DML/modules/limitedAirframes.lua
Christian Franz 08527a515d Version 1.4.6
ownAll
2023-10-19 08:21:35 +02:00

947 lines
32 KiB
Lua

limitedAirframes = {}
limitedAirframes.version = "1.6.0"
limitedAirframes.warningSound = "Quest Snare 3.wav"
limitedAirframes.loseSound = "Death PIANO.wav"
limitedAirframes.winSound = "Triumphant Victory.wav"
limitedAirframes.requiredLibs = {
"dcsCommon",
"cfxZones",
}
--[[-- VERSION HISTORY
- 1.0.0 - initial version
- 1.0.1 - out text to coalition for switch
- less verbose
- win/lose sound by coalition
- 1.0.2 - corrected some to to-->for Groups typos
- 1.0.3 - renamed to 'pilot' instead of airframe:
pilotSafe attribute
- fixed MP bug, switched to EventMonII code
- 1.0.4 - added CSAR integration: create CSAR and callback
- safe ditch only at less than 7 kmh and 10m agl
- 1.0.5 - replaced 5 (crash) check for helos only
- 1.0.6 - changed alt and speed tests to inAir
reduced verbosity
made reporting of new units for coalition side only
- 1.0.7 - if unlimited pilots it says so when you return one
to base
- 1.0.8 - now can query remaining pilots
- 1.0.9 - better formatted remaining pilots
- 1.1.0 - module manager
- separated out settings
- hand change in pilotsafe zones that can be landed in
- 1.2.0 - limitedAirframesConfig zone
- 1.3.0 - added network dead override logic via unitFlownByPlayer
- 1.4.0 - DML integration, verbosity, clean-up, QoL improvements
redSafe, blueSafe with attribute, backward compatible
currRed
- 1.4.1 - removed dependency to cfxPlayer
- 1.5.0 - persistence support
- 1.5.1 - new "announcer" attribute
- 1.5.2 - integration with autoCSAR: prevent limitedAF from creating csar
when autoCSAR is active
- 1.5.3 - ... but do allow it if not coming from 'ejected' so ditching
a plane will again create CSAR missions
1.5.4 - red# and blue# instead of #red and #blue
1.6.0 - dmlZones
- new hasUI attribute
- minor clean-up
- set numRed and numBlue on startup
--]]--
-- limitedAirframes manages the number of available player airframes
-- per scenario and side. Each time a player crashes the plane
-- outside of safe zones, the number is decreased for that side
-- when the number reaches -1 or smaller, other side wins
-- !!!Only affects player planes!!
-- safe zones must have a property "pilotSafe"
-- - pilotSafe - this is a zone to safely change airframes in
-- - can also carry 'red' or 'blue' to enable
-- if zone can change ownership, player's coalition
-- is checked against current zone ownership
-- zone owner.
limitedAirframes.safeZones = {} -- safezones are zones where a crash or change plane does not
limitedAirframes.myEvents = {5, 9, 30, 6, 20, 21, 15 } -- 5 = crash, 9 - dead, 30 - unit lost, 6 - eject, 20 - enter unit, 21 - leave unit, 15 - birth
-- guarantee a min of 2 seconds between events
-- for this we save last event per player
limitedAirframes.lastEvents = {}
-- each time a plane crashes or is abandoned check
-- that it's a player unit
-- inside a crash free zone
-- update the side's airframe credit
limitedAirframes.currRed = 0
limitedAirframes.currBlue = 0
-- we record all unit names that contain a player
-- so that we can check against these when we receive
-- an ejection event. We also keep a list of players
-- for good measure and their status
limitedAirframes.playerUnits = {}
limitedAirframes.players = {}
limitedAirframes.unitFlownByPlayer = {} -- to detect dead after
-- 21 (player left unit) we store on 15 (birth)
-- which unit a player occupies. if player
-- then levaes and dead has a mismatch, we resolve
-- by not calling dead.
-- works if eject does not call player left unit
-- unit[unitname] = playername. if nil, no longer
-- occupied by player.
limitedAirframes.theCommand = nil
--
-- READ CONFIG ZONE TO OVERRIDE SETTING
--
function limitedAirframes.readConfigZone()
-- note: must match exactly!!!!
local theZone = cfxZones.getZoneByName("limitedAirframesConfig")
if not theZone then
theZone = cfxZones.createSimpleZone("limitedAirframesConfig")
end
limitedAirframes.config = theZone
limitedAirframes.name = "limitedAirframes" -- so we can call cfxZones with ourself as param
limitedAirframes.verbose = theZone.verbose
if limitedAirframes.verbose then
trigger.action.outText("+++limA: found config zone!", 30)
end
-- ok, for each property, load it if it exists
limitedAirframes.enabled = theZone:getBoolFromZoneProperty("enabled", true)
limitedAirframes.userCanToggle = theZone:getBoolFromZoneProperty( "userCanToggle", true)
limitedAirframes.hasUI = theZone:getBoolFromZoneProperty("hasUI", true)
limitedAirframes.maxRed = theZone:getNumberFromZoneProperty("maxRed", -1)
limitedAirframes.maxBlue = theZone:getNumberFromZoneProperty("maxBlue", -1)
limitedAirframes.currRed = limitedAirframes.maxRed
limitedAirframes.currBlue = limitedAirframes.maxBlue
if theZone:hasProperty("#red") then
limitedAirframes.numRed = theZone:getStringFromZoneProperty("#red", "*none")
else
limitedAirframes.numRed = theZone:getStringFromZoneProperty("red#", "*none")
end
if theZone:hasProperty("#blue") then
limitedAirframes.numBlue = theZone:getStringFromZoneProperty("#blue", "*none")
else
limitedAirframes.numBlue = theZone:getStringFromZoneProperty("blue#", "*none")
end
limitedAirframes.redWinsFlag = theZone:getStringFromZoneProperty("redWins!", "*none")
if theZone:hasProperty("redWinsFlag!") then
limitedAirframes.redWinsFlag = theZone:getStringFromZoneProperty("redWinsFlag!", "*none")
end
limitedAirframes.blueWinsFlag = theZone:getStringFromZoneProperty("blueWins!", "*none")
if theZone:hasProperty("blueWinsFlag!") then
limitedAirframes.blueWinsFlag = theZone:getStringFromZoneProperty("blueWinsFlag!", "*none")
end
limitedAirframes.method = theZone:getStringFromZoneProperty("method", "inc")
if theZone:hasProperty("warningSound") then
limitedAirframes.warningSound = theZone:getStringFromZoneProperty("warningSound", "none")
end
if theZone:hasProperty("winSound") then
limitedAirframes.winSound = theZone:getStringFromZoneProperty("winSound", "none")
end
if theZone:hasProperty("loseSound") then
limitedAirframes.loseSound = theZone:getStringFromZoneProperty("loseSound", "none")
end
if limitedAirframes.numRed then
cfxZones.setFlagValue(limitedAirframes.numRed, limitedAirframes.currRed, limitedAirframes)
end
if limitedAirframes.numBlue then
cfxZones.setFlagValue(limitedAirframes.numBlue, limitedAirframes.currBlue, limitedAirframes)
end
limitedAirframes.announcer = theZone:getBoolFromZoneProperty( "announcer", true)
end
--
-- UNIT AND PLAYER HANDLING
--
function limitedAirframes.isKnownUnitName(uName)
if limitedAirframes.playerUnits[uName] then return true end
return false
end
function limitedAirframes.getKnownUnitPilotByUnitName(uName)
if limitedAirframes.isKnownUnitName(uName) then
return limitedAirframes.playerUnits[uName]
end
trigger.action.outText("+++lim: WARNING: " .. uName .. " is unknown!", 30)
return "***Error"
end
function limitedAirframes.getKnownUnitPilotByUnit(theUnit)
return limitedAirframes.getKnownUnitPilotByUnitName(theUnit:getName())
end
-- addPlayerUnit adds a unit as a known player unit
-- and also adds the player if unknown
function limitedAirframes.addPlayerUnit(theUnit)
local theSide = theUnit:getCoalition()
local uName = theUnit:getName()
if not uName then uName = "**XXXX**" end
local pName = theUnit:getPlayerName()
if not pName then pName = "**????**" end
limitedAirframes.updatePlayer(pName, "alive")
local desc = "unit <" .. uName .. "> controlled by <" .. pName .. ">"
if not(limitedAirframes.isKnownUnitName(uName)) then
else
if limitedAirframes.playerUnits[uName] == pName then
desc = "player unit <".. uName .. "> controlled by <".. limitedAirframes.playerUnits[uName].."> re-seated"
else
desc = "Updated player unit <".. uName .. "> from <".. limitedAirframes.playerUnits[uName].."> to <" .. pName ..">"
end
end
limitedAirframes.playerUnits[uName] = pName
if limitedAirframes.announcer then
trigger.action.outTextForCoalition(theSide, desc, 30)
end
end
function limitedAirframes.killPlayer(pName)
limitedAirframes.updatePlayer(pName, "dead")
end
function limitedAirframes.killPlayerInUnit(theUnit)
limitedAirframes.updatePlayerInUnit(theUnit, "dead")
end
function limitedAirframes.updatePlayerInUnit(theUnit, status)
local uName = theUnit:getName()
if not limitedAirframes.isKnownUnitName(uName) then
trigger.action.outText("+++lim: WARNING: updatePlayerInUnit to " .. status .. " with unknown pilot for plane", 30)
return
end
local pName = limitedAirframes.getKnownUnitPilotByUnitName(uName)
limitedAirframes.updatePlayer(pName, status)
end
function limitedAirframes.updatePlayer(pName, status)
if not pName then
trigger.action.outText("+++limA: WARNING - NIL pName in updatePlayer for status " .. status, 30)
return
end
local desc = ""
if not limitedAirframes.players[pName] then
desc = "+++limA: NEW player " .. pName .. ": " .. status
else
if limitedAirframes.players[pName] ~= status then
desc = "+++limA: CHANGE player " .. pName .. " " .. limitedAirframes.players[pName] .. " -> " .. status
else
desc = "+++limA: player " .. pName .. " no change (" .. status .. ")"
end
end
limitedAirframes.players[pName] = status
end
function limitedAirframes.getStatusOfPlayerInUnit(theUnit)
local uName = theUnit:getName()
if not limitedAirframes.isKnownUnitName(uName) then
trigger.action.outText("+++lim: WARNING get player status for unknown pilot in plane " .. uName, 30)
return nil
end
local pName = limitedAirframes.getKnownUnitPilotByUnitName(uName)
return limitedAirframes.getStatusOfPlayerNamed(pName)
end
function limitedAirframes.getStatusOfPlayerNamed(pName)
return limitedAirframes.players[pName]
end
--
-- E V E N T H A N D L I N G
--
function limitedAirframes.XXXisKnownPlayerUnit(theUnit)
if not theUnit then return false end
local aName = theUnit:getName()
if limitedAirframes.playerUnitNames[aName] ~= nil then
return true
end
return false
end
function limitedAirframes.isInteresting(eventID)
-- return true if we are interested in this event, false else
for key, evType in pairs(limitedAirframes.myEvents) do
if evType == eventID then return true end
end
return false
end
function limitedAirframes.preProcessor(event)
-- make sure it has an initiator
if not event.initiator then return false end -- no initiator
local theUnit = event.initiator
local uName = theUnit:getName()
if event.id == 6 then -- Eject, plane already divorced from player
if limitedAirframes.isKnownUnitName(uName) then
return true
end
return false -- no longer of interest
end
if event.id == 5 then -- crash, plane no longer attached to player
if limitedAirframes.isKnownUnitName(uName) then
return true
end
return false -- no longer of interest
end
if not dcsCommon.isPlayerUnit(theUnit) then
-- not a player unit. Events 5 and 6 have been
-- handled before, so we can safely ignore
return false
end
-- exclude all ground units
local theGroup = theUnit:getGroup()
local cat = theGroup:getCategory()
if cat == Group.Category.GROUND then
return false
end
-- only return true if defined as interesting
return limitedAirframes.isInteresting(event.id)
end
function limitedAirframes.postProcessor(event)
-- don't do anything
end
function limitedAirframes.somethingHappened(event)
-- when this is invoked, the preprocessor guarantees that
-- we have:
-- * an interesting event
-- * unit is valid and was a player's unit
-- the events that are relevant for pilot loss are:
-- * player entered: set pilot 'alive' state, maybe add new
-- unit and pilot to db of players and units
-- * pilot died - decrease pilot count, set 'dead' state
-- * eject - decrease pilot count, 'MIA' state, csar possible
-- * player left - when pilot status 'alive' - check safe zone
-- - outside safe zone, csar possible, set 'MIA'
-- - when pilot anything but 'alive' - ignore
if not event.initiator then
trigger.action.outText("limAir: ***WARNING: event (" .. ID .. "): no initiator, should not have been procced", 30)
return
end
local theUnit = event.initiator
local unitName = theUnit:getName()
local ID = event.id
local myType = theUnit:getTypeName()
if ID == 20 then -- 20 ENTER UNIT
-- local pName = limitedAirframes.getKnownUnitPilotByUnit(theUnit)
-- if not pName then pName = "***UNKNOWN***" end
return
end
if ID == 15 then -- birth - this one is called in network, 20 is too unreliable
-- can set where birthed: runway, parking, air etc.
limitedAirframes.addPlayerUnit(theUnit) -- will also update player and player status to 'alive'
-- now procc a 'cheater' since we entered a new airframe/pilot
limitedAirframes.checkPlayerFrameAvailability(event)
local playerName = theUnit:getPlayerName()
limitedAirframes.unitFlownByPlayer[unitName] = playerName
-- TODO: make sure this is the ONLY plane the player
-- is registered under, and mark mismatches
if limitedAirframes.verbose then
trigger.action.outText("limAir: 15 -- player " .. playerName .. " now in " .. unitName, 30)
end
return
end
-- make sure unit's player pilot is known
if not limitedAirframes.getKnownUnitPilotByUnitName(unitName) then
trigger.action.outText("limAir: ***WARNING: Ignored player event (" .. ID .. "): unable to retrieve player name for " .. unitName, 30)
return -- plane no longer of interest cant retrieve pilot -- BUG!!!
end
-- event 6 - eject - plane divorced but player pilot is known
if ID == 6 then -- eject
limitedAirframes.pilotEjected(event)
return
end
-- event 5 - crash - plane divorced but player pilot is known
-- if pilot is still alive, this should now cause a pilot lost event if we are a helicopter
if ID == 5 then -- crash
-- as of new processing, no longer relevant
-- limitedAirframes.airFrameCrashed(event)
-- helicopters do not call died when helo
-- crashes. so check if we are still seated=alive
-- and call pilot dead then
-- for some reason, pilot died also may not be called
-- so if pilot is still alive and not MIA, he's now dead.
-- forget the helo check, this now applies to all
local pStatus = limitedAirframes.getStatusOfPlayerInUnit(theUnit)
if pStatus == "alive" then
-- this frame was carrrying a live player
limitedAirframes.pilotDied(theUnit)
return
else
if limitedAirframes.verbose then
trigger.action.outText("limAir: Crash of airframe detected - but player status wasn't alive (" .. pStatus .. ")", 30)
end
return
end
end
-- removed dual 21 detection here
if ID == 21 then -- player left unit
-- remove pilot name from unit name
limitedAirframes.unitFlownByPlayer[unitName] = nil
if limitedAirframes.verbose then
trigger.action.outText("limAir: 21 (player left) for unit " .. unitName , 30)
end
-- player left unit. Happens twice
-- check if player alive, else we have a ditch.
limitedAirframes.handlePlayerLeftUnit(event)
return
end
if ID == 9 then -- died
local thePilot = limitedAirframes.unitFlownByPlayer[unitName]
if not thePilot then
if limitedAirframes.verbose then
trigger.action.outText("+++limAir: 9 O'RIDE -- unit " .. unitName .. " was legally vacated before!", 30)
end
return
end
limitedAirframes.pilotDied(theUnit)
return
end
if ID == 30 then -- unit lost
return
end
trigger.action.outText("limAir: WARNING unhandled: " .. ID .. " for player unit " .. theUnit:getName() .. " of type " .. myType, 30)
end
--
-- HANDLE VARIOUS SITUATIONS
--
function limitedAirframes.handlePlayerLeftUnit(event)
local theUnit = event.initiator
-- make sure the pilot is alive
if limitedAirframes.getStatusOfPlayerInUnit(theUnit) ~= "alive" then
-- was already handled. simply exit
local pName = limitedAirframes.getKnownUnitPilotByUnitName(theUnit:getName())
local pStatus = limitedAirframes.getStatusOfPlayerInUnit(theUnit)
-- player was already dead and has been accounted for
return
end
-- check if the unit was inside a safe zone
-- if so, graceful exit
local uPos = theUnit:getPoint()
local meInside = cfxZones.getZonesContainingPoint(uPos, limitedAirframes.safeZones)
local mySide = theUnit:getCoalition()
-- we now check the inAir
local isInAir = theUnit:inAir()
for i=1, #meInside do
-- I'm inside all these zones. We look for the first
-- that saves me
local theSafeZone = meInside[i]
local isSafe = false
if mySide == 1 then
isSafe = theSafeZone.redSafe
elseif mySide == 2 then
isSafe = theSafeZone.blueSafe
else
isSafe = true
end
if theSafeZone.owner then
-- owned zone. olny allow in neutral or owned by same side
isSafe = isSafe and (mySide == theSafeZone.owner or theSafeZone.owner == 0)
if limitedAirframes.verbose then
trigger.action.outText("+++limA: " .. theSafeZone.name .. " ownership: myside = " .. mySide .. " zone owner is " .. theSafeZone.owner, 30)
end
end
if isInAir then isSafe = false end
if isSafe then
return;
end
end
-- ditched outside safe harbour
if limitedAirframes.announcer then
trigger.action.outTextForCoalition(mySide, "Pilot " .. theUnit:getPlayerName() .. " DITCHED unit " .. theUnit:getName() .. " -- PILOT is considered MIA", 30)
end
limitedAirframes.pilotLost(theUnit)
if csarManager and csarManager.airframeDitched then
csarManager.airframeDitched(theUnit)
end
limitedAirframes.updatePlayerInUnit(theUnit, "MIA") -- cosmetic only
limitedAirframes.createCSAR(theUnit, true) -- will never be 31 event, must force now
end
function limitedAirframes.pilotEjected(event)
local theUnit = event.initiator
-- do we want to check location?
-- no. if the user ejects, plane is done for
local theSide = theUnit:getCoalition()
local pilot = limitedAirframes.getKnownUnitPilotByUnit(theUnit)
local uName = theUnit:getName()
if limitedAirframes.announcer then
trigger.action.outTextForCoalition(theSide, "Pilot <" .. pilot .. "> ejected from " .. uName .. ", now MIA", 30)
end
local hasLostTheWar = limitedAirframes.pilotLost(theUnit)
limitedAirframes.updatePlayerInUnit(theUnit, "MIA") -- cosmetic only
-- create CSAR if applicable
if not hasLostTheWar then
limitedAirframes.createCSAR(theUnit) -- not forced, autoCSAR can hande
end
end
function limitedAirframes.pilotDied(theUnit)
local theSide = theUnit:getCoalition()
local pilot = limitedAirframes.getKnownUnitPilotByUnit(theUnit)
local uName = theUnit:getName()
if limitedAirframes.announcer then
trigger.action.outTextForCoalition(theSide, "Pilot <" .. pilot .. "> is confirmed KIA while controlling " .. uName, 30)
end
limitedAirframes.pilotLost(theUnit)
end
function limitedAirframes.pilotLost(theUnit)
-- returns true if lost the war
-- MUST NOT MESSAGE PILOT STATUS AS MIA CAN ALSO BE SET
-- first DELETE THE UNIT FROM player-owned unit table
-- so an empty crash after eject/death will not be counted as two losses
limitedAirframes.killPlayerInUnit(theUnit)
-- now see if we are enabled to limit airframes
if not limitedAirframes.enabled then return false end
-- find out which side lost the airframe and message side
local theSide = theUnit:getCoalition()
local pilot = limitedAirframes.getKnownUnitPilotByUnit(theUnit)
local uName = theUnit:getName()
if theSide == 1 then -- red
theOtherSide = 2
if limitedAirframes.maxRed < 0 then return false end -- disabled/infinite
limitedAirframes.currRed = limitedAirframes.currRed - 1
-- pass it along
cfxZones.setFlagValueMult(limitedAirframes.numRed, limitedAirframes.currRed, limitedAirframes.config)
if limitedAirframes.currRed == 0 then
trigger.action.outTextForCoalition(theSide, "\nYou have lost almost all of your pilots.\n\nWARNING: Losing any more pilots WILL FAIL THE MISSION\n", 30)
trigger.action.outSoundForCoalition(theSide, limitedAirframes.warningSound)
return false
end
if limitedAirframes.currRed < 0 then
-- red have lost all airframes
trigger.action.outText("\nREDFORCE has lost all of their pilots.\n\nBLUEFORCE WINS!\n", 30)
trigger.action.outSoundForCoalition(theSide, limitedAirframes.loseSound)
trigger.action.outSoundForCoalition(theOtherSide, limitedAirframes.winSound)
cfxZones.pollFlag(limitedAirframes.blueWinsFlag, limitedAirframes.method, limitedAirframes.config)
return true
end
elseif theSide == 2 then -- blue
theOtherSide = 1
if limitedAirframes.maxBlue < 0 then return false end -- disabled/infinite
limitedAirframes.currBlue = limitedAirframes.currBlue - 1
-- pass it along
cfxZones.setFlagValueMult(limitedAirframes.numBlue, limitedAirframes.currBlue, limitedAirframes.config)
if limitedAirframes.currBlue == 0 then
trigger.action.outTextForCoalition(theSide, "\nYou have lost almost all of your pilots.\n\nWARNING: Losing any more pilots WILL FAIL THE MISSION\n", 30)
trigger.action.outSoundForCoalition(theSide, limitedAirframes.warningSound)
return false
end
if limitedAirframes.currBlue < 0 then
-- red have lost all airframes
trigger.action.outText("\nBLUEFORCE has lost all of their pilots.\n\nREDFORCE WINS!\n", 30)
cfxZones.pollFlag(limitedAirframes.redWinsFlag, limitedAirframes.method, limitedAirframes.config)
trigger.action.outSoundForCoalition(theSide, limitedAirframes.loseSound)
trigger.action.outSoundForCoalition(theOtherSide, limitedAirframes.winSound)
return true
end
trigger.action.outSoundForCoalition(theSide, limitedAirframes.warningSound)
trigger.action.outTextForCoalition(theSide, "You have lost a pilot! Remaining: " .. limitedAirframes.currBlue, 30)
end
return false
end
function limitedAirframes.checkPlayerFrameAvailability(event)
local theUnit = event.initiator
local theSide = theUnit:getCoalition()
if theSide == 1 then -- red
if limitedAirframes.maxRed < 0 then return end -- disabled/infinite
if limitedAirframes.currRed < 0 then
-- red have lost all airframes
trigger.action.outText("\nREDFORCE is a CHEATER!\n", 30)
return
end
elseif theSide == 2 then -- blue
if limitedAirframes.maxBlue < 0 then return end -- disabled/infinite
if limitedAirframes.currBlue < 0 then
-- red have lost all airframes
trigger.action.outText("\nBLUEFORCE is a CHEATER!\n", 30)
return
end
end
end
function limitedAirframes.createCSAR(theUnit, forced)
if not forced then forced = false end
-- override if autoCSAR is installed
-- and let autoCSAR handle creation of CSAR when pilot's
-- seat hits ground, event 31
if (not forced) and autoCSAR then
-- csar is going to be created with parachute hitting the ground
if limitedAirframes.verbose then
trigger.action.outText("+++limA: aborting CSAR creation: autoCSAR active", 30)
end
return
end
-- only do this if we have installed CSAR Manager
if csarManager and csarManager.createCSARforUnit then
csarManager.createCSARforUnit(theUnit,
limitedAirframes.getKnownUnitPilotByUnit(theUnit),
100)
end
end
-- start up
function limitedAirframes.addSafeZone(aZone)
if not aZone then
trigger.action.outText("WARNING: NIL Zone in addSafeZone", 30)
return
end
-- add zone to my list
limitedAirframes.safeZones[aZone] = aZone
-- deprecated old code. new code contains 'red, blue' in value for pilotsafe
local safeSides = aZone:getStringFromZoneProperty("pilotsafe", "")
safeSides = safeSides:lower()
if dcsCommon.containsString(safeSides, "red") or dcsCommon.containsString(safeSides, "blue") then
aZone.redSafe = dcsCommon.containsString(safeSides, "red")
aZone.blueSafe = dcsCommon.containsString(safeSides, "blue")
else
aZone.redSafe = aZone:getBoolFromZoneProperty("redSafe", true)
aZone.blueSafe = aZone:getBoolFromZoneProperty("blueSafe", true)
end
if limitedAirframes.verbose or aZone.verbose then
if aZone.redSafe then
trigger.action.outText("+++limA: <" .. aZone.name .. "> is safe for RED pilots", 30)
end
if aZone.blueSafe then
trigger.action.outText("+++limA: <" .. aZone.name .. "> is safe for BLUE pilots", 30)
end
trigger.action.outText("+++limA: added safeZone " .. aZone.name, 30)
end
end
--
-- COMMAND & CONFIGURATION
--
function limitedAirframes.setCommsMenu()
local desc = "Pilot Count (Currently ON)"
local desc2 = "Turn OFF Pilot Count (Cheat)?"
if not limitedAirframes.enabled then
desc = "Pilot Count (Currently OFF)"
desc2 = "ENABLE Pilot Count"
end
if not limitedAirframes.userCanToggle then desc = "Pilot Count" end
-- remove previous version
if limitedAirframes.rootMenu then
missionCommands.removeItem(limitedAirframes.theScore) -- frames left
if limitedAirframes.userCanToggle then
missionCommands.removeItem(limitedAirframes.theCommand) -- toggle on/off
end
missionCommands.removeItem(limitedAirframes.rootMenu)
end
limitedAirframes.theCommand = nil
limitedAirframes.rootMenu = nil
-- add current version menu and command
limitedAirframes.rootMenu = missionCommands.addSubMenu(desc, nil)
limitedAirframes.theScore = missionCommands.addCommand("How many airframes left?" , limitedAirframes.rootMenu, limitedAirframes.redirectAirframeScore, {"none"})
if limitedAirframes.userCanToggle then
limitedAirframes.theCommand = missionCommands.addCommand(desc2 , limitedAirframes.rootMenu, limitedAirframes.redirectToggleAirFrames, {"none"})
end
end
function limitedAirframes.redirectAirframeScore(args)
timer.scheduleFunction(limitedAirframes.doAirframeScore, args, timer.getTime() + 0.1)
end
function limitedAirframes.doAirframeScore(args)
local redRemaining = "unlimited"
if limitedAirframes.maxRed >= 0 then
redRemaining = limitedAirframes.currRed .. " of " .. limitedAirframes.maxRed
if limitedAirframes.currRed < 1 then
redRemaining = "no"
end
end
local blueRemaining = "unlimited"
if limitedAirframes.maxBlue >= 0 then
blueRemaining = limitedAirframes.currBlue .. " of " .. limitedAirframes.maxBlue
if limitedAirframes.currBlue < 1 then
blueRemaining = "no"
end
end
local msg = "\nRED has " .. redRemaining .. " pilots left,\nBLUE has " .. blueRemaining .. " pilots left\n"
trigger.action.outText(msg, 30, true)
trigger.action.outSound(limitedAirframes.warningSound)--"Quest Snare 3.wav")
end
function limitedAirframes.redirectToggleAirFrames(args)
timer.scheduleFunction(limitedAirframes.doToggleAirFrames, args, timer.getTime() + 0.1)
end
function limitedAirframes.doToggleAirFrames(args)
limitedAirframes.enabled = not limitedAirframes.enabled
limitedAirframes.setCommsMenu()
local desc = "\n\nPilot Count rule NOW IN EFFECT\n\n"
if limitedAirframes.enabled then
trigger.action.outSound(limitedAirframes.warningSound)--"Quest Snare 3.wav")
else
desc = "\n\nYou cowardly disabled Pilot Count\n\n"
trigger.action.outSound(limitedAirframes.loseSound)--"Death PIANO.wav")
end
trigger.action.outText(desc, 30)
limitedAirframes.setCommsMenu()
end
--
-- CSAR CALLBACK (called by CSAR Manager)
--
function limitedAirframes.pilotsRescued(theCoalition, success, numRescued, notes)
local availablePilots = 0
if theCoalition == 1 then -- red
limitedAirframes.currRed = limitedAirframes.currRed + numRescued
-- pass it along
cfxZones.setFlagValueMult(limitedAirframes.numRed, limitedAirframes.currRed, limitedAirframes.config)
if limitedAirframes.currRed > limitedAirframes.maxRed then
limitedAirframes.currRed = limitedAirframes.maxRed
end
availablePilots = limitedAirframes.currRed
if limitedAirframes.maxRed < 0 then
availablePilots = "unlimited"
end
end
if theCoalition == 2 then -- blue
limitedAirframes.currBlue = limitedAirframes.currBlue + numRescued
-- pass it along
cfxZones.setFlagValueMult(limitedAirframes.numBlue, limitedAirframes.currBlue, limitedAirframes.config)
if limitedAirframes.currBlue > limitedAirframes.maxBlue then
limitedAirframes.currBlue = limitedAirframes.maxBlue
end
availablePilots = limitedAirframes.currBlue
if limitedAirframes.maxBlue < 0 then
availablePilots = "unlimited"
end
end
trigger.action.outTextForCoalition(theCoalition, "\nPilots returned to flight line, you now have " .. availablePilots..".\n", 30)
trigger.action.outSoundForCoalition(theCoalition, limitedAirframes.warningSound)--"Quest Snare 3.wav")
end
--
-- Load / Save
--
function limitedAirframes.saveData()
local theData = {}
theData.currRed = limitedAirframes.currRed
theData.currBlue = limitedAirframes.currBlue
return theData
end
function limitedAirframes.loadData()
if not persistence then return end
local theData = persistence.getSavedDataForModule("limitedAirframes")
if not theData then
if limitedAirframes.verbose then
trigger.action.outText("+++limA: no save date received, skipping.", 30)
end
return
end
if theData.currRed then
limitedAirframes.currRed = theData.currRed
end
if theData.currBlue then
limitedAirframes.currBlue = theData.currBlue
end
end
--
-- START
--
function limitedAirframes.start()
if not dcsCommon.libCheck("cfx Limited Airframes",
limitedAirframes.requiredLibs) then
return false
end
-- override config settings if defined as zone
limitedAirframes.readConfigZone()
-- set output flags
-- cfxZones.setFlagValue(limitedAirframes.numBlue, limitedAirframes.currBlue, limitedAirframes.config)
-- cfxZones.setFlagValue(limitedAirframes.numRed, limitedAirframes.currRed, limitedAirframes.config)
-- collect all zones that are airframe safe
local afsZones = cfxZones.zonesWithProperty("pilotSafe")
-- now add all zones to my zones table, and init additional info
-- from properties
for k, aZone in pairs(afsZones) do
limitedAirframes.addSafeZone(aZone)
end
-- check that sides with limited airframes also have at least one
-- pilotsafe zone
if limitedAirframes.maxRed > 0 then
local safeAndSound = false
for idx, theZone in pairs(limitedAirframes.safeZones) do
if theZone.redSafe then safeAndSound = true end
end
if not safeAndSound then
trigger.action.outText("+++limA: WARNING - RED has no safe zone to change air frames", 30)
end
end
if limitedAirframes.maxBlue > 0 then
local safeAndSound = false
for idx, theZone in pairs(limitedAirframes.safeZones) do
if theZone.blueSafe then safeAndSound = true end
end
if not safeAndSound then
trigger.action.outText("+++limA: WARNING - BLUE has no safe zone to change air frames", 30)
end
end
-- connect player callback
-- install callbacks for airframe-related events
dcsCommon.addEventHandler(limitedAirframes.somethingHappened, limitedAirframes.preProcessor, limitedAirframes.postProcessor)
-- set current values
-- limitedAirframes.currRed = limitedAirframes.maxRed
-- limitedAirframes.currBlue = limitedAirframes.maxBlue
-- collect active player unit names
local allPlayerUnits = dcsCommon.getAllExistingPlayerUnitsRaw()
for i=1, #allPlayerUnits do
local aUnit = allPlayerUnits[i]
limitedAirframes.addPlayerUnit(aUnit)
end
-- allow configuration menu
--if limitedAirframes.userCanToggle then
if limitedAirframes.hasUI then
limitedAirframes.setCommsMenu()
end
-- connect to csarManager if present
if csarManager and csarManager.installCallback then
csarManager.installCallback(limitedAirframes.pilotsRescued)
trigger.action.outText("+++limA: connected to csar manager", 30)
else
trigger.action.outText("+++limA: NO CSAR integration", 30)
end
-- persistence: load states
if persistence then
-- sign up for persistence
callbacks = {}
callbacks.persistData = limitedAirframes.saveData
persistence.registerModule("limitedAirframes", callbacks)
-- now load my data
limitedAirframes.loadData()
end
-- say hi
trigger.action.outText("cf/x Limited Airframes v" .. limitedAirframes.version .. " started: R:".. limitedAirframes.maxRed .. "/B:" .. limitedAirframes.maxBlue, 30)
return true
end
if not limitedAirframes.start() then
limitedAirframes = nil
trigger.action.outText("cf/x Limited Airframes aborted: missing libraries", 30)
end
--[[--
safe ditch: check airspeed and altitude. ditch only counts if less than 10m and 2 kts
report number of airframes left via second instance in switch off menu
so it can report only one side
--]]--