFlags.update, {}, timer.getTime() + 1/xFlags.ups) trigger.action.outText("cfx xFlags v" .. xFlags.version .. " started.", 30) return true end -- let's go! if not xFlags.start() then trigger.action.outText("cf/x xFlags aborted: missing libraries", 30) xFlags = nil end --[[-- Additional features: - make #hits compatible to flags and numbers --]]--