cfxObjectSpawnZones = {} cfxObjectSpawnZones.version = "1.1.4" cfxObjectSpawnZones.requiredLibs = { "dcsCommon", -- common is of course needed for everything -- pretty stupid to check for this since we -- need common to invoke the check, but anyway "cfxZones", -- Zones, of course. MUST HAVE RUN } cfxObjectSpawnZones.ups = 1 -- -- Zones that conform with this requirements spawn toops automatically -- *** DOES NOT EXTEND ZONES *** -- -- version history -- 1.0.0 - based on 1.4.6 version from cfxSpawnZones -- 1.1.0 - uses linkedUnit, so spawnming can occur on ships -- make sure you also enable useOffset to place the -- statics away from the center of the ship -- 1.1.1 - also processes paused flag -- - despawnRemaining(spawner) -- 1.1.2 - autoRemove option re-installed -- - added possibility to autoUnlink -- 1.1.3 - ME-triggered flag via f? and triggerFlag -- 1.1.4 - activate?, pause? attributes -- Object spawn zones have the following major uses: -- - dynamically spawn cargo -- - litter a zone with static obejcts quickly -- - linking static dynamic objects with ships, including cargo -- -- -- How do we recognize an object spawn zone? -- contains a "objectSpawner" attribute -- a spawner must also have the following attributes -- - objectSpawner - anything, must be present to signal. put in 'ground' to be able to expand to other types -- - types - type strings, comma separated. They all spawn in the same spot. -- see here: https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB -- - count - repeat types n times. optional, defaults to 1 -- - country - defaults to 2 (usa) -- see here https://wiki.hoggitworld.com/view/DCS_enum_country -- some important: 0 = Russia, 2 = US, 82 = UN neutral -- country is converted to coalition and then assigned to -- Joint Task Force upon spawn -- - baseName - MANDATORY, for naming spawned objects - MUST BE UNIQUE!!!! -- - heading in DEGREES (default 0 = north ) direction entire group is facing -- - weight - weight in kg if transportable -- - isCargo - boolean yes means it can be carried by other units -- - cooldown - seconds to cool down before re-spawning -- - maxSpawns - how many times we spawn. default = 1, -1 = unlimited -- - requestable -- via comms menu, will auto-pause -- - managed -- if cargo, it's automatically passed to cfx cargo manager for handling (if cargo manager is loaded) -- - (linkedUnit) for placing on ships -- - (useOffset) for not using ship's center -- respawn currently happens after theSpawns is deleted and cooldown seconds have passed cfxObjectSpawnZones.allSpawners = {} cfxObjectSpawnZones.callbacks = {} -- signature: cb(reason, group, spawner) -- -- C A L L B A C K S -- function cfxObjectSpawnZones.addCallback(theCallback) table.insert(cfxObjectSpawnZones.callbacks, theCallback) end function cfxObjectSpawnZones.invokeCallbacksFor(reason, theSpawns, theSpawner) for idx, theCB in pairs (cfxObjectSpawnZones.callbacks) do theCB(reason, theSpawns, theSpawner) end end -- -- creating a spawner -- function cfxObjectSpawnZones.createSpawner(inZone) local theSpawner = {} theSpawner.zone = inZone theSpawner.name = inZone.name -- connect with ME if a trigger flag is given if cfxZones.hasProperty(inZone, "f?") then theSpawner.triggerFlag = cfxZones.getStringFromZoneProperty(inZone, "f?", "none") theSpawner.lastTriggerValue = trigger.misc.getUserFlag(theSpawner.triggerFlag) end if cfxZones.hasProperty(inZone, "activate?") then theSpawner.activateFlag = cfxZones.getStringFromZoneProperty(inZone, "activate?", "none") theSpawner.lastActivateValue = trigger.misc.getUserFlag(theSpawner.activateFlag) end if cfxZones.hasProperty(inZone, "pause?") then theSpawner.pauseFlag = cfxZones.getStringFromZoneProperty(inZone, "pause?", "none") theSpawner.lastPauseValue = trigger.misc.getUserFlag(theSpawner.pauseFlag) end --theSpawner.types = cfxZones.getZoneProperty(inZone, "types") theSpawner.types = cfxZones.getStringFromZoneProperty(inZone, "types", "White_Tyre") local n = cfxZones.getNumberFromZoneProperty(inZone, "count", 1) -- DO NOT CONFUSE WITH OWN PROPERTY COUNT for unique names!!! if n < 1 then n = 1 end -- sanity check. theSpawner.numObj = n theSpawner.country = cfxZones.getNumberFromZoneProperty(inZone, "country", 2) -- coalition2county(theSpawner.owner) theSpawner.rawOwner = coalition.getCountryCoalition(theSpawner.country) theSpawner.baseName = cfxZones.getStringFromZoneProperty(inZone, "baseName", dcsCommon.uuid("objSpwn")) --cfxZones.getZoneProperty(inZone, "baseName") theSpawner.cooldown = cfxZones.getNumberFromZoneProperty(inZone, "cooldown", 60) theSpawner.lastSpawnTimeStamp = -10000 -- just init so it will always work theSpawner.autoRemove = cfxZones.getBoolFromZoneProperty(inZone, "autoRemove", false) theSpawner.autoLink = cfxZones.getBoolFromZoneProperty(inZone, "autoLink", true) theSpawner.heading = cfxZones.getNumberFromZoneProperty(inZone, "heading", 0) theSpawner.weight = cfxZones.getNumberFromZoneProperty(inZone, "weight", 0) if theSpawner.weight < 0 then theSpawner.weight = 0 end theSpawner.isCargo = cfxZones.getBoolFromZoneProperty(inZone, "isCargo", false) if theSpawner.isCargo == true and theSpawner.weight < 100 then theSpawner.weight = 100 end theSpawner.managed = cfxZones.getBoolFromZoneProperty(inZone, "managed", true) -- defaults to managed cargo theSpawner.cdTimer = 0 -- used for cooldown. if timer.getTime < this value, don't spawn -- theSpawner.cdStarted = false -- used to initiate cooldown when all items in theSpawns disappear theSpawner.count = 1 -- used to create names, and count how many groups created theSpawner.theSpawns = {} -- all items that are spawned. re-spawn happens if they are all out theSpawner.maxSpawns = cfxZones.getNumberFromZoneProperty(inZone, "maxSpawns", 1) theSpawner.paused = cfxZones.getBoolFromZoneProperty(inZone, "paused", false) theSpawner.requestable = cfxZones.getBoolFromZoneProperty(inZone, "requestable", false) if theSpawner.requestable then theSpawner.paused = true end -- see if it is linked to a ship to set realtive orig headiong if inZone.linkedUnit then local shipUnit = inZone.linkedUnit theSpawner.linkedUnit = shipUnit --trigger.action.outText("+++obSpZ: zone " .. inZone.name .. " linked to ship (?) " .. shipUnit:getName() .. " of cat " .. shipUnit:getCategory(), 30) local origHeading = dcsCommon.getUnitHeadingDegrees(shipUnit) -- calculate initial delta local delta = dcsCommon.vSub(inZone.point,shipUnit:getPoint()) -- delta = B - A theSpawner.dx = delta.x theSpawner.dy = delta.z --theSpawner.dx = inZone.dx --theSpawner.dy = inZone.dy theSpawner.origHeading = origHeading --trigger.action.outText("+++obSpZ: with dx = " .. theSpawner.dx .. " dy = " .. theSpawner.dy .. " hdg = " .. origHeading, 30) end return theSpawner end function cfxObjectSpawnZones.addSpawner(aSpawner) cfxObjectSpawnZones.allSpawners[aSpawner.zone] = aSpawner end function cfxObjectSpawnZones.removeSpawner(aSpawner) cfxObjectSpawnZones.allSpawners[aSpawner.zone] = nil end function cfxObjectSpawnZones.getSpawnerForZone(aZone) return cfxObjectSpawnZones.allSpawners[aZone] end function cfxObjectSpawnZones.getSpawnerForZoneNamed(aName) local aZone = cfxZones.getZoneByName(aName) return cfxObjectSpawnZones.getSpawnerForZone(aZone) end function cfxObjectSpawnZones.getRequestableSpawnersInRange(aPoint, aRange, aSide) -- trigger.action.outText("enter requestable spawners for side " .. aSide , 30) if not aSide then aSide = 0 end -- currently, WE FORCE A SIDE MATCH aSide = 0 if not aRange then aRange = 200 end if not aPoint then return {} end local theSpawners = {} for aZone, aSpawner in pairs(cfxObjectSpawnZones.allSpawners) do -- iterate all zones and collect those that match local hasMatch = true -- update the zone's point if it is linked to a ship, i.e. local delta = dcsCommon.dist(aPoint, cfxZones.getPoint(aZone)) if delta>aRange then hasMatch = false end if aSide ~= 0 then --[[-- -- check if side is correct for owned zone --]]-- end --[[-- if aSide ~= aSpawner.rawOwner then -- only return spawners with this side -- note: this will NOT work with neutral players hasMatch = false end --]]-- if not aSpawner.requestable then hasMatch = false end if hasMatch then table.insert(theSpawners, aSpawner) end end return theSpawners end -- -- spawn troops -- function cfxObjectSpawnZones.verifySpawnOwnership(spawner) --[[-- -- returns false ONLY if masterSpawn disagrees --]]-- return true end function cfxObjectSpawnZones.spawnObjectNTimes(aSpawner, theType, n, container) if not aSpawner then return end if not container then container = {} end if not n then n = 1 end if not theType then return end local aZone = aSpawner.zone if not aZone then return end if n < 1 then return end local center = cfxZones.getPoint(aZone) -- magically works with moving zones and offset if n == 1 then -- spawn in the middle, only a single object local ox = center.x local oy = center.z local theStaticData = dcsCommon.createStaticObjectData( aSpawner.baseName .. "-" .. aSpawner.count, theType, aSpawner.heading, false, -- dead? aSpawner.isCargo, aSpawner.weight) aSpawner.count = aSpawner.count + 1 -- more to global position dcsCommon.moveStaticDataTo(theStaticData, ox, oy) -- if linked, relative-link instead to ship -- NOTE: it is possible that we have to re-calc heading -- if ship turns relative to original designation position. if aZone.linkedUnit and aZone.autoLink then dcsCommon.linkStaticDataToUnit( theStaticData, aZone.linkedUnit, aSpawner.dx, aSpawner.dy, aSpawner.origHeading) end -- spawn in dcs local theObject = coalition.addStaticObject(aSpawner.rawOwner, theStaticData) -- create in dcs table.insert(container, theObject) -- add to collection if aSpawner.isCargo and aSpawner.managed then if cfxCargoManager then cfxCargoManager.addCargo(theObject) end end return end local numObjects = n local degrees = 3.14157 / 180 local degreeIncrement = (360 / numObjects) * degrees local currDegree = 0 local missionObjects = {} for i=1, numObjects do local rx = math.cos(currDegree) * aZone.radius local ry = math.sin(currDegree) * aZone.radius local ox = center.x + rx local oy = center.z + ry -- note: z! local theStaticData = dcsCommon.createStaticObjectData( aSpawner.baseName .. "-" .. aSpawner.count, theType, aSpawner.heading, false, -- dead? aSpawner.isCargo, aSpawner.weight) theStaticData.canCargo = aSpawner.isCargo -- should be false, but you never know if theStaticData.canCargo then -- theStaticData.mass = aSpawner.weight trigger.action.outText("+++ obSpw is cargo with w=" .. theStaticData.mass .. " for " .. theStaticData.name, 30) end aSpawner.count = aSpawner.count + 1 dcsCommon.moveStaticDataTo(theStaticData, ox, oy) if aZone.linkedUnit and aZone.autoLink then dcsCommon.linkStaticDataToUnit(theStaticData, aZone.linkedUnit, aSpawner.dx + rx, aSpawner.dy + ry, aSpawner.origHeading) end -- spawn in dcs local theObject = coalition.addStaticObject(aSpawner.rawOwner, theStaticData) -- this will generate an event! table.insert(container, theObject) -- see if it is managed cargo if aSpawner.isCargo and aSpawner.managed then if cfxCargoManager then cfxCargoManager.addCargo(theObject) end end -- update rotation currDegree = currDegree + degreeIncrement end end function cfxObjectSpawnZones.spawnWithSpawner(aSpawner) if type(aSpawner) == "string" then -- return spawner for zone of that name aSpawner = cfxObjectSpawnZones.getSpawnerForZoneNamed(aName) end if not aSpawner then return end -- will NOT check if conditions are met. This forces a spawn local unitTypes = {} -- build type names local p = cfxZones.getPoint(aSpawner.zone) -- aSpawner.zone.point -- split the conf.troopsOnBoardTypes into an array of types unitTypes = dcsCommon.splitString(aSpawner.types, ",") if #unitTypes < 1 then table.insert(unitTypes, "White_Flag") -- make it one m4 trooper as fallback end -- now iterate through all types and create objects for each name -- overlaying them all n times aSpawner.theSpawns = {} -- forget whatever there was before. for idx, typeName in pairs(unitTypes) do cfxObjectSpawnZones.spawnObjectNTimes( aSpawner, typeName, aSpawner.numObj, aSpawner.theSpawns) end -- reset cooldown (forced) if true then -- or not spawner.cdStarted then -- forced on -- no, start cooldown --spawner.cdStarted = true aSpawner.cdTimer = timer.getTime() + aSpawner.cooldown end -- callback to all who want to know cfxObjectSpawnZones.invokeCallbacksFor("spawned", aSpawner.theSpawns, aSpawner) -- timestamp so we can check against cooldown on manual spawn aSpawner.lastSpawnTimeStamp = timer.getTime() -- make sure a requestable spawner is always paused if aSpawner.requestable then aSpawner.paused = true end if aSpawner.autoRemove then -- simply remove the group aSpawner.theSpawns = {} -- empty group -- forget all end end function cfxObjectSpawnZones.despawnRemaining(spawner) for idx, anObject in pairs (spawner.theSpawns) do if anObject and anObject:isExist() then anObject:destroy() end end end -- -- U P D A T E -- function cfxObjectSpawnZones.needsSpawning(spawner) if spawner.paused then return false end if spawner.requestable then return false end if spawner.maxSpawns == 0 then return false end if #spawner.theSpawns > 0 then return false end if timer.getTime() < spawner.cdTimer then return false end return cfxObjectSpawnZones.verifySpawnOwnership(spawner) end function cfxObjectSpawnZones.update() cfxObjectSpawnZones.updateSchedule = timer.scheduleFunction(cfxObjectSpawnZones.update, {}, timer.getTime() + 1/cfxObjectSpawnZones.ups) for key, spawner in pairs (cfxObjectSpawnZones.allSpawners) do -- see if the spawn is dead or was removed -- forget all dead spawns local objectsToKeep = {} -- if not spawner.requestable then for idx, anObject in pairs (spawner.theSpawns) do if not anObject:isExist() then --trigger.action.outText("+++ obSpwn: INEXIST removing object in zone " .. spawner.zone.name, 30) elseif anObject:getLife() < 1 then --trigger.action.outText("+++ obSpwn: dead. removing object ".. anObject:getName() .." in zone " .. spawner.zone.name, 30) else table.insert(objectsToKeep, anObject) end end -- end -- see if we killed off all objects and start cd if so if #objectsToKeep == 0 and #spawner.theSpawns > 0 then spawner.cdTimer = timer.getTime() + spawner.cooldown end -- transfer kept items spawner.theSpawns = objectsToKeep local needsSpawn = cfxObjectSpawnZones.needsSpawning(spawner) -- check if perhaps our watchtrigger causes spawn if spawner.pauseFlag then local currTriggerVal = trigger.misc.getUserFlag(spawner.pauseFlag) if currTriggerVal ~= spawner.lastPauseValue then spawner.paused = true needsSpawn = false spawner.lastPauseValue = currTriggerVal end end if spawner.triggerFlag then local currTriggerVal = trigger.misc.getUserFlag(spawner.triggerFlag) if currTriggerVal ~= spawner.lastTriggerValue then needsSpawn = true spawner.lastTriggerValue = currTriggerVal end end if spawner.activateFlag then local currTriggerVal = trigger.misc.getUserFlag(spawner.activateFlag) if currTriggerVal ~= spawner.lastActivateValue then spawner.paused = false spawner.lastActivateValue = currTriggerVal end end if needsSpawn then cfxObjectSpawnZones.spawnWithSpawner(spawner) if spawner.maxSpawns > 0 then spawner.maxSpawns = spawner.maxSpawns - 1 end if spawner.maxSpawns == 0 then spawner.paused = true end else -- trigger.action.outText("+++ NOSPAWN for zone " .. spawner.zone.name, 30) end end end function cfxObjectSpawnZones.start() if not dcsCommon.libCheck("cfx Object Spawn Zones", cfxObjectSpawnZones.requiredLibs) then return false end -- collect all spawn zones local attrZones = cfxZones.getZonesWithAttributeNamed("objectSpawner") -- now create a spawner for all, add them to the spawner updater, and spawn for all zones that are not -- paused for k, aZone in pairs(attrZones) do local aSpawner = cfxObjectSpawnZones.createSpawner(aZone) cfxObjectSpawnZones.addSpawner(aSpawner) if (not aSpawner.paused) and cfxObjectSpawnZones.verifySpawnOwnership(aSpawner) and aSpawner.maxSpawns ~= 0 then cfxObjectSpawnZones.spawnWithSpawner(aSpawner) -- update spawn count and make sure we haven't spawned the one and only if aSpawner.maxSpawns > 0 then aSpawner.maxSpawns = aSpawner.maxSpawns - 1 end if aSpawner.maxSpawns == 0 then aSpawner.paused = true --trigger.action.outText("+++ maxspawn -- turning off zone " .. aSpawner.zone.name, 30) end end end -- and start the regular update calls cfxObjectSpawnZones.update() trigger.action.outText("cfx Object Spawn Zones v" .. cfxObjectSpawnZones.version .. " started.", 30) return true end if not cfxObjectSpawnZones.start() then trigger.action.outText("cf/x Spawn Zones aborted: missing libraries", 30) cfxObjectSpawnZones = nil end --[[-- IMPROVEMENTS 'formations' - concentric, pile, random, array etc. --]]--