cfxZones = {} cfxZones.version = "3.1.3" -- cf/x zone management module -- reads dcs zones and makes them accessible and mutable -- by scripting. -- -- Copyright (c) 2021, 2022 by Christian Franz and cf/x AG -- --[[-- VERSION HISTORY - 2.2.4 - getCoalitionFromZoneProperty - getStringFromZoneProperty - 2.2.5 - createGroundUnitsInZoneForCoalition corrected coalition --> country - 2.2.6 - getVectorFromZoneProperty(theZone, theProperty, defaultVal) - 2.2.7 - allow 'yes' as 'true' for boolean attribute - 2.2.8 - getBoolFromZoneProperty supports default - cfxZones.hasProperty - 2.3.0 - property names are case insensitive - 2.3.1 - getCoalitionFromZoneProperty allows 0, 1, 2 also - 2.4.0 - all zones look for owner attribute, and set it to 0 (neutral) if not present - 2.4.1 - getBoolFromZoneProperty upgraded by expected bool - markZoneWithSmoke raised by 3 meters - 2.4.2 - getClosestZone also returns delta - 2.4.3 - getCoalitionFromZoneProperty() accepts 'all' as neutral createUniqueZoneName() getStringFromZoneProperty returns default if property value = "" corrected bug in addZoneToManagedZones - 2.4.4 - getPoint(aZone) returns uip-to-date pos for linked and normal zones - linkUnit can use "useOffset" property to keep relative position - 2.4.5 - updated various methods to support getPoint when referencing zone.point - 2.4.6 - corrected spelling in markZoneWithSmoke - 2.4.7 - copy reference to dcs zone into cfx zone - 2.4.8 - getAllZoneProperties - 2.4.9 - createSimpleZone no longer requires location - parse dcs adds empty .properties = {} if none tehre - createCircleZone adds empty properties - createPolyZone adds empty properties - 2.4.10 - pickRandomZoneFrom now defaults to all cfxZones.zones - getBoolFromZoneProperty also recognizes 0, 1 - removed autostart - 2.4.11 - removed typo in get closest zone - 2.4.12 - getStringFromZoneProperty - 2.5.0 - harden getZoneProperty and all getPropertyXXXX - 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 - 2.5.5 - pollFlag() centralized for banging - allStaticsInZone - 2.5.6 - flag accessor setFlagValue(), getFlagValue() - pollFlag supports theZone as final parameter - randomDelayFromPositiveRange - isMEFlag - 2.5.7 - pollFlag supports dml flags - 2.5.8 - flagArrayFromString - getFlagNumber invokes tonumber() before returning result - 2.5.9 - removed pass-back flag in getPoint() - 2.6.0 - testZoneFlag() method based flag testing - 2.6.1 - Watchflag parsing of zone condition for number-named flags - case insensitive - verbose for zone-local accepted (but not acted upon) - hasProperty now offers active information when looking for '*?' and '*!' - 2.7.0 - doPollFlag - fully support multiple flags per bang! - 2.7.1 - setFlagValueMult() - 2.7.2 - '261 repair' - 2.7.3 - testZoneFlag returns mathodResult, lastVal - evalFlagMethodImmediate() - 2.7.4 - doPollFlag supports immediate number setting - 2.7.5 - more QoL checks when mixing up ? and ! for attributes - 2.7.6 - trim for getBoolFromZoneProperty and getStringFromZoneProperty - 2.7.7 - randomInRange() - show number of zones - 2.7.8 - inc method now triggers if curr value > last value - dec method noew triggers when curr value < last value - testFlagByMethodForZone supports lohi, hilo transitions - doPollFlag supports 'pulse' - pulseFlag - unpulse - 2.7.9 - getFlagValue QoL for - setFlagValue QoL for - 2.8.0 - new allGroupNamesInZone() - 2.8.1 - new zonesLinkedToUnit() - 2.8.2 - flagArrayFromString trims elements before range check - 2.8.3 - new verifyMethod() - changed extractPropertyFromDCS() to also match attributes with blanks like "the Attr" to "theAttr" - new expandFlagName() - 2.8.4 - fixed bug in setFlagValue() - 2.8.5 - createGroundUnitsInZoneForCoalition() now always passes back a copy of the group data - data also contains cty = country and cat = category for easy spawn - getFlagValue additional zone name guards - 2.8.6 - fix in getFlagValue for missing delay - 2.8.7 - update isPointInsideZone(thePoint, theZone, radiusIncrease) - new radiusIncrease - isPointInsideZone() returns delta as well - 2.9.0 - linked zones can useOffset and useHeading - getPoint update - pointInZone understands useOrig - allStaticsInZone supports useOrig - dPhi for zones with useHeading - uHdg for zones with useHading, contains linked unit's original heading - Late-linking implemented: - linkUnit works for late-activating units - linkUnit now also works for player / clients, dynamic (re-)linking - linkUnit uses zone's origin for all calculations - 2.9.1 - new evalRemainder() - pollFlag supports +/- for immediate numbers, flags, number flags in parantheses - stronger guards in hasProperty - 2.9.2 - new createRandomPointInPolyZone() - createRandomZoneInZone uses createRandomPointInPolyZone - new createRandomPointInZone() - new randomPointInZone() - 3.0.0 - support for DCS 2.8 linkUnit attribute, integration with linedUnit and warning. - initZoneVerbosity() - 3.0.1 - updateMovingZones() better tracks linked units by name - 3.0.2 - maxRadius for all zones, only differs from radius in polyZones - re-factoring zone-base string processing from messenger module - new processStringWildcards() that does almost all that messenger can - 3.0.3 - new getLinkedUnit() - 3.0.4 - new createRandomPointOnZoneBoundary() - 3.0.5 - getPositiveRangeFromZoneProperty() now also supports upper bound (optional) - 3.0.6 - new createSimplePolyZone() - new createSimpleQuadZone() - 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() - 3.1.1 - getRGBAVectorFromZoneProperty now supports #RRGGBBAA and #RRGGBB format - owner for all, default 0 - 3.1.2 - getAllZoneProperties has numbersOnly option - 3.1.3 - new numberArrayFromString() - new declutterZone() - new getZoneVolume() - offsetZone also updates zone bounds when moving zones - corrected bug in calculateZoneBounds() --]]-- cfxZones.verbose = false cfxZones.caseSensitiveProperties = false -- set to true to make property names case sensitive cfxZones.ups = 1 -- updates per second. updates moving zones cfxZones.zones = {} -- these are the zone as retrieved from the mission. -- ALWAYS USE THESE, NEVER DCS's ZONES!!!! -- a zone has the following attributes -- x, z -- coordinate of center. note they have correct x, 0, z coordinates so no y-->z mapping -- radius (zero if quad zone) -- isCircle (true if quad zone) -- poly the quad coords are in the poly attribute and are a -- 1..n, wound counter-clockwise as (currently) in DCS: -- lower left, lower right upper left, upper right, all coords are x, 0, z -- bounds - contain the AABB coords for the zone: ul (upper left), ur, ll (lower left), lr -- for both circle and poly, all (x, 0, z) -- zones can carry information in their names that can get processed into attributes -- use -- zones can also carry information in their 'properties' tag that ME allows to -- edit. cfxZones provides an easy method to access these properties -- - getZoneProperty (returns as string) -- - getMinMaxFromZoneProperty -- - getBoolFromZoneProperty -- - getNumberFromZoneProperty -- SUPPORTED PROPERTIES -- - "linkedUnit" - zone moves with unit of that name. must be exact match -- can be combined with other attributes that extend (e.g. scar manager and -- limited pilots/airframes -- -- -- readZonesFromDCS is executed exactly once at the beginning -- from then on, use only the cfxZones.zones table -- WARNING: cfxZones is NOT case-sensitive. All zone names are -- indexed by upper case. If you have two zones with same name but -- different case, one will be replaced -- function cfxZones.readFromDCS(clearfirst) if (clearfirst) then cfxZones.zones = {} end -- not all missions have triggers or zones if not env.mission.triggers then if cfxZones.verbose then trigger.action.outText("cf/x zones: no env.triggers defined", 10) end return end if not env.mission.triggers.zones then if cfxZones.verbose then trigger.action.outText("cf/x zones: no zones defined", 10) end return; end -- we only retrieve the data we need. At this point it is name, location and radius -- and put this in our own little structure. we also convert to all upper case name for index -- and assume that the name may also carry meaning, e.g. 'LZ:' defines a landing zone -- so we can quickly create other sets from this -- zone object. DCS 2.7 introduced quads, so this is supported as well -- name - name in upper case -- isCircle - true if circular zone -- isPoly - true if zone is defined by convex polygon, e.g. quad -- point - vec3 (x 0 z) - zone's in-world center, used to place the coordinate -- radius - number, zero when quad -- bounds - aabb with attributes ul, ur, ll, lr (upper left .. lower right) as (x, 0, z) -- poly - array 1..n of poly points, wound counter-clockwise for i, dcsZone in pairs(env.mission.triggers.zones) do if type(dcsZone) == 'table' then -- hint taken from MIST: verify type when reading from dcs -- dcs data is like a box of chocolates... local newZone = {} -- name, converted to upper is used only for indexing -- the original name remains untouched newZone.dcsZone = dcsZone newZone.name = dcsZone.name newZone.isCircle = false newZone.isPoly = false newZone.radius = 0 newZone.poly = {} newZone.bounds = {} newZone.properties = {} -- dcs has this too, copy if present if dcsZone.properties then newZone.properties = dcsZone.properties else newZone.properties = {} end -- WARNING: REF COPY. May need to clone local upperName = newZone.name:upper() -- location as 'point' -- WARNING: zones locs are 2D (x,y) pairs, while y in DCS is altitude. -- so we need to change (x,y) into (x, 0, z). Since Zones have no -- altitude (they are an infinite cylinder) this works. Remember to -- drop y from zone calculations to see if inside. -- WARNING: ME linked zones have a relative x any y -- to the linked unit if dcsZone.linkUnit then -- calculate the zone's real position by accessing the unit's MX data -- as precached by dcsCommon local ux, uy = dcsCommon.getUnitStartPosByID(dcsZone.linkUnit) newZone.point = cfxZones.createPoint(ux + dcsZone.x, 0, uy + dcsZone.y) newZone.dcsOrigin = cfxZones.createPoint(ux + dcsZone.x, 0, uy + dcsZone.y) else newZone.point = cfxZones.createPoint(dcsZone.x, 0, dcsZone.y) newZone.dcsOrigin = cfxZones.createPoint(dcsZone.x, 0, dcsZone.y) end -- start type processing. if zone.type exists, we have a mission -- created with 2.7 or above, else earlier local zoneType = 0 if (dcsZone.type) then zoneType = dcsZone.type end if zoneType == 0 then -- circular zone newZone.isCircle = true newZone.radius = dcsZone.radius newZone.maxRadius = newZone.radius -- same for circular elseif zoneType == 2 then -- polyZone newZone.isPoly = true newZone.radius = dcsZone.radius -- radius is still written in DCS, may change later. The radius has no meaning and is the last radius written before zone changed to poly. -- note that newZone.point is only inside the tone for -- convex polys, and DML only correctly works with convex polys -- now transfer all point in the poly -- note: DCS in 2.7 misspells vertices as 'verticies' -- correct for this newZone.maxRadius = 0 local verts = {} if dcsZone.verticies then verts = dcsZone.verticies else -- in later versions, this was corrected verts = dcsZone.vertices -- see if this is ever called end for v=1, #verts do local dcsPoint = verts[v] local polyPoint = cfxZones.createPointFromDCSPoint(dcsPoint) -- (x, y) --> (x, 0, y-->z) newZone.poly[v] = polyPoint -- measure distance from zone's point, and store maxRadius -- dcs always saves a point with the poly zone local dist = dcsCommon.dist(newZone.point, polyPoint) if dist > newZone.maxRadius then newZone.maxRadius = dist end end else trigger.action.outText("cf/x zones: malformed zone #" .. i .. " unknown type " .. zoneType, 10) end -- calculate bounds cfxZones.calculateZoneBounds(newZone) -- add to my table cfxZones.zones[upperName] = newZone -- WARNING: UPPER ZONE!!! --trigger.action.outText("znd: procced " .. newZone.name .. " with radius " .. newZone.radius, 30) else if cfxZones.verbose then trigger.action.outText("cf/x zones: malformed zone #" .. i .. " dropped", 10) end end -- else var not a table end -- for all zones kvp end -- readFromDCS function cfxZones.calculateZoneBounds(theZone) if not (theZone) then return end local bounds = theZone.bounds -- copy ref! if theZone.isCircle then -- aabb are easy: center +/- radius local center = theZone.point local radius = theZone.radius -- dcs uses z+ is down on map -- upper left is center - radius bounds.ul = cfxZones.createPoint(center.x - radius, 0, center.z - radius) bounds.ur = cfxZones.createPoint(center.x + radius, 0, center.z - radius) bounds.ll = cfxZones.createPoint(center.x - radius, 0, center.z + radius) bounds.lr = cfxZones.createPoint(center.x + radius, 0, center.z + radius) elseif theZone.isPoly then local poly = theZone.poly -- ref copy! -- create the four points local ll = cfxZones.createPointFromPoint(poly[1]) local lr = cfxZones.createPointFromPoint(poly[1]) local ul = cfxZones.createPointFromPoint(poly[1]) local ur = cfxZones.createPointFromPoint(poly[1]) local pRad = dcsCommon.dist(theZone.point, poly[1]) -- rRad is radius for polygon from theZone.point -- now iterate through all points and adjust bounds accordingly for v=2, #poly do local vertex = poly[v] if (vertex.x < ll.x) then ll.x = vertex.x; ul.x = vertex.x end if (vertex.x > lr.x) then lr.x = vertex.x; ur.x = vertex.x end if (vertex.z < ul.z) then ul.z = vertex.z; ur.z = vertex.z end --if (vertex.z > ll.z) then ll.z = vertex.z; lr.z = vertex.z end if (vertex.z > ur.z) then ur.z = vertex.z; ul.z = vertex.z end local dp = dcsCommon.dist(theZone.point, vertex) if dp > pRad then pRad = dp end -- find largst distance to vertex end -- now keep the new point references -- and store them in the zone's bounds bounds.ll = ll bounds.lr = lr bounds.ul = ul bounds.ur = ur -- we may need to ascertain why we need ul, ur, ll, lr instead of just ll and ur -- store pRad theZone.pRad = pRad -- not sure we'll ever need that, but at least we have it -- trigger.action.outText("+++Zones: poly zone <" .. theZone.name .. "> has pRad = " .. pRad, 30) -- remember to remove me else -- huston, we have a problem if cfxZones.verbose then trigger.action.outText("cf/x zones: calc bounds: zone " .. theZone.name .. " has unknown type", 30) end end end function cfxZones.createPoint(x, y, z) local newPoint = {} newPoint.x = x newPoint.y = y newPoint.z = z return newPoint end function cfxZones.copyPoint(inPoint) local newPoint = {} newPoint.x = inPoint.x newPoint.y = inPoint.y -- handle xz only if inPoint.z then newPoint.z = inPoint.z else newPoint.z = inPoint.y end return newPoint end function cfxZones.createHeightCorrectedPoint(inPoint) -- this should be in dcsCommon local cP = cfxZones.createPoint(inPoint.x, land.getHeight({x=inPoint.x, y=inPoint.z}),inPoint.z) return cP end function cfxZones.getHeightCorrectedZonePoint(theZone) return cfxZones.createHeightCorrectedPoint(theZone.point) end function cfxZones.createPointFromPoint(inPoint) return cfxZones.copyPoint(inPoint) end function cfxZones.createPointFromDCSPoint(inPoint) return cfxZones.createPoint(inPoint.x, 0, inPoint.y) end function cfxZones.createRandomPointInsideBounds(bounds) -- warning: bounds do not move woth zone! may have to be updated local x = math.random(bounds.ll.x, ur.x) local z = math.random(bounds.ll.z, ur.z) return cfxZones.createPoint(x, 0, z) end function cfxZones.createRandomPointOnZoneBoundary(theZone) if not theZone then return nil end if theZone.isPoly then local loc, dx, dy = cfxZones.createRandomPointInPolyZone(theZone, true) return loc, dx, dy else local loc, dx, dy = cfxZones.createRandomPointInCircleZone(theZone, true) return loc, dx, dy end end function cfxZones.createRandomPointInZone(theZone) if not theZone then return nil end if theZone.isPoly then local loc, dx, dy = cfxZones.createRandomPointInPolyZone(theZone) return loc, dx, dy else local loc, dx, dy = cfxZones.createRandomPointInCircleZone(theZone) return loc, dx, dy end end function cfxZones.randomPointInZone(theZone) local loc, dx, dy = cfxZones.createRandomPointInZone(theZone) return loc, dx, dy end function cfxZones.createRandomPointInCircleZone(theZone, onEdge) if not theZone.isCircle then trigger.action.outText("+++Zones: warning - createRandomPointInCircleZone called for non-circle zone <" .. theZone.name .. ">", 30) return {x=theZone.point.x, y=0, z=theZone.point.z} end -- ok, let's first create a random percentage value for the new radius -- now lets get a random degree local degrees = math.random() * 2 * 3.14152 -- radiants. local r = theZone.radius if not onEdge then r = r * math.random() end local p = cfxZones.getPoint(theZone) -- force update of zone if linked local dx = r * math.cos(degrees) local dz = r * math.sin(degrees) local px = p.x + dx -- r * math.cos(degrees) local pz = p.z + dz -- r * math.sin(degrees) return {x=px, y=0, z = pz}, dx, dz -- returns loc and offsets to theZone.point end function cfxZones.createRandomPointInPolyZone(theZone, onEdge) if not theZone.isPoly then trigger.action.outText("+++Zones: warning - createRandomPointInPolyZone called for non-poly zone <" .. theZone.name .. ">", 30) return cfxZones.createPoint(theZone.point.x, 0, theZone.point.z) end -- force update of all points local p = cfxZones.getPoint(theZone) -- point in convex poly: choose two different lines from that polygon local lineIdxA = dcsCommon.smallRandom(#theZone.poly) repeat lineIdxB = dcsCommon.smallRandom(#theZone.poly) until (lineIdxA ~= lineIdxB) -- we now have two different lines. pick a random point on each. -- we use lerp to pick any point between a and b local a = theZone.poly[lineIdxA] lineIdxA = lineIdxA + 1 -- get next point in poly and wrap around if lineIdxA > #theZone.poly then lineIdxA = 1 end local b = theZone.poly[lineIdxA] local randompercent = math.random() local sourceA = dcsCommon.vLerp (a, b, randompercent) -- if all we want is a point on an edge, we are done if onEdge then local polyPoint = sourceA return polyPoint, polyPoint.x - p.x, polyPoint.z - p.z -- return loc, dx, dz end -- now get point on second line a = theZone.poly[lineIdxB] lineIdxB = lineIdxB + 1 -- get next point in poly and wrap around if lineIdxB > #theZone.poly then lineIdxB = 1 end b = theZone.poly[lineIdxB] randompercent = math.random() local sourceB = dcsCommon.vLerp (a, b, randompercent) -- now take a random point on that line that entirely -- runs through the poly randompercent = math.random() local polyPoint = dcsCommon.vLerp (sourceA, sourceB, randompercent) return polyPoint, polyPoint.x - p.x, polyPoint.z - p.z -- return loc, dx, dz end function cfxZones.addZoneToManagedZones(theZone) local upperName = string.upper(theZone.name) -- newZone.name:upper() cfxZones.zones[upperName] = theZone end function cfxZones.createUniqueZoneName(inName, searchSet) if not inName then return nil end if not searchSet then searchSet = cfxZones.zones end inName = inName:upper() while searchSet[inName] ~= nil do inName = inName .. "X" end return inName end function cfxZones.createSimpleZone(name, location, radius, addToManaged) if not radius then radius = 10 end if not addToManaged then addToManaged = false end if not location then location = {} end if not location.x then location.x = 0 end if not location.z then location.z = 0 end local newZone = cfxZones.createCircleZone(name, location.x, location.z, radius) if addToManaged then cfxZones.addZoneToManagedZones(newZone) end return newZone end function cfxZones.createCircleZone(name, x, z, radius) local newZone = {} newZone.isCircle = true newZone.isPoly = false newZone.poly = {} newZone.bounds = {} newZone.name = name newZone.radius = radius newZone.point = cfxZones.createPoint(x, 0, z) -- props newZone.properties = {} -- calculate my bounds cfxZones.calculateZoneBounds(newZone) return newZone end function cfxZones.createSimplePolyZone(name, location, points, addToManaged) if not addToManaged then addToManaged = false end if not location then location = {} end if not location.x then location.x = 0 end if not location.z then location.z = 0 end local newZone = cfxZones.createPolyZone(name, points) if addToManaged then cfxZones.addZoneToManagedZones(newZone) end return newZone end function cfxZones.createSimpleQuadZone(name, location, points, addToManaged) if not location then location = {} end if not location.x then location.x = 0 end if not location.z then location.z = 0 end -- synthesize 4 points if they don't exist -- remember: in DCS positive x is up, positive z is right if not points then points = {} end if not points[1] then -- upper left points[1] = {x = location.x-1, y = 0, z = location.z-1} end if not points[2] then -- upper right points[2] = {x = location.x-1, y = 0, z = location.z+1} end if not points[3] then -- lower right points[3] = {x = location.x+1, y = 0, z = location.z+1} end if not points[4] then -- lower left points[4] = {x = location.x+1, y = 0, z = location.z-1} end return cfxZones.createSimplePolyZone(name, location, points, addToManaged) end function cfxZones.createPolyZone(name, poly) -- poly must be array of point type local newZone = {} newZone.isCircle = false newZone.isPoly = true newZone.poly = {} newZone.bounds = {} newZone.name = name newZone.radius = 0 -- copy poly for v=1, #poly do local theVertex = poly[v] newZone.poly[v] = cfxZones.createPointFromPoint(theVertex) end -- properties newZone.properties = {} cfxZones.calculateZoneBounds(newZone) end function cfxZones.createRandomZoneInZone(name, inZone, targetRadius, entirelyInside) -- create a new circular zone with center placed inside inZone -- if entirelyInside is false, only the zone's center is guaranteed to be inside -- inZone. -- entirelyInside is not guaranteed for polyzones -- trigger.action.outText("Zones: creating rZiZ with tr = " .. targetRadius .. " for " .. inZone.name .. " that as r = " .. inZone.radius, 10) if inZone.isCircle then local sourceRadius = inZone.radius if entirelyInside and targetRadius > sourceRadius then targetRadius = sourceRadius end if entirelyInside then sourceRadius = sourceRadius - targetRadius end -- ok, let's first create a random percentage value for the new radius local percent = 1 / math.random(100) -- now lets get a random degree local degrees = math.random(360) * 3.14152 / 180 -- ok, it's actually radiants. local r = sourceRadius * percent local x = inZone.point.x + r * math.cos(degrees) local z = inZone.point.z + r * math.sin(degrees) -- construct new zone local newZone = cfxZones.createCircleZone(name, x, z, targetRadius) return newZone elseif inZone.isPoly then -- we have a poly zone. the way we do this is simple: -- generate random x, z with ranges of the bounding box -- until the point falls within the polygon. --[[ replaced by new code local newPoint = {} local emergencyBrake = 0 repeat newPoint = cfxZones.createRandomPointInsideBounds(inZone.bounds) emergencyBrake = emergencyBrake + 1 if (emergencyBrake > 100) then newPoint = cfxZones.copyPoint(inZone.Point) trigger.action.outText("CreateZoneInZone: emergency brake for inZone" .. inZone.name, 10) break end until cfxZones.isPointInsidePoly(newPoint, inZone.poly) --]]-- local newPoint = cfxZones.createRandomPointInPolyZone(inZone) -- construct new zone local newZone = cfxZones.createCircleZone(name, newPoint.x, newPoint.z, targetRadius) return newZone else -- zone type unknown trigger.action.outText("CreateZoneInZone: unknown zone type for inZone =" .. inZone.name , 10) return nil end end -- polygon inside zone calculations -- isleft returns true if point P is to the left of line AB -- by determining the sign (up or down) of the normal vector of -- the two vectors PA and PB in the y coordinate. We arbitrarily define -- left as being > 0, so right is <= 0. As long as we always use the -- same comparison, it does not matter what up or down mean. -- this is important because we don't know if dcs always winds quads -- the same way, we must simply assume that they are wound as a polygon function cfxZones.isLeftXZ(A, B, P) return ((B.x - A.x)*(P.z - A.z) - (B.z - A.z)*(P.x - A.x)) > 0 end -- returns true/false for inside function cfxZones.isPointInsideQuad(thePoint, A, B, C, D) -- Inside test (only convex polygons): -- point lies on the same side of each quad's vertex AB, BC, CD, DA -- how do we find out which side a point lies on? via the cross product -- see isLeft below -- so all we need to do is make sure all results of isLeft for all -- four sides are the same mustMatch = isLeftXZ(A, B, thePoint) -- all test results must be the same and we are ok -- they just must be the same side. if (cfxZones.isLeftXZ(B, C, thePoint ~= mustMatch)) then return false end -- on other side than all before if (cfxZones.isLeftXZ(C, D, thePoint ~= mustMatch)) then return false end if (cfxZones.isLeftXZ(D, A, thePoint ~= mustMatch)) then return false end return true end -- generalized version of insideQuad, assumes winding of poly, poly convex, poly closed function cfxZones.isPointInsidePoly(thePoint, poly) local mustMatch = cfxZones.isLeftXZ(poly[1], poly[2], thePoint) for v=2, #poly-1 do if cfxZones.isLeftXZ(poly[v], poly[v+1], thePoint) ~= mustMatch then return false end end -- final test if cfxZones.isLeftXZ(poly[#poly], poly[1], thePoint) ~= mustMatch then return false end return true end; function cfxZones.isPointInsideZone(thePoint, theZone, radiusIncrease) -- radiusIncrease only works for circle zones if not radiusIncrease then radiusIncrease = 0 end local p = {x=thePoint.x, y = 0, z = thePoint.z} -- zones have no altitude if (theZone.isCircle) then local zp = cfxZones.getPoint(theZone) local d = dcsCommon.dist(p, theZone.point) return d < theZone.radius + radiusIncrease, d end if (theZone.isPoly) then --trigger.action.outText("zne: isPointInside: " .. theZone.name .. " is Polyzone!", 30) return (cfxZones.isPointInsidePoly(p, theZone.poly)), 0 -- always returns delta 0 end trigger.action.outText("isPointInsideZone: Unknown zone type for " .. outerZone.name, 10) end -- isZoneInZone returns true if center of innerZone is inside outerZone function cfxZones.isZoneInsideZone(innerZone, outerZone) return cfxZones.isPointInsideZone(innerZone.point, outerZone) end function cfxZones.getZonesContainingPoint(thePoint, testZones) -- return array if not testZones then testZones = cfxZones.zones end local containerZones = {} for tName, tData in pairs(testZones) do if cfxZones.isPointInsideZone(thePoint, tData) then table.insert(containerZones, tData) end end return containerZones end function cfxZones.getFirstZoneContainingPoint(thePoint, testZones) if not testZones then testZones = cfxZones.zones end for tName, tData in pairs(testZones) do if cfxZones.isPointInsideZone(thePoint, tData) then return tData end end return nil end function cfxZones.getAllZonesInsideZone(superZone, testZones) -- returnes array! if not testZones then testZones = cfxZones.zones end local containedZones = {} for zName, zData in pairs(testZones) do if cfxZones.isZoneInsideZone(zData, superZone) then if zData ~= superZone then -- we filter superzone because superzone usually resides -- inside itself table.insert(containedZones, zData) end end end return containedZones end function cfxZones.getZonesWithAttributeNamed(attributeName, testZones) if not testZones then testZones = cfxZones.zones end local attributZones = {} for aName,aZone in pairs(testZones) do local attr = cfxZones.getZoneProperty(aZone, attributeName) if attr then -- this zone has the requested attribute table.insert(attributZones, aZone) end end return attributZones end -- -- zone volume management -- function cfxZones.getZoneVolume(theZone) if not theZone then return nil end if (theZone.isCircle) then -- create a sphere volume local p = cfxZones.getPoint(theZone) p.y = land.getHeight({x = p.x, y = p.z}) local r = theZone.radius if r < 10 then r = 10 end local vol = { id = world.VolumeType.SPHERE, params = { point = p, radius = r } } return vol elseif (theZone.isPoly) then --trigger.action.outText("zne: isPointInside: " .. theZone.name .. " is Polyzone!", 30) -- build the box volume, using the zone's bounds ll and ur points local lowerLeft = {} -- we build x = westerm y = southern, Z = alt local alt = land.getHeight({x=theZone.bounds.ll.x, y = theZone.bounds.ll.z}) - 10 lowerLeft.x = theZone.bounds.ll.x lowerLeft.z = theZone.bounds.ll.z lowerLeft.y = alt -- we go lower local upperRight = {} alt = land.getHeight({x=theZone.bounds.ur.x, y = theZone.bounds.ur.z}) + 10 upperRight.x = theZone.bounds.ur.x upperRight.z = theZone.bounds.ur.z upperRight.y = alt -- we go higher -- construct volume local vol = { id = world.VolumeType.BOX, params = { min = lowerLeft, max = upperRight } } return vol else trigger.action.outText("zne: unknown zone type for <" .. theZone.name .. ">", 30) end end function cfxZones.declutterZone(theZone) if not theZone then return end local theVol = cfxZones.getZoneVolume(theZone) if theZone.verbose then dcsCommon.dumpVar2Str("vol", theVol) end world.removeJunk(theVol) end -- -- units / groups in zone -- function cfxZones.allGroupsInZone(theZone, categ) -- categ is optional, must be code -- warning: does not check for exiting! --trigger.action.outText("Zone " .. theZone.name .. " radius " .. theZone.radius, 30) 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.allGroupNamesInZone(theZone, categ) -- categ is optional, must be code -- warning: does not check for exiting! --trigger.action.outText("Zone " .. theZone.name .. " radius " .. theZone.radius, 30) 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:getName()) end end end return inZones end function cfxZones.allStaticsInZone(theZone, useOrigin) -- 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 allStats = coalition.getStaticObjects(coa) for key, statO in pairs(allStats) do -- iterate all groups local oP = statO:getPoint() if useOrigin then if cfxZones.pointInZone(oP, theZone, true) then -- use DCS original coords table.insert(inZones, statO) end elseif cfxZones.pointInZone(oP, theZone) then table.insert(inZones, statO) 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) end end end return groupsInZone end function cfxZones.isGroupPartiallyInZone(aGroup, aZone) if not aGroup then return false end if not aZone then return false end 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 local p = aUnit:getPoint() local inzone, percent, dist = cfxZones.pointInZone(p, aZone) if inzone then -- cfxZones.isPointInsideZone(p, aZone) then --trigger.action.outText("zne: YAY <" .. aUnit:getName() .. "> IS IN " .. aZone.name, 30) return true end --trigger.action.outText("zne: <" .. aUnit:getName() .. "> not in " .. aZone.name .. ", dist = " .. dist .. ", rad = ", aZone.radius, 30) end end return false end function cfxZones.isEntireGroupInZone(aGroup, aZone) if not aGroup then return false end if not aZone then return false end 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 local p = aUnit:getPoint() if not cfxZones.isPointInsideZone(p, aZone) then return false end end end return true end -- -- Zone Manipulation -- function cfxZones.offsetZone(theZone, dx, dz) -- first, update center theZone.point.x = theZone.point.x + dx theZone.point.z = theZone.point.z + dz -- now process all polygon points - it's empty for circular, so don't worry for v=1, #theZone.poly do theZone.poly[v].x = theZone.poly[v].x + dx theZone.poly[v].z = theZone.poly[v].z + dz end -- update zone bounds theZone.bounds.ll.x = theZone.bounds.ll.x + dx theZone.bounds.lr.x = theZone.bounds.lr.x + dx theZone.bounds.ul.x = theZone.bounds.ul.x + dx theZone.bounds.ur.x = theZone.bounds.ur.x + dx theZone.bounds.ll.z = theZone.bounds.ll.z + dz theZone.bounds.lr.z = theZone.bounds.lr.z + dz theZone.bounds.ul.z = theZone.bounds.ul.z + dz theZone.bounds.ur.z = theZone.bounds.ur.z + dz end function cfxZones.moveZoneTo(theZone, x, z) local dx = x - theZone.point.x local dz = z - theZone.point.z cfxZones.offsetZone(theZone, dx, dz) end; function cfxZones.centerZoneOnUnit(theZone, theUnit) local thePoint = theUnit:getPoint() cfxZones.moveZoneTo(theZone, thePoint.x, thePoint.z) end --[[ -- no longer makes sense with poly zones function cfxZones.isZoneEntirelyInsideZone(innerZone, outerZone) if (innerZone.radius > outerZone.radius) then return false end -- cant fit inside local d = dcsCommon.dist(innerZone.point, outerZone.point) local reducedR = outerZone.radius - innerZone.radius return d < reducedR end; --]] function cfxZones.dumpZones(zoneTable) if not zoneTable then zoneTable = cfxZones.zones end trigger.action.outText("Zones START", 10) for i, zone in pairs(zoneTable) do local myType = "unknown" if zone.isCircle then myType = "Circle" end if zone.isPoly then myType = "Poly" end trigger.action.outText("#".. i .. ": " .. zone.name .. " of type " .. myType, 10) end trigger.action.outText("Zones END", 10) end function cfxZones.stringStartsWith(theString, thePrefix) return theString:find(thePrefix) == 1 end function cfxZones.keysForTable(theTable) local keyset={} local n=0 for k,v in pairs(tab) do n=n+1 keyset[n]=k end return keyset end -- -- return all zones that have a specific named property -- function cfxZones.zonesWithProperty(propertyName, searchSet) if not searchSet then searchSet = cfxZones.zones end local theZones = {} for k, aZone in pairs(searchSet) do if not aZone then trigger.action.outText("+++zone: nil aZone for " .. k, 30) else local lU = cfxZones.getZoneProperty(aZone, propertyName) if lU then table.insert(theZones, aZone) end end end return theZones end -- -- return all zones from the zone table that begin with string prefix -- function cfxZones.zonesStartingWithName(prefix, searchSet) if not searchSet then searchSet = cfxZones.zones end -- trigger.action.outText("Enter: zonesStartingWithName for " .. prefix , 30) local prefixZones = {} prefix = prefix:upper() -- all zones have UPPERCASE NAMES! THEY SCREAM AT YOU for name, zone in pairs(searchSet) do -- trigger.action.outText("testing " .. name:upper() .. " starts with " .. prefix , 30) if cfxZones.stringStartsWith(name:upper(), prefix) then prefixZones[name] = zone -- note: ref copy! --trigger.action.outText("zone with prefix <" .. prefix .. "> found: " .. name, 10) end end return prefixZones end -- -- return all zones from the zone table that begin with the string or set of strings passed in prefix -- if you pass 'true' as second (optional) parameter, it will first look for all zones that begin -- with '+' and return only those. Use during debugging to force finding a specific zone -- function cfxZones.zonesStartingWith(prefix, searchSet, debugging) -- you can force zones by having their name start with "+" -- which will force them to return immediately if debugging is true for this call if (debugging) then local debugZones = cfxZones.zonesStartingWithName("+", searchSet) if not (next(debugZones) == nil) then -- # operator only works on array elements --trigger.action.outText("returning zones with prefix <" .. prefix .. ">", 10) return debugZones end end --trigger.action.outText("#debugZones is <" .. #debugZones .. ">", 10) if (type(prefix) == "string") then return cfxZones.zonesStartingWithName(prefix, searchSet) end local allZones = {} for i=1, #prefix do -- iterate through all names in prefix set local theName = prefix[i] local newZones = cfxZones.zonesStartingWithName(theName, searchSet) -- add them all to current table for zName, zInfo in pairs(newZones) do allZones[zName] = zInfo -- will also replace doublets end end return allZones end function cfxZones.getZoneByName(aName, searchSet) if not searchSet then searchSet = cfxZones.zones end aName = aName:upper() return searchSet[aName] -- the joys of key value pairs end function cfxZones.getZonesContainingString(aString, searchSet) if not searchSet then searchSet = cfxZones.zones end aString = string.upper(aString) resultSet = {} for zName, zData in pairs(searchSet) do if aString == string.upper(zData.name) then resultSet[zName] = zData end end end; -- filter zones by range to a point. returns indexed set function cfxZones.getZonesInRange(point, range, theZones) if not theZones then theZones = cfxZones.zones end local inRangeSet = {} for zName, zData in pairs (theZones) do if dcsCommon.dist(point, zData.point) < range then table.insert(inRangeSet, zData) end end return inRangeSet end -- get closest zone returns the zone that is closest to point function cfxZones.getClosestZone(point, theZones) if not theZones then theZones = cfxZones.zones end local lPoint = {x=point.x, y=0, z=point.z} local currDelta = math.huge local closestZone = nil for zName, zData in pairs(theZones) do local zPoint = cfxZones.getPoint(zData) local delta = dcsCommon.dist(lPoint, zPoint) -- emulate flag compare if (delta < currDelta) then currDelta = delta closestZone = zData end end return closestZone, currDelta end -- return a random zone from the table passed in zones function cfxZones.pickRandomZoneFrom(zones) if not zones then zones = cfxZones.zones end local indexedZones = dcsCommon.enumerateTable(zones) local r = math.random(#indexedZones) return indexedZones[r] end -- return an zone element by index function cfxZones.getZoneByIndex(theZones, theIndex) local enumeratedZones = dcsCommon.enumerateTable(theZones) if (theIndex > #enumeratedZones) then trigger.action.outText("WARNING: zone index " .. theIndex .. " out of bounds - max = " .. #enumeratedZones, 30) return nil end if (theIndex < 1) then return nil end return enumeratedZones[theIndex] end -- place a smoke marker in center of zone, offset by dx, dy function cfxZones.markZoneWithSmoke(theZone, dx, dz, smokeColor, alt) if not alt then alt = 5 end local point = cfxZones.getPoint(theZone) --{} -- theZone.point point.x = point.x + dx -- getpoint updates and returns copy point.z = point.z + dz -- get height at point point.y = land.getHeight({x = point.x, y = point.z}) + alt -- height-correct --local newPoint= {x = point.x, y = land.getHeight({x = point.x, y = point.z}) + 3, z= point.z} trigger.action.smoke(point, smokeColor) end -- place a smoke marker in center of zone, offset by radius and degrees function cfxZones.markZoneWithSmokePolar(theZone, radius, degrees, smokeColor, alt) local rads = degrees * math.pi / 180 local dx = radius * math.sin(rads) local dz = radius * math.cos(rads) cfxZones.markZoneWithSmoke(theZone, dx, dz, smokeColor, alt) end -- place a smoke marker in center of zone, offset by radius and randomized degrees function cfxZones.markZoneWithSmokePolarRandom(theZone, radius, smokeColor) local degrees = math.random(360) cfxZones.markZoneWithSmokePolar(theZone, radius, degrees, smokeColor) end function cfxZones.pointInOneOfZones(thePoint, zoneArray, useOrig) if not zoneArray then zoneArray = cfxZones.zones end for idx, theZone in pairs(zoneArray) do local isIn, percent, dist = cfxZones.pointInZone(thePoint, theZone, useOrig) if isIn then return isIn, percent, dist, theZone end end return false, 0, 0, nil end -- unitInZone returns true if theUnit is inside the zone -- the second value returned is the percentage of distance -- from center to rim, with 100% being entirely in center, 0 = outside -- the third value returned is the distance to center function cfxZones.pointInZone(thePoint, theZone, useOrig) if not (theZone) then return false, 0, 0 end local pflat = {x = thePoint.x, y = 0, z = thePoint.z} local zpoint if useOrig then zpoint = cfxZones.getDCSOrigin(theZone) else zpoint = cfxZones.getPoint(theZone) -- updates zone if linked end local ppoint = thePoint -- xyz local pflat = {x = ppoint.x, y = 0, z = ppoint.z} local dist = dcsCommon.dist(zpoint, pflat) if theZone.isCircle then if theZone.radius <= 0 then return false, 0, 0 end local success = dist < theZone.radius local percentage = 0 if (success) then percentage = 1 - dist / theZone.radius end return success, percentage, dist elseif theZone.isPoly then local success = cfxZones.isPointInsidePoly(pflat, theZone.poly) return success, 0, dist else trigger.action.outText("pointInZone: Unknown zone type for " .. theZone.name, 10) end return false end function cfxZones.unitInZone(theUnit, theZone) if not (theUnit) then return false, 0, 0 end if not (theUnit:isExist()) then return false, 0, 0 end -- force zone update if it is linked to another zone -- pointInZone does update local thePoint = theUnit:getPoint() return cfxZones.pointInZone(thePoint, theZone) end -- returns all units of the input set that are inside the zone function cfxZones.unitsInZone(theUnits, theZone) if not theUnits then return {} end if not theZone then return {} end local zoneUnits = {} for index, aUnit in pairs(theUnits) do if cfxZones.unitInZone(aUnit, theZone) then table.insert( zoneUnits, aUnit) end end return zoneUnits end function cfxZones.closestUnitToZoneCenter(theUnits, theZone) -- does not care if they really are in zone. call unitsInZone first -- if you need to have them filtered -- theUnits MUST BE ARRAY if not theUnits then return nil end if #theUnits == 0 then return nil end local closestUnit = theUnits[1] for i=2, #theUnits do local aUnit = theUnits[i] if dcsCommon.dist(theZone.point, closestUnit:getPoint()) > dcsCommon.dist(theZone.point, aUnit:getPoint()) then closestUnit = aUnit end end return closestUnit end function cfxZones.anyPlayerInZone(theZone) -- returns first player it finds for pname, pinfo in pairs(cfxPlayer.playerDB) do local playerUnit = pinfo.unit if (cfxZones.unitInZone(playerUnit, theZone)) then return true, playerUnit end end -- for all players return false, nil end -- grow zone function cfxZones.growZone() -- circular zones simply increase radius -- poly zones: not defined end -- creating units in a zone function cfxZones.createGroundUnitsInZoneForCoalition (theCoalition, groupName, theZone, theUnits, formation, heading) -- theUnits can be string or table of string if not groupName then groupName = "G_"..theZone.name end -- group name will be taken from zone name and prependend with "G_" local theGroup = dcsCommon.createGroundGroupWithUnits(groupName, theUnits, theZone.radius, nil, formation) -- turn the entire formation to heading if (not heading) then heading = 0 end dcsCommon.rotateGroupData(theGroup, heading) -- currently, group is still at origin, no cx, cy -- now move the group to center of theZone dcsCommon.moveGroupDataTo(theGroup, theZone.point.x, theZone.point.z) -- watchit: Z!!! -- create the group in the world and return it -- first we need to translate the coalition to a legal -- country. we use UN for neutral, cjtf for red and blue local theSideCJTF = dcsCommon.coalition2county(theCoalition) -- store cty and cat for later access. DCS doesn't need it, but we may theGroup.cty = theSideCJTF theGroup.cat = Group.Category.GROUND -- create a copy of the group data for -- later reference local groupDataCopy = dcsCommon.clone(theGroup) local newGroup = coalition.addGroup(theSideCJTF, Group.Category.GROUND, theGroup) return newGroup, groupDataCopy end -- -- =============== -- FLAG PROCESSING -- =============== -- -- -- Flag Pulling -- function cfxZones.pulseFlag(theFlag, method, theZone) local args = {} args.theFlag = theFlag args.method = method args.theZone = theZone local delay = 3 if dcsCommon.containsString(method, ",") then local parts = dcsCommon.splitString(method, ",") delay = parts[2] if delay then delay = tonumber(delay) end end if not delay then delay = 3 end if theZone.verbose then trigger.action.outText("+++zne: RAISING pulse t="..delay.." for flag <" .. theFlag .. "> in zone <" .. theZone.name ..">", 30) end local newVal = 1 cfxZones.setFlagValue(theFlag, newVal, theZone) -- schedule second half of pulse timer.scheduleFunction(cfxZones.unPulseFlag, args, timer.getTime() + delay) end function cfxZones.unPulseFlag(args) local theZone = args.theZone local method = args.method local theFlag = args.theFlag local newVal = 0 -- we may later use method to determine pulse direction / newVal -- for now, we always go low if theZone.verbose then trigger.action.outText("+++zne: DOWNPULSE pulse for flag <" .. theFlag .. "> in zone <" .. theZone.name ..">", 30) end cfxZones.setFlagValue(theFlag, newVal, theZone) end function cfxZones.evalRemainder(remainder) local rNum = tonumber(remainder) if not rNum then -- 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 return rNum end function cfxZones.doPollFlag(theFlag, method, theZone) if cfxZones.verbose then trigger.action.outText("+++zones: polling flag " .. theFlag .. " with " .. method, 30) end if not theZone then trigger.action.outText("+++zones: nil theZone on pollFlag", 30) end method = method:lower() method = dcsCommon.trim(method) val = tonumber(method) if dcsCommon.stringStartsWith(method, "+") or dcsCommon.stringStartsWith(method, "-") then -- skip this processing, a legal Lua val can start with "+" or "-" -- but we interpret it as a method else if val then cfxZones.setFlagValue(theFlag, val, theZone) if cfxZones.verbose or theZone.verbose then trigger.action.outText("+++zones: flag <" .. theFlag .. "> changed to #" .. val, 30) end return end end --trigger.action.outText("+++zones: polling " .. theZone.name .. " method " .. method .. " flag " .. theFlag, 30) local currVal = cfxZones.getFlagValue(theFlag, theZone) if method == "inc" or method == "f+1" then --trigger.action.setUserFlag(theFlag, currVal + 1) cfxZones.setFlagValue(theFlag, currVal+1, theZone) elseif method == "dec" or method == "f-1" then -- trigger.action.setUserFlag(theFlag, currVal - 1) cfxZones.setFlagValue(theFlag, currVal-1, theZone) elseif method == "off" or method == "f=0" then -- trigger.action.setUserFlag(theFlag, 0) cfxZones.setFlagValue(theFlag, 0, theZone) elseif method == "flip" or method == "xor" then if currVal ~= 0 then -- trigger.action.setUserFlag(theFlag, 0) cfxZones.setFlagValue(theFlag, 0, theZone) else --trigger.action.setUserFlag(theFlag, 1) cfxZones.setFlagValue(theFlag, 1, theZone) end elseif dcsCommon.stringStartsWith(method, "pulse") then cfxZones.pulseFlag(theFlag, method, theZone) elseif dcsCommon.stringStartsWith(method, "+") then -- we add whatever is to the right local remainder = dcsCommon.removePrefix(method, "+") local adder = cfxZones.evalRemainder(remainder) cfxZones.setFlagValue(theFlag, currVal+adder, theZone) if theZone.verbose then trigger.action.outText("+++zones: (poll) updating with '+' flag <" .. theFlag .. "> in <" .. theZone.name .. "> by <" .. adder .. "> to <" .. adder + currVal .. ">", 30) end elseif dcsCommon.stringStartsWith(method, "-") then -- we subtract whatever is to the right local remainder = dcsCommon.removePrefix(method, "-") local adder = cfxZones.evalRemainder(remainder) cfxZones.setFlagValue(theFlag, currVal-adder, theZone) else if method ~= "on" and method ~= "f=1" then trigger.action.outText("+++zones: unknown method <" .. method .. "> - using 'on'", 30) end -- default: on. -- trigger.action.setUserFlag(theFlag, 1) cfxZones.setFlagValue(theFlag, 1, theZone) end if cfxZones.verbose then local newVal = cfxZones.getFlagValue(theFlag, theZone) trigger.action.outText("+++zones: flag <" .. theFlag .. "> changed from " .. currVal .. " to " .. newVal, 30) end end function cfxZones.pollFlag(theFlag, method, theZone) local allFlags = {} if dcsCommon.containsString(theFlag, ",") then if cfxZones.verbose then trigger.action.outText("+++zones: will poll flag set <" .. theFlag .. "> with " .. method, 30) end allFlags = dcsCommon.splitString(theFlag, ",") else table.insert(allFlags, theFlag) end for idx, aFlag in pairs(allFlags) do aFlag = dcsCommon.trim(aFlag) -- note: mey require range preprocessing, but that's not -- a priority cfxZones.doPollFlag(aFlag, method, theZone) end end function cfxZones.expandFlagName(theFlag, theZone) if not theFlag then return "!NIL" end local zoneName = "" if theZone then zoneName = theZone.name -- for flag wildcards end if type(theFlag) == "number" then -- straight number, return return theFlag end -- we assume it's a string now theFlag = dcsCommon.trim(theFlag) -- clear leading/trailing spaces local nFlag = tonumber(theFlag) if nFlag then -- a number, legal return theFlag end -- now do wildcard processing. we have alphanumeric if dcsCommon.stringStartsWith(theFlag, "*") then theFlag = zoneName .. theFlag end return theFlag end function cfxZones.setFlagValueMult(theFlag, theValue, theZone) local allFlags = {} if dcsCommon.containsString(theFlag, ",") then if cfxZones.verbose then trigger.action.outText("+++zones: will multi-set flags <" .. theFlag .. "> to " .. theValue, 30) end allFlags = dcsCommon.splitString(theFlag, ",") else table.insert(allFlags, theFlag) end for idx, aFlag in pairs(allFlags) do aFlag = dcsCommon.trim(aFlag) -- note: mey require range preprocessing, but that's not -- a priority cfxZones.setFlagValue(aFlag, theValue, theZone) end end function cfxZones.setFlagValue(theFlag, theValue, theZone) local zoneName = "" if not theZone then trigger.action.outText("+++Zne: no zone on setFlagValue", 30) -- mod me for detector else zoneName = theZone.name -- for flag wildcards end if type(theFlag) == "number" then -- straight set, ME flag trigger.action.setUserFlag(theFlag, theValue) return end -- we assume it's a string now theFlag = dcsCommon.trim(theFlag) -- clear leading/trailing spaces local nFlag = tonumber(theFlag) if nFlag then trigger.action.setUserFlag(theFlag, theValue) return end -- some QoL: detect "" if dcsCommon.containsString(theFlag, "") then trigger.action.outText("+++Zone: warning - setFlag has '' flag name in zone <" .. zoneName .. ">", 30) -- if error, intended break end -- now do wildcard processing. we have alphanumeric if dcsCommon.stringStartsWith(theFlag, "*") then theFlag = zoneName .. theFlag end trigger.action.setUserFlag(theFlag, theValue) end function cfxZones.getFlagValue(theFlag, theZone) local zoneName = "" if not theZone or not theZone.name then trigger.action.outText("+++Zne: no zone or zone name on getFlagValue", 30) else zoneName = theZone.name -- for flag wildcards end if type(theFlag) == "number" then -- straight get, ME flag return tonumber(trigger.misc.getUserFlag(theFlag)) end -- we assume it's a string now theFlag = dcsCommon.trim(theFlag) -- clear leading/trailing spaces local nFlag = tonumber(theFlag) if nFlag then return tonumber(trigger.misc.getUserFlag(theFlag)) end -- some QoL: detect "" if dcsCommon.containsString(theFlag, "") then trigger.action.outText("+++Zone: warning - getFlag has '' flag name in zone <" .. zoneName .. ">", 30) -- break here end -- now do wildcard processing. we have alphanumeric if dcsCommon.stringStartsWith(theFlag, "*") then theFlag = zoneName .. theFlag end return tonumber(trigger.misc.getUserFlag(theFlag)) end function cfxZones.isMEFlag(inFlag) -- do NOT use me trigger.action.outText("+++zne: warning: deprecated isMEFlag", 30) return true -- returns true if inFlag is a pure positive number end function cfxZones.verifyMethod(theMethod, theZone) local lMethod = string.lower(theMethod) if lMethod == "#" or lMethod == "change" then return true end if lMethod == "0" or lMethod == "no" or lMethod == "false" or lMethod == "off" then return true end if lMethod == "1" or lMethod == "yes" or lMethod == "true" or lMethod == "on" then return true end if lMethod == "inc" or lMethod == "+1" then return true end if lMethod == "dec" or lMethod == "-1" then return true end if lMethod == "lohi" or lMethod == "pulse" then return true end if lMethod == "hilo" then return true end -- number constraints -- or flag constraints -- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET local op = string.sub(theMethod, 1, 1) local remainder = string.sub(theMethod, 2) remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces if true then -- we have a comparison = ">", "=", "<" followed by a number -- THEY TRIGGER EACH TIME lastVal <> currVal AND condition IS MET if op == "=" then return true end if op == "#" or op == "~" then return true end if op == "<" then return true end if op == ">" then return true end end return false end -- method-based flag testing function cfxZones.evalFlagMethodImmediate(currVal, theMethod, theZone) -- immediate eval - does not look at last val. -- return true/false/value based on theMethod's contraints -- simple constraints local lMethod = string.lower(theMethod) if lMethod == "#" or lMethod == "change" then -- ALWAYS RETURNS TRUE for currval <> 0, flase if currval = 0 return currVal ~= 0 end if lMethod == "0" or lMethod == "no" or lMethod == "false" or lMethod == "off" then -- WARNING: ALWAYS RETURNS FALSE return false end if lMethod == "1" or lMethod == "yes" or lMethod == "true" or lMethod == "on" then -- WARNING: ALWAYS RETURNS TRUE return true end if lMethod == "inc" or lMethod == "+1" then return currVal+1 -- this may be unexpected end if lMethod == "dec" or lMethod == "-1" then return currVal-1 -- this may be unexpectd end -- number constraints -- or flag constraints -- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET local op = string.sub(theMethod, 1, 1) local remainder = string.sub(theMethod, 2) remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces local rNum = tonumber(remainder) if not rNum then -- 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 if rNum then -- we have a comparison = ">", "=", "<" followed by a number if op == "=" then return currVal == rNum end if op == "#" or op == "~" then return currVal ~= rNum end if op == "<" then return currVal < rNum end if op == ">" then return currVal > rNum end end -- if we get here, we have an error local zoneName = "" if theZone then zoneName = theZone.name end trigger.action.outText("+++Zne: illegal |" .. theMethod .. "| in eval for zone " .. zoneName, 30 ) return false end function cfxZones.testFlagByMethodForZone(currVal, lastVal, theMethod, theZone) -- return true/false based on theMethod's contraints -- simple constraints -- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET local lMethod = string.lower(theMethod) if lMethod == "#" or lMethod == "change" then -- check if currVal different from lastVal return currVal ~= lastVal end if lMethod == "0" or lMethod == "no" or lMethod == "false" or lMethod == "off" then -- WARNING: ONLY RETURNS TRUE IF FALSE AND lastval not zero! return currVal == 0 and currVal ~= lastVal end if lMethod == "1" or lMethod == "yes" or lMethod == "true" or lMethod == "on" then -- WARNING: only returns true if lastval was false!!!! return (currVal ~= 0 and lastVal == 0) end if lMethod == "inc" or lMethod == "+1" then -- return currVal == lastVal+1 -- better: test for greater than return currVal > lastVal end if lMethod == "dec" or lMethod == "-1" then --return currVal == lastVal-1 return currVal < lastVal end if lMethod == "lohi" or lMethod == "pulse" then return (lastVal <= 0 and currVal > 0) end if lMethod == "hilo" then return (lastVal > 0 and currVal <= 0) end -- number constraints -- or flag constraints -- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET local op = string.sub(theMethod, 1, 1) local remainder = string.sub(theMethod, 2) remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces local rNum = tonumber(remainder) if not rNum then -- 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 if rNum then -- we have a comparison = ">", "=", "<" followed by a number -- THEY TRIGGER EACH TIME lastVal <> currVal AND condition IS MET if op == "=" then return currVal == rNum and lastVal ~= currVal end if op == "#" or op == "~" then return currVal ~= rNum and lastVal ~= currVal end if op == "<" then return currVal < rNum and lastVal ~= currVal end if op == ">" then return currVal > rNum and lastVal ~= currVal end end -- if we get here, we have an error local zoneName = "" if theZone then zoneName = theZone.name end trigger.action.outText("+++Zne: illegal method constraints |" .. theMethod .. "| for zone " .. zoneName, 30 ) return false end function cfxZones.testZoneFlag(theZone, theFlagName, theMethod, latchName) -- returns two values: true/false method result, and curr value -- returns true if method constraints are met for flag theFlagName -- as defined by theMethod if not theMethod then theMethod = "change" end -- will read and update theZone[latchName] as appropriate if not theZone then trigger.action.outText("+++Zne: no zone for testZoneFlag", 30) return nil, nil end if not theFlagName then -- this is common, no error, only on verbose if cfxZones.verbose then trigger.action.outText("+++Zne: no flagName for zone " .. theZone.name .. " for testZoneFlag", 30) end return nil, nil end if not latchName then trigger.action.outText("+++Zne: no latchName for zone " .. theZone.name .. " for testZoneFlag", 30) return nil, nil end -- get current value local currVal = cfxZones.getFlagValue(theFlagName, theZone) -- get last value from latch local lastVal = theZone[latchName] if not lastVal then trigger.action.outText("+++Zne: latch <" .. latchName .. "> not valid for zone " .. theZone.name, 30) -- intentional break here return nil, nil end -- now, test by method -- we should only test if currVal <> lastVal if currVal == lastVal then return false, currVal end --trigger.action.outText("+++Zne: about to test: c = " .. currVal .. ", l = " .. lastVal, 30) local testResult = cfxZones.testFlagByMethodForZone(currVal, lastVal, theMethod, theZone) -- update latch by method theZone[latchName] = currVal -- return result return testResult, currVal end function cfxZones.numberArrayFromString(inString, default) if not default then default = 0 end if string.len(inString) < 1 then trigger.action.outText("+++zne: empty numbers", 30) return {default, } end if cfxZones.verbose then trigger.action.outText("+++zne: processing <" .. inString .. ">", 30) end local flags = {} local rawElements = dcsCommon.splitString(inString, ",") -- go over all elements for idx, anElement in pairs(rawElements) do anElement = dcsCommon.trim(anElement) if dcsCommon.stringStartsWithDigit(anElement) and dcsCommon.containsString(anElement, "-") then -- interpret this as a range local theRange = dcsCommon.splitString(anElement, "-") local lowerBound = theRange[1] lowerBound = tonumber(lowerBound) local upperBound = theRange[2] upperBound = tonumber(upperBound) if lowerBound and upperBound then -- swap if wrong order if lowerBound > upperBound then local temp = upperBound upperBound = lowerBound lowerBound = temp end -- now add add numbers to flags for f=lowerBound, upperBound do table.insert(flags, tostring(f)) end else -- bounds illegal trigger.action.outText("+++zne: ignored range <" .. anElement .. "> (range)", 30) end else -- single number f = dcsCommon.trim(anElement) f = tonumber(f) if f then table.insert(flags, f) end end end if #flags < 1 then flags = {default, } end if cfxZones.verbose then trigger.action.outText("+++zne: <" .. #flags .. "> flags total", 30) end return flags end function cfxZones.flagArrayFromString(inString) -- original code from RND flag if string.len(inString) < 1 then trigger.action.outText("+++zne: empty flags", 30) return {} end if cfxZones.verbose then trigger.action.outText("+++zne: processing <" .. inString .. ">", 30) end local flags = {} local rawElements = dcsCommon.splitString(inString, ",") -- go over all elements for idx, anElement in pairs(rawElements) do anElement = dcsCommon.trim(anElement) if dcsCommon.stringStartsWithDigit(anElement) and dcsCommon.containsString(anElement, "-") then -- interpret this as a range local theRange = dcsCommon.splitString(anElement, "-") local lowerBound = theRange[1] lowerBound = tonumber(lowerBound) local upperBound = theRange[2] upperBound = tonumber(upperBound) if lowerBound and upperBound then -- swap if wrong order if lowerBound > upperBound then local temp = upperBound upperBound = lowerBound lowerBound = temp end -- now add add numbers to flags for f=lowerBound, upperBound do table.insert(flags, tostring(f)) end else -- bounds illegal trigger.action.outText("+++zne: ignored range <" .. anElement .. "> (range)", 30) end else -- single number f = dcsCommon.trim(anElement) -- DML flag upgrade: accept strings tonumber(anElement) if f then table.insert(flags, f) else trigger.action.outText("+++zne: ignored element <" .. anElement .. "> (single)", 30) end end end if cfxZones.verbose then trigger.action.outText("+++zne: <" .. #flags .. "> flags total", 30) end return flags end -- -- =================== -- PROPERTY PROCESSING -- =================== -- function cfxZones.getAllZoneProperties(theZone, caseInsensitive, numbersOnly) -- return as dict if not caseInsensitive then caseInsensitive = false end if not numbersOnly then numbersOnly = false end if not theZone then return {} end local dcsProps = theZone.properties -- zone properties in dcs format local props = {} -- dcs has all properties as array with values .key and .value -- so convert them into a dictionary for i=1, #dcsProps do local theProp = dcsProps[i] local theKey = "dummy" if string.len(theProp.key) > 0 then theKey = theProp.key end if caseInsensitive then theKey = theKey:upper() end local v = theProp.value if numbersOnly then v = tonumber(v) if not v then v = 0 end end props[theKey] = v end return props 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) end -- iterate all keys and compare to what we are looking for for i=1, #theProperties do local theP = theProperties[i] local existingKey = dcsCommon.trim(theP.key) if not cfxZones.caseSensitiveProperties then existingKey = string.lower(existingKey) end if existingKey == theKey then return theP.value end -- now check after removing all blanks existingKey = dcsCommon.removeBlanks(existingKey) if existingKey == theKey then return theP.value end end return nil end function cfxZones.getZoneProperty(cZone, theKey) if not cZone then trigger.action.outText("+++zone: no zone in getZoneProperty", 30) -- breek.here.noew = 1 return nil end if not theKey then trigger.action.outText("+++zone: no property key in getZoneProperty for zone " .. cZone.name, 30) -- breakme.here = 1 return end local props = cZone.properties local theVal = cfxZones.extractPropertyFromDCS(theKey, props) return theVal end function cfxZones.getStringFromZoneProperty(theZone, theProperty, default) if not default then default = "" end local p = cfxZones.getZoneProperty(theZone, theProperty) if not p then return default end if type(p) == "string" then p = dcsCommon.trim(p) if p == "" then p = default end return p end return default -- warning. what if it was a number first? end function cfxZones.getMinMaxFromZoneProperty(theZone, theProperty) local p = cfxZones.getZoneProperty(theZone, theProperty) local theNumbers = dcsCommon.splitString(p, " ") return tonumber(theNumbers[1]), tonumber(theNumbers[2]) end function cfxZones.randomInRange(minVal, maxVal) if maxVal < minVal then local t = minVal minVal = maxVal maxVal = t end return cfxZones.randomDelayFromPositiveRange(minVal, maxVal) end function cfxZones.randomDelayFromPositiveRange(minVal, maxVal) if not maxVal then return minVal end if not minVal then return maxVal end local delay = maxVal if minVal > 0 and minVal < delay then -- we want a randomized from time from minTime .. delay local varPart = delay - minVal + 1 varPart = dcsCommon.smallRandom(varPart) - 1 delay = minVal + varPart end return delay end function cfxZones.getPositiveRangeFromZoneProperty(theZone, theProperty, default, defaultmax) -- reads property as string, and interprets as range 'a-b'. -- if not a range but single number, returns both for upper and lower --trigger.action.outText("***Zne: enter with <" .. theZone.name .. ">: range for property <" .. theProperty .. ">!", 30) if not default then default = 0 end if not defaultmax then defaultmax = default end local lowerBound = default local upperBound = defaultmax local rangeString = cfxZones.getStringFromZoneProperty(theZone, theProperty, "") if dcsCommon.containsString(rangeString, "-") then local theRange = dcsCommon.splitString(rangeString, "-") lowerBound = theRange[1] lowerBound = tonumber(lowerBound) upperBound = theRange[2] upperBound = tonumber(upperBound) if lowerBound and upperBound then -- swap if wrong order if lowerBound > upperBound then local temp = upperBound upperBound = lowerBound lowerBound = temp end else -- bounds illegal trigger.action.outText("+++Zne: illegal range <" .. rangeString .. ">, using " .. default .. "-" .. defaultmax, 30) lowerBound = default upperBound = defaultmax end else upperBound = cfxZones.getNumberFromZoneProperty(theZone, theProperty, defaultmax) -- between pulses lowerBound = upperBound end return lowerBound, upperBound end function cfxZones.hasProperty(theZone, theProperty) if not theProperty then trigger.action.outText("+++zne: WARNING - hasProperty called with nil theProperty for zone <" .. theZone.name .. ">", 30) return false end local foundIt = cfxZones.getZoneProperty(theZone, theProperty) if not foundIt then -- check for possible forgotten or exchanged IO flags if string.sub(theProperty, -1) == "?" then local lessOp = theProperty:sub(1,-2) if cfxZones.getZoneProperty(theZone, lessOp) ~= nil then trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be missing a Query ('?') symbol", 30) end local lessPlus = lessOp .. "!" if cfxZones.getZoneProperty(theZone, lessPlus) ~= nil then trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be using '!' instead of '?' for input", 30) end return false end if string.sub(theProperty, -1) == "!" then local lessOp = theProperty:sub(1,-2) if cfxZones.getZoneProperty(theZone, lessOp) ~= nil then trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be missing a Bang! ('!') symbol", 30) end local lessPlus = lessOp .. "?" if cfxZones.getZoneProperty(theZone, lessPlus) ~= nil then trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be using '!' instead of '?' for input", 30) end return false end if string.sub(theProperty, -1) == ":" then local lessOp = theProperty:sub(1,-2) if cfxZones.getZoneProperty(theZone, lessOp) ~= nil then trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be missing a colon (':') at end", 30) end return false end return false end return true -- return foundIt ~= nil end function cfxZones.getBoolFromZoneProperty(theZone, theProperty, defaultVal) if not defaultVal then defaultVal = false end if type(defaultVal) ~= "boolean" then defaultVal = false end if not theZone then trigger.action.outText("WARNING: NIL Zone in getBoolFromZoneProperty", 30) return defaultVal end local p = cfxZones.getZoneProperty(theZone, theProperty) if not p then return defaultVal end -- make sure we compare so default always works when -- answer isn't exactly the opposite p = p:lower() p = dcsCommon.trim(p) if defaultVal == false then -- only go true if exact match to yes or true theBool = false theBool = (p == 'true') or (p == 'yes') or p == "1" return theBool end local theBool = true -- only go false if exactly no or false or "0" theBool = (p ~= 'false') and (p ~= 'no') and (p ~= "0") return theBool end function cfxZones.getCoalitionFromZoneProperty(theZone, theProperty, default) if not default then default = 0 end local p = cfxZones.getZoneProperty(theZone, theProperty) if not p then return default end if type(p) == "number" then -- can't currently really happen if p == 1 then return 1 end if p == 2 then return 2 end return 0 end if type(p) == "string" then if p == "1" then return 1 end if p == "2" then return 2 end if p == "0" then return 0 end p = p:lower() if p == "red" then return 1 end if p == "blue" then return 2 end if p == "neutral" then return 0 end if p == "all" then return 0 end return default end return default end function cfxZones.getNumberFromZoneProperty(theZone, theProperty, default) --TODO: trim string if not default then default = 0 end local p = cfxZones.getZoneProperty(theZone, theProperty) p = tonumber(p) if not p then return default else return p end end function cfxZones.getVectorFromZoneProperty(theZone, theProperty, minDims, defaultVal) if not minDims then minDims = 0 end if not defaultVal then defaultVal = 0 end local s = cfxZones.getStringFromZoneProperty(theZone, theProperty, "") local sVec = dcsCommon.splitString(s, ",") local nVec = {} for idx, numString in pairs (sVec) do local n = tonumber(numString) if not n then n = defaultVal end table.insert(nVec, n) end -- make sure vector contains at least minDims values while #nVec < minDims do table.insert(nVec, defaultVal) end 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, "") s = dcsCommon.trim(s) if s:sub(1,1) == "#" then -- it's probably a "#RRGGBBAA" format hex string local hVec = dcsCommon.hexString2RGBA(s) if hVec then return hVec end end 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) s = s:lower() s = dcsCommon.trim(s) -- check numbers if (s == "0") then return "green" end if (s == "1") then return "red" end if (s == "2") then return "white" end if (s == "3") then return "orange" end if (s == "4") then return "blue" end if s == "green" or s == "red" or s == "white" or s == "orange" or s == "blue" then return s end return default end function cfxZones.getFlareColorStringFromZoneProperty(theZone, theProperty, default) -- smoke as 'red', 'green', or 1..5 if not default then default = "red" end local s = cfxZones.getStringFromZoneProperty(theZone, theProperty, default) s = s:lower() s = dcsCommon.trim(s) -- check numbers if (s == "rnd") then return "random" end if (s == "0") then return "green" end if (s == "1") then return "red" end if (s == "2") then return "white" end if (s == "3") then return "yellow" end if (s == "-1") then return "random" end if s == "green" or s == "red" or s == "white" or s == "yellow" or s == "random" then return s end return default end -- -- Zone-based wildcard processing -- -- process function cfxZones.processZoneStatics(inMsg, theZone) if theZone then inMsg = inMsg:gsub("", theZone.name) end return inMsg end -- process , , , , function cfxZones.processSimpleZoneDynamics(inMsg, theZone, timeFormat, imperialUnits) if not inMsg then return "" end -- replace with current mission time HMS local absSecs = timer.getAbsTime()-- + env.mission.start_time while absSecs > 86400 do absSecs = absSecs - 86400 -- subtract out all days end if not timeFormat then timeFormat = "<:h>:<:m>:<:s>" end local timeString = dcsCommon.processHMS(timeFormat, absSecs) local outMsg = inMsg:gsub("", timeString) -- replace with lat of zone point and with lon of zone point -- and with mgrs coords of zone point local currPoint = cfxZones.getPoint(theZone) local lat, lon = coord.LOtoLL(currPoint) lat, lon = dcsCommon.latLon2Text(lat, lon) local alt = land.getHeight({x = currPoint.x, y = currPoint.z}) if imperialUnits then alt = math.floor(alt * 3.28084) -- feet else alt = math.floor(alt) -- meters end outMsg = outMsg:gsub("", lat) outMsg = outMsg:gsub("", lon) outMsg = outMsg:gsub("", alt) local grid = coord.LLtoMGRS(coord.LOtoLL(currPoint)) local mgrs = grid.UTMZone .. ' ' .. grid.MGRSDigraph .. ' ' .. grid.Easting .. ' ' .. grid.Northing outMsg = outMsg:gsub("", mgrs) return outMsg end -- process , function cfxZones.processDynamicValues(inMsg, theZone, msgResponses) -- replace all occurences of with their values local pattern = "" -- no list allowed but blanks and * and . and - and _ --> we fail on the other specials to keep this simple local outMsg = inMsg repeat -- iterate all patterns one by one local startLoc, endLoc = string.find(outMsg, pattern) if startLoc then local theValParam = string.sub(outMsg, startLoc, endLoc) -- strip lead and trailer local param = string.gsub(theValParam, "","") -- param = dcsCommon.trim(param) -- trim is called anyway -- access flag local val = cfxZones.getFlagValue(param, theZone) val = tostring(val) if not val then val = "NULL" end -- replace pattern in original with new val outMsg = string.gsub(outMsg, pattern, val, 1) -- only one sub! end until not startLoc -- now process rsp pattern = "" -- no list allowed but blanks and * and . and - and _ --> we fail on the other specials to keep this simple if msgResponses and (#msgResponses > 0) then -- only if this zone has an array --trigger.action.outText("enter response proccing", 30) repeat -- iterate all patterns one by one local startLoc, endLoc = string.find(outMsg, pattern) if startLoc then --trigger.action.outText("response: found an occurence", 30) local theValParam = string.sub(outMsg, startLoc, endLoc) -- strip lead and trailer local param = string.gsub(theValParam, "","") -- access flag local val = cfxZones.getFlagValue(param, theZone) if not val or (val < 1) then val = 1 end if val > msgResponses then val = msgResponses end val = msgResponses[val] val = dcsCommon.trim(val) -- replace pattern in original with new val outMsg = string.gsub(outMsg, pattern, val, 1) -- only one sub! end until not startLoc -- rnd response local rndRsp = dcsCommon.pickRandom(msgResponses) outMsg = outMsg:gsub ("", rndRsp) end return outMsg end -- process function cfxZones.processDynamicTime(inMsg, theZone, timeFormat) if not timeFormat then timeFormat = "<:h>:<:m>:<:s>" end -- replace all occurences of with their values local pattern = "" -- no list allowed but blanks and * and . and - and _ --> we fail on the other specials to keep this simple local outMsg = inMsg repeat -- iterate all patterns one by one local startLoc, endLoc = string.find(outMsg, pattern) if startLoc then local theValParam = string.sub(outMsg, startLoc, endLoc) -- strip lead and trailer local param = string.gsub(theValParam, "","") -- access flag local val = cfxZones.getFlagValue(param, theZone) -- use this to process as time value --trigger.action.outText("time: accessing <" .. param .. "> and received <" .. val .. ">", 30) local timeString = dcsCommon.processHMS(timeFormat, val) if not timeString then timeString = "NULL" end -- replace pattern in original with new val outMsg = string.gsub(outMsg, pattern, timeString, 1) -- only one sub! end until not startLoc return outMsg end -- process function cfxZones.processDynamicLoc(inMsg, imperialUnits, responses) local locales = {"lat", "lon", "ele", "mgrs", "lle", "latlon", "alt", "vel", "hdg", "rhdg", "type", "player"} local outMsg = inMsg local uHead = 0 for idx, aLocale in pairs(locales) do local pattern = "<" .. aLocale .. ":%s*[%s%w%*%d%.%-_]+>" repeat -- iterate all patterns one by one local startLoc, endLoc = string.find(outMsg, pattern) if startLoc then local theValParam = string.sub(outMsg, startLoc, endLoc) -- strip lead and trailer local param = string.gsub(theValParam, "<" .. aLocale .. ":%s*", "") param = string.gsub(param, ">","") -- find zone or unit param = dcsCommon.trim(param) local thePoint = nil local tZone = cfxZones.getZoneByName(param) local tUnit = Unit.getByName(param) local spd = 0 local angels = 0 local theType = "" local playerName = "Unknown" if tZone then theType = "Zone" playerName = "?zone?" thePoint = cfxZones.getPoint(tZone) if tZone.linkedUnit and Unit.isExist(tZone.linkedUnit) then local lU = tZone.linkedUnit local masterPoint = lU:getPoint() thePoint.y = masterPoint.y spd = dcsCommon.getUnitSpeed(lU) spd = math.floor(spd * 3.6) uHead = math.floor(dcsCommon.getUnitHeading(tUnit) * 57.2958) -- to degrees. else -- since zones always have elevation of 0, -- now get the elevation from the map thePoint.y = land.getHeight({x = thePoint.x, y = thePoint.z}) end elseif tUnit then if Unit.isExist(tUnit) then theType = tUnit:getTypeName() if tUnit.getPlayerName and tUnit:getPlayerName() then playerName = tUnit:getPlayerName() end thePoint = tUnit:getPoint() spd = dcsCommon.getUnitSpeed(tUnit) -- convert m/s to km/h spd = math.floor(spd * 3.6) uHead = math.floor(dcsCommon.getUnitHeading(tUnit) * 57.2958) -- to degrees. end else -- nothing to do, remove me. end local locString = "err" if thePoint then -- now that we have a point, we can do locale-specific -- processing. return result in locString local lat, lon, alt = coord.LOtoLL(thePoint) lat, lon = dcsCommon.latLon2Text(lat, lon) angels = math.floor(thePoint.y) if imperialUnits then alt = math.floor(alt * 3.28084) -- feet spd = math.floor(spd * 0.539957) -- km/h to knots angels = math.floor(angels * 3.28084) else alt = math.floor(alt) -- meters end if angels > 1000 then angels = math.floor(angels / 100) * 100 end if aLocale == "lat" then locString = lat elseif aLocale == "lon" then locString = lon elseif aLocale == "ele" then locString = tostring(alt) elseif aLocale == "lle" then locString = lat .. " " .. lon .. " ele " .. tostring(alt) elseif aLocale == "latlon" then locString = lat .. " " .. lon elseif aLocale == "alt" then locString = tostring(angels) -- don't confuse alt and angels, bad var naming here elseif aLocale == "vel" then locString = tostring(spd) elseif aLocale == "hdg" then locString = tostring(uHead) elseif aLocale == "type" then locString = theType elseif aLocale == "player" then locString = playerName elseif aLocale == "rhdg" and (responses) then local offset = cfxZones.rspMapper360(uHead, #responses) locString = dcsCommon.trim(responses[offset]) else -- we have mgrs local grid = coord.LLtoMGRS(coord.LOtoLL(thePoint)) locString = grid.UTMZone .. ' ' .. grid.MGRSDigraph .. ' ' .. grid.Easting .. ' ' .. grid.Northing end end -- replace pattern in original with new val outMsg = string.gsub(outMsg, pattern, locString, 1) -- only one sub! end -- if startloc until not startLoc end -- for all locales return outMsg end function cfxZones.rspMapper360(directionInDegrees, numResponses) -- maps responses around a clock. Clock has 12 'responses' (12, 1, .., 11), -- with the first (12) also mapping to the last half arc -- this method dynamically 'winds' the responses around -- a clock and returns the index of the message to display if numResponses < 1 then numResponses = 1 end directionInDegrees = math.floor(directionInDegrees) while directionInDegrees < 0 do directionInDegrees = directionInDegrees + 360 end while directionInDegrees >= 360 do directionInDegrees = directionInDegrees - 360 end -- now we have 0..360 -- calculate arc per item local arcPerItem = 360 / numResponses local halfArc = arcPerItem / 2 -- we now map 0..360 to (0-halfArc..360-halfArc) by shifting -- direction by half-arc and clipping back 0..360 -- and now we can directly derive the index of the response directionInDegrees = directionInDegrees + halfArc if directionInDegrees >= 360 then directionInDegrees = directionInDegrees - 360 end local index = math.floor(directionInDegrees / arcPerItem) + 1 -- 1 .. numResponses return index end -- replaces dcsCommon with same name -- timeFormat is optional, default is "<:h>:<:m>:<:s>" -- imperialUnits is optional, defaults to meters -- responses is an array of string, defaults to {} function cfxZones.processStringWildcards(inMsg, theZone, timeFormat, imperialUnits, responses) if not inMsg then return "" end local formerType = type(inMsg) if formerType ~= "string" then inMsg = tostring(inMsg) end if not inMsg then inMsg = "" end local theMsg = inMsg -- process common DCS stuff like /n theMsg = dcsCommon.processStringWildcards(theMsg) -- call old inherited -- process theMsg = cfxZones.processZoneStatics(theMsg, theZone) -- process , , , , theMsg = cfxZones.processSimpleZoneDynamics(theMsg, theZone, timeFormat, imperialUnits) -- process , theMsg = cfxZones.processDynamicValues(theMsg, theZone, responses) -- process theMsg = cfxZones.processDynamicTime(theMsg, theZone, timeFormat) -- process theMsg = cfxZones.processDynamicLoc(theMsg, imperialUnits, responses) return theMsg end -- -- ============ -- MOVING ZONES -- ============ -- -- Moving zones contain a link to their unit -- they are always located at an offset (x,z) or delta, phi -- to their master unit. delta phi allows adjustment for heading -- The cool thing about moving zones in cfx is that they do not -- require special handling, they are always updated -- and work with 'pointinzone' etc automatically -- Always works on cfx Zones, NEVER on DCS zones. -- -- requires that readFromDCS has been done -- function cfxZones.getDCSOrigin(aZone) local o = {} o.x = aZone.dcsOrigin.x o.y = 0 o.z = aZone.dcsOrigin.z return o end function cfxZones.getLinkedUnit(theZone) if not theZone then return nil end if not theZone.linkedUnit then return nil end if not Unit.isExist(theZone.linkedUnit) then return nil end return theZone.linkedUnit end function cfxZones.getPoint(aZone, getHeight) -- always works, even linked, returned point can be reused -- returned y (when using getHeight) is that of the land, else 0 if not getHeight then getHeight = false end if aZone.linkedUnit then local theUnit = aZone.linkedUnit -- has a link. is link existing? if Unit.isExist(theUnit) then -- updates zone position cfxZones.centerZoneOnUnit(aZone, theUnit) local dx = aZone.dx local dy = aZone.dy if aZone.useHeading then dx, dy = cfxZones.calcHeadingOffset(aZone, theUnit) end cfxZones.offsetZone(aZone, dx, dy) end end local thePos = {} thePos.x = aZone.point.x thePos.z = aZone.point.z if not getHeight then thePos.y = 0 -- aZone.y else thePos.y = land.getHeight({x = thePos.x, y = thePos.z}) end return thePos end function cfxZones.linkUnitToZone(theUnit, theZone, dx, dy) -- note: dy is really Z, don't get confused!!!! theZone.linkedUnit = theUnit if not dx then dx = 0 end if not dy then dy = 0 end theZone.dx = dx theZone.dy = dy theZone.rxy = math.sqrt(dx * dx + dy * dy) -- radius local unitHeading = dcsCommon.getUnitHeading(theUnit) local bearingOffset = math.atan2(dy, dx) -- rads if bearingOffset < 0 then bearingOffset = bearingOffset + 2 * 3.141592 end local dPhi = bearingOffset - unitHeading if dPhi < 0 then dPhi = dPhi + 2 * 3.141592 end if (theZone.verbose and theZone.useHeading) then trigger.action.outText("Zone is at <" .. math.floor(57.2958 * dPhi) .. "> relative to unit heading", 30) end theZone.dPhi = dPhi -- constant delta between unit heading and -- direction to zone theZone.uHdg = unitHeading -- original unit heading to turn other -- units if need be --trigger.action.outText("Link setup: dx=<" .. dx .. ">, dy=<" .. dy .. "> unit original hdg = <" .. math.floor(57.2958 * unitHeading) .. ">", 30) end function cfxZones.zonesLinkedToUnit(theUnit) -- returns all zones linked to this unit if not theUnit then return {} end local linkedZones = {} for idx, theZone in pairs (cfxZones.zones) do if theZone.linkedUnit == theUnit then table.insert(linkedZones, theZone) end end return linkedZones end function cfxZones.calcHeadingOffset(aZone, theUnit) -- recalc dx and dy based on ry and current heading -- since 0 degrees is [0,1] = [0,r] the calculation of -- rotated coords can be simplified from -- xr = x cos phi - y sin phi = -r sin phi -- yr = y cos phi + x sin phi = r cos phi local unitHeading = dcsCommon.getUnitHeading(theUnit) -- add heading offset local zoneBearing = unitHeading + aZone.dPhi if zoneBearing > 2 * 3.141592 then zoneBearing = zoneBearing - 2 * 3.141592 end -- in DCS, positive x is north (wtf?) and positive z is east local dy = (-aZone.rxy) * math.sin(zoneBearing) local dx = aZone.rxy * math.cos(zoneBearing) --trigger.action.outText("zone bearing is " .. math.floor(zoneBearing * 57.2958) .. " dx = <" .. dx .. "> , dy = <" .. dy .. ">", 30) return dx, -dy -- note: dy is z coord!!!! end function cfxZones.updateMovingZones() cfxZones.updateSchedule = timer.scheduleFunction(cfxZones.updateMovingZones, {}, timer.getTime() + 1/cfxZones.ups) -- simply scan all cfx zones for the linkName property, and if present -- update the zone's points for aName,aZone in pairs(cfxZones.zones) do -- only do this if ther is a linkName property, -- else this zone isn't linked. link name is harmonized from -- both linkUnit non-DML and linedUnit DML if aZone.linkName then if aZone.linkBroken then -- try to relink cfxZones.initLink(aZone) else --if aZone.linkName then -- always re-acquire linkedUnit via Unit.getByName() -- this way we gloss over any replacements via spawns aZone.linkedUnit = Unit.getByName(aZone.linkName) end if aZone.linkedUnit then local theUnit = aZone.linkedUnit -- has a link. is link existing? if theUnit:isExist() then cfxZones.centerZoneOnUnit(aZone, theUnit) local dx = aZone.dx local dy = aZone.dy -- this is actually z if aZone.useHeading then dx, dy = cfxZones.calcHeadingOffset(aZone, theUnit) end cfxZones.offsetZone(aZone, dx, dy) else -- we lost link (track level) aZone.linkBroken = true aZone.linkedUnit = nil end else -- we lost link (top level) aZone.linkBroken = true aZone.linkedUnit = nil end else -- this zone isn't linked end end end function cfxZones.initLink(theZone) theZone.linkBroken = true theZone.linkedUnit = nil theUnit = Unit.getByName(theZone.linkName) if theUnit then local dx = 0 local dz = 0 if theZone.useOffset or theZone.useHeading then local A = cfxZones.getDCSOrigin(theZone) local B = theUnit:getPoint() local delta = dcsCommon.vSub(A,B) dx = delta.x dz = delta.z end cfxZones.linkUnitToZone(theUnit, theZone, dx, dz) -- also sets theZone.linkedUnit if theZone.verbose then trigger.action.outText("Link established for zone <" .. theZone.name .. "> to unit <" .. theZone.linkName .. ">: dx=<" .. math.floor(dx) .. ">, dz=<" .. math.floor(dz) .. "> dist = <" .. math.floor(math.sqrt(dx * dx + dz * dz)) .. ">" , 30) end theZone.linkBroken = nil else if theZone.verbose then trigger.action.outText("Linked unit: no unit <" .. theZone.linkName .. "> to link <" .. theZone.name .. "> to", 30) end end end function cfxZones.startMovingZones() -- read all zones, and look for a property called 'linkedUnit' -- which will make them a linked zone if there is a unit that exists -- also suppors 'useOffset' and 'useHeading' for aName,aZone in pairs(cfxZones.zones) do local lU = nil -- check if DCS zone has the linkUnit new attribute introduced in -- late 2022 with 2.8 if aZone.dcsZone.linkUnit then local theID = aZone.dcsZone.linkUnit lU = dcsCommon.getUnitNameByID(theID) if not lU then trigger.action.outText("WARNING: Zone <" .. aZone.name .. ">: cannot resolve linked unit ID <" .. theID .. ">", 30) lU = "***DML link err***" end elseif cfxZones.hasProperty(aZone, "linkedUnit") then lU = cfxZones.getZoneProperty(aZone, "linkedUnit") end -- sanity check if aZone.dcsZone.linkUnit and cfxZones.hasProperty(aZone, "linkedUnit") then trigger.action.outText("WARNING: Zone <" .. aZone.name .. "> has dual unit link definition. Will use link to unit <" .. lU .. ">", 30) end if lU then aZone.linkName = lU aZone.useOffset = cfxZones.getBoolFromZoneProperty(aZone, "useOffset", false) aZone.useHeading = cfxZones.getBoolFromZoneProperty(aZone, "useHeading", false) cfxZones.initLink(aZone) end end end -- -- =========== -- INIT MODULE -- =========== -- function cfxZones.initZoneVerbosity() for aName,aZone in pairs(cfxZones.zones) do -- support for zone-local verbose flag aZone.verbose = cfxZones.getBoolFromZoneProperty(aZone, "verbose", false) end end function cfxZones.init() -- read all zones into my own db cfxZones.readFromDCS(true) -- true: erase old -- pre-read zone owner for all zones -- much like verbose, all zones have owner -- local pZones = cfxZones.zonesWithProperty("owner") -- for n, aZone in pairs(pZones) do for n, aZone in pairs(cfxZones.zones) do aZone.owner = cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0) end -- enable all zone's verbose flags if present -- must be done BEFORE we start the moving zones cfxZones.initZoneVerbosity() -- now initialize moving zones cfxZones.startMovingZones() cfxZones.updateMovingZones() -- will auto-repeat trigger.action.outText("cf/x Zones v".. cfxZones.version .. ": loaded, zones:" .. dcsCommon.getSizeOfTable(cfxZones.zones), 30) end -- get everything rolling cfxZones.init()