DML/modules/cfxZones.lua
Christian Franz 23830d47db Version 1.4.2
NoGap, Wiper
2023-08-24 17:49:27 +02:00

3535 lines
113 KiB
Lua

cfxZones = {}
cfxZones.version = "4.0.2"
-- 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 <none>
- setFlagValue QoL for <none>
- 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()
- 4.0.0 - dmlZone OOP API started
- code revision / refactoring
- moved createPoint and copxPoint to dcsCommon, added bridging code
- re-routed all createPoint() invocations to dcsCommon
- removed anyPlayerInZone() because of cfxPlayer dependency
- numberArrayFromString() moved to dcsCommon, bridged
- flagArrayFromString() moved to dcsCommon, bridged
- doPollFlag() can differentiate between number method and string method
to enable passing an immediate negative value
- getNumberFromZoneProperty() enforces number return even on default
- immediate method switched to preceeding '#', to resolve conflict witzh
negative numbers, backwards compatibility with old (dysfunctional) method
- 4.0.1 - dmlZone:getName()
- 4.0.2 - removed verbosity from declutterZone (both versions)
--]]--
--
-- ====================
-- OOP dmlZone API HERE
-- ====================
--
dmlZone = {}
function dmlZone:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
self.name = "dmlZone raw"
self.isCircle = false
self.isPoly = false
self.radius = 0
self.poly = {}
self.bounds = {}
self.properties = {}
return o
end
--
-- CLASSIC INTERFACE
--
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 = dmlZone:new(nil) -- WAS: {} -- OOP introduction July 2023
-- 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 = dcsCommon.createPoint(ux + dcsZone.x, 0, uy + dcsZone.y)
newZone.dcsOrigin = dcsCommon.createPoint(ux + dcsZone.x, 0, uy + dcsZone.y)
else
newZone.point = dcsCommon.createPoint(dcsZone.x, 0, dcsZone.y)
newZone.dcsOrigin = dcsCommon.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 = dcsCommon.createPoint(center.x - radius, 0, center.z - radius)
bounds.ur = dcsCommon.createPoint(center.x + radius, 0, center.z - radius)
bounds.ll = dcsCommon.createPoint(center.x - radius, 0, center.z + radius)
bounds.lr = dcsCommon.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 dmlZone:calculateZoneBounds()
cfxZones.calculateZoneBounds(self)
end
function cfxZones.createPoint(x, y, z) -- bridge to dcsCommon, backward comp.
return dcsCommon.createPoint(x, y, z)
--[[--
local newPoint = {}
newPoint.x = x
newPoint.y = y
newPoint.z = z
return newPoint --]]--
end
function cfxZones.copyPoint(inPoint) -- bridge to dcsCommon, backward comp.
return dcsCommon.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 = dcsCommon.createPoint(inPoint.x, land.getHeight({x=inPoint.x, y=inPoint.z}),inPoint.z)
return cP
end
function cfxZones.getHeightCorrectedZonePoint(theZone)
local thePoint = cfxZone.getPoint(theZone)
return cfxZones.createHeightCorrectedPoint(thePoint)
end
function dmlZone:getHeightCorrectedZonePoint()
local thePoint = self:getPoint()
return dcsCommon.createPoint(thePoint.x, land.getHeight({x=thePoint.x, y=thePoint.z}),thePoint.z)
end
function cfxZones.createPointFromPoint(inPoint)
return cfxZones.copyPoint(inPoint)
end
function cfxZones.createPointFromDCSPoint(inPoint)
return dcsCommon.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 dcsCommon.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 dmlZone:createRandomPointOnZoneBoundary()
return cfxZones.createRandomPointOnZoneBoundary(self)
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 dmlZone:createRandomPointInZone()
local loc, dx, dy = cfxZones.createRandomPointInZone(self)
return loc, dx, dy
end
function cfxZones.randomPointInZone(theZone)
local loc, dx, dy = cfxZones.createRandomPointInZone(theZone)
return loc, dx, dy
end
function dmlZone:randomPointInZone()
local loc, dx, dy = cfxZones.createRandomPointInZone(self)
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 dmlZone:createRandomPointInCircleZone(theZone, onEdge)
local p, dx, dz = cfxZones.createRandomPointInCircleZone(self, onEdge)
return p, dx, dz
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 dcsCommon.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 dmlZone:createRandomPointInPolyZone(onEdge)
local p, dx, dz = cfxZones.createRandomPointInPolyZone(self, onEdge)
return p, dx, dz
end
function cfxZones.addZoneToManagedZones(theZone)
local upperName = string.upper(theZone.name) -- newZone.name:upper()
cfxZones.zones[upperName] = theZone
end
function dmlZone:addZoneToManagedZones()
local upperName = string.upper(self.name) -- newZone.name:upper()
cfxZones.zones[upperName] = self
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 = dmlZone:new(nil) -- {} OOP compatibility
newZone.isCircle = true
newZone.isPoly = false
newZone.poly = {}
newZone.bounds = {}
newZone.name = name
newZone.radius = radius
newZone.point = dcsCommon.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 = dmlZone:new(nil) -- {} OOP compatibility
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
function dmlZone:isPointInsideZone(thePoint, radiusIncrease) -- warning: param order!
return cfxZones.isPointInsideZone(thePoint, self, radiusIncrease)
end
-- isZoneInZone returns true if center of innerZone is inside outerZone
function cfxZones.isZoneInsideZone(innerZone, outerZone)
local p = cfxZones.getPoint(innerZone)
return cfxZones.isPointInsideZone(p, outerZone)
end
function dmlZone:isZoneInsideZone(outerZone)
return cfxZones.isPointInsideZone(self:getPoint(), 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 dmlZone:getAllZonesInsideZone(testZones)
return cfxZones.getAllZonesInsideZone(self, testZones)
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 dmlZone:getZoneVolume()
return cfxZones.getZoneVolume(self)
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
function dmlZone:declutterZone()
local theVol = cfxZones.getZoneVolume(self)
-- if self.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 dmlZone:allGroupsInZone(categ)
return cfxZones.allGroupsInZone(self, categ)
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 dmlZone:allGroupNamesInZone(categ)
return cfxZones.allGroupNamesInZone(self, categ)
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 dmlZone:allStaticsInZone(useOrigin)
return cfxZones.allStaticsInZone(self, useOrigin)
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
function dmlZone:isEntireGroupInZone(aGroup)
return cfxZones.isEntireGroupInZone(aGroup, self)
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 dmlZone:offsetZone(dx, dz)
cfxZones.offsetZone(self, dx, 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 dmlZone:moveZoneTo(x, z)
cfxZones.moveZoneTo(self, x, z)
end
function cfxZones.centerZoneOnUnit(theZone, theUnit)
local thePoint = theUnit:getPoint()
cfxZones.moveZoneTo(theZone, thePoint.x, thePoint.z)
end
function dmlZone:centerZoneOnUnit(theUnit)
local thePoint = theUnit:getPoint()
self:moveZoneTo(thePoint.x, thePoint.z)
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
--[[-- moved to dcsCommon
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 dcsCommon.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
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
function dmlZone:markZoneWithSmoke(dx, dz, smokeColor, alt)
cfxZones.markZoneWithSmoke(self, dx, dz, smokeColor, alt)
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
function dmlZone:markZoneWithSmokePolar(radius, degrees, smokeColor, alt)
cfxZones.markZoneWithSmokePolar(self, radius, degrees, 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 dmlZone:markZoneWithSmokePolarRandom(radius, smokeColor)
local degrees = math.random(360)
self:markZoneWithSmokePolar(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 dmlZone:pointInZone(thePoint, useOrig)
return cfxZones.pointInZone(thePoint, self, useOrig)
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
function dmlZone:unitInZone(theUnit)
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 self:pointInZone(thePoint)
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 dmlZone:unitsInZone(theUnits)
if not theUnits then return {} end
local zoneUnits = {}
for index, aUnit in pairs(theUnits) do
if self:unitInZone(aUnit) 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]
local zP = cfxZones.getPoint(theZone)
local smallestDist = math.huge
for i=2, #theUnits do
local aUnit = theUnits[i]
local currDist = dcsCommon.dist(zP, aUnit:getPoint())
if smallestDist > currDelta then
closestUnit = aUnit
smallestDist = currDist
end
end
return closestUnit
end
function dmlZone:closestUnitToZoneCenter(theUnits)
return cfxZones.closestUnitToZoneCenter(theUnits, self)
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 dmlZone:pulseFlag(theFlag, method)
cfxZones.pulseFlag(theFlag, method, self)
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) -- no OOP equivalent
-- WARNING:
-- if method is a number string, it will be interpreted as follows:
-- positive number: set immediate
-- negative: decrement by amouint
if not theZone then
trigger.action.outText("+++zones: nil theZone on pollFlag", 30)
end
local mt = type(method)
if mt == "number" then
method = "#" .. method -- convert to immediate
mt = "string"
elseif mt ~= "string" then
trigger.action.outText("+++zne: warning: zone <" .. theZone.name .. "> method type <" .. mt .. "> received. Ignoring", 30)
return
end
local val = nil
method = method:lower()
method = dcsCommon.trim(method)
val = tonumber(method) -- see if val can be directly converted
if dcsCommon.stringStartsWith(method, "+") or
dcsCommon.stringStartsWith(method, "-")
then
-- skip this processing, a legal method can start with "+" or "-"
-- and we interpret it as a method to increase or decrease by amount
elseif (val ~= nil) then
-- provision to handle direct (positive) numbers (legacy support)
-- method can be converted to number but does not start with - or +
-- since all negative numbers start with '-' above guard will skip, positive will end up here
cfxZones.setFlagValue(theFlag, val, theZone)
if cfxZones.verbose or theZone.verbose then
trigger.action.outText("+++zones: flag <" .. theFlag .. "> changed to #" .. val, 30)
end
return
else
end
if dcsCommon.stringStartsWith(method, "#") then
-- immediate value command. remove # and eval remainder
local remainder = dcsCommon.removePrefix(method, "#")
val = cfxZones.evalRemainder(remainder) -- always returens a number
cfxZones.setFlagValue(theFlag, val, theZone)
if theZone.verbose then
trigger.action.outText("+++zones: poll setting immediate <" .. theFlag .. "> in <" .. theZone.name .. "> to <" .. val .. ">", 30)
end
return
end
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 dmlZone:pollFlag(theFlag, method)
cfxZones.pollFlag(theFlag, method, self)
end
function cfxZones.expandFlagName(theFlag, theZone)
if not theFlag then return "!NIL" end
local zoneName = "<dummy>"
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 = "<dummy>"
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 "<none>"
if dcsCommon.containsString(theFlag, "<none>") then
trigger.action.outText("+++Zone: warning - setFlag has '<none>' 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 dmlZone:setFlagValue(theFlag, theValue)
cfxZones.setFlagValue(theFlag, theValue, self)
end
function cfxZones.getFlagValue(theFlag, theZone)
local zoneName = "<dummy>"
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 "<none>"
if dcsCommon.containsString(theFlag, "<none>") then
trigger.action.outText("+++Zone: warning - getFlag has '<none>' 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 dmlZone:getFlagValue(theFlag)
return cfxZones.getFlagValue(theFlag, self)
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
function dmlZone:verifyMethod(theMethod)
return cfxZones.verifyMethod(theMethod, self)
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 = "<NIL>"
if theZone then zoneName = theZone.name end
trigger.action.outText("+++Zne: illegal |" .. theMethod .. "| in eval for zone " .. zoneName, 30 )
return false
end
function dmlZone:evalFlagMethodImmediate(currVal, theMethod, theZone)
return cfxZones.evalFlagMethodImmediate(currVal, theMethod, self)
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 = "<NIL>"
if theZone then zoneName = theZone.name end
trigger.action.outText("+++Zne: illegal method constraints |" .. theMethod .. "| for zone " .. zoneName, 30 )
return false
end
-- WARNING: testZoneFlag must also support non-dmlZone!!!
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 dmlZone:testZoneFlag(theFlagName, theMethod, latchName)
local r, v = cfxZones.testZoneFlag(self, theFlagName, theMethod, latchName)
return r, v
end
function cfxZones.numberArrayFromString(inString, default) -- bridge
return dcsCommon.numberArrayFromString(inString, default)
end
function cfxZones.flagArrayFromString(inString) -- dcsCommon bridge
return dcsCommon.flagArrayFromString(inString)
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 dmlZone:getAllZoneProperties(caseInsensitive, numbersOnly)
return cfxZones.getAllZoneProperties(self, caseInsensitive, numbersOnly)
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 dmlZone:getZoneProperty(theKey)
if not theKey then
trigger.action.outText("+++zone: no property key in OOP getZoneProperty for zone " .. self.name, 30)
return nil
end
local props = self.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)
-- OOP heavy duty test here
local p = theZone:getZoneProperty(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 dmlZone:getStringFromZoneProperty(theProperty, default)
if not default then default = "" end
local p = self:getZoneProperty(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 dmlZone:getMinMaxFromZoneProperty(theProperty)
local p = self:getZoneProperty(theProperty)
local theNumbers = dcsCommon.splitString(p, " ")
return tonumber(theNumbers[1]), tonumber(theNumbers[2])
end
function cfxZones.randomInRange(minVal, maxVal) -- should be moved to dcsCommon
if maxVal < minVal then
local t = minVal
minVal = maxVal
maxVal = t
end
return cfxZones.randomDelayFromPositiveRange(minVal, maxVal)
end
function cfxZones.randomDelayFromPositiveRange(minVal, maxVal) -- should be moved to dcsCommon
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 dmlZone:getPositiveRangeFromZoneProperty(theProperty, default, defaultmax)
local lo, up = cfxZones.getPositiveRangeFromZoneProperty(self, theProperty, default, defaultmax)
return lo, up
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 dmlZone:hasProperty(theProperty)
if not theProperty then
trigger.action.outText("+++zne: WARNING - hasProperty called with nil theProperty for zone <" .. self.name .. ">", 30)
return false
end
local foundIt = self:getZoneProperty(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 self:getZoneProperty(lessOp) ~= nil then
trigger.action.outText("*** NOTE: " .. self.name .. "'s property <" .. lessOp .. "> may be missing a Query ('?') symbol", 30)
end
local lessPlus = lessOp .. "!"
if self:getZoneProperty(lessPlus) ~= nil then
trigger.action.outText("*** NOTE: " .. self.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 self:getZoneProperty(lessOp) ~= nil then
trigger.action.outText("*** NOTE: " .. self.name .. "'s property <" .. lessOp .. "> may be missing a Bang! ('!') symbol", 30)
end
local lessPlus = lessOp .. "?"
if self:getZoneProperty(lessPlus) ~= nil then
trigger.action.outText("*** NOTE: " .. self.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 self:getZoneProperty(lessOp) ~= nil then
trigger.action.outText("*** NOTE: " .. self.name .. "'s property <" .. lessOp .. "> may be missing a colon (':') at end", 30)
end
return false
end
return false
end
return true
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 dmlZone:getBoolFromZoneProperty(theProperty, defaultVal)
if not defaultVal then defaultVal = false end
if type(defaultVal) ~= "boolean" then
defaultVal = false
end
local p = self:getZoneProperty(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 dmlZone:getCoalitionFromZoneProperty(theProperty, default)
if not default then default = 0 end
local p = self:getZoneProperty(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
default = tonumber(default)
if not default then default = 0 end -- enforce default numbner as well
local p = cfxZones.getZoneProperty(theZone, theProperty)
p = tonumber(p)
if not p then p = default end
-- if theZone.verbose then
-- trigger.action.outText("+++zne: getNumberFromZoneProperty returns <" .. p .. "> for prop <" .. theProperty .. "> in zone <" .. theZone.name .. ">", 30)
-- end
return p
end
function dmlZone:getNumberFromZoneProperty(theProperty, default)
--TODO: trim string
if not default then default = 0 end
default = tonumber(default)
if not default then default = 0 end -- enforce default numbner as well
local p = self:getZoneProperty(theProperty)
p = tonumber(p)
if not p then p = default end
-- if self.verbose then
-- trigger.action.outText("+++zne OOP: getNumberFromZoneProperty returns <" .. p .. "> for prop <" .. theProperty .. "> in zone <" .. self.name .. ">", 30)
-- end
return p
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 dmlZone:getVectorFromZoneProperty(theProperty, minDims, defaultVal)
if not minDims then minDims = 0 end
if not defaultVal then defaultVal = 0 end
local s = self:getStringFromZoneProperty(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 dmlZone:getRGBVectorFromZoneProperty(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 = self:getStringFromZoneProperty(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 dmlZone:getRGBAVectorFromZoneProperty(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 = self:getStringFromZoneProperty(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 dmlZone:getRGBFromZoneProperty(theProperty, default)
--if not default then default = {1.0, 1.0, 1.0} end -- white
local rawRGB = self:getVectorFromZoneProperty(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 dmlZone:getSmokeColorStringFromZoneProperty(theProperty, default) -- smoke as 'red', 'green', or 1..5
if not default then default = "red" end
local s = self:getStringFromZoneProperty(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
function dmlZone:getFlareColorStringFromZoneProperty(theProperty, default) -- smoke as 'red', 'green', or 1..5
if not default then default = "red" end
local s = self:getStringFromZoneProperty(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 <z>
function cfxZones.processZoneStatics(inMsg, theZone)
if theZone then
inMsg = inMsg:gsub("<z>", theZone.name)
end
return inMsg
end
function dmlZone:processZoneStatics(inMsg, theZone)
inMsg = inMsg:gsub("<z>", self.name)
return inMsg
end
-- process <t>, <lat>, <lon>, <ele>, <mgrs>
function cfxZones.processSimpleZoneDynamics(inMsg, theZone, timeFormat, imperialUnits)
if not inMsg then return "<nil inMsg>" end
-- replace <t> 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("<t>", timeString)
-- replace <lat> with lat of zone point and <lon> with lon of zone point
-- and <mgrs> 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>", lat)
outMsg = outMsg:gsub("<lon>", lon)
outMsg = outMsg:gsub("<ele>", alt)
local grid = coord.LLtoMGRS(coord.LOtoLL(currPoint))
local mgrs = grid.UTMZone .. ' ' .. grid.MGRSDigraph .. ' ' .. grid.Easting .. ' ' .. grid.Northing
outMsg = outMsg:gsub("<mgrs>", mgrs)
return outMsg
end
-- process <v: flag>, <rsp: flag> <rrnd>
function cfxZones.processDynamicValues(inMsg, theZone, msgResponses)
-- replace all occurences of <v: flagName> with their values
local pattern = "<v:%s*[%s%w%*%d%.%-_]+>" -- 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, "<v:%s*", "")
param = string.gsub(param, ">","")
-- 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 = "<rsp:%s*[%s%w%*%d%.%-_]+>" -- 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, "<rsp:%s*", "")
param = string.gsub(param, ">","")
-- 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 ("<rrnd>", rndRsp)
end
return outMsg
end
-- process <t: flag>
function cfxZones.processDynamicTime(inMsg, theZone, timeFormat)
if not timeFormat then timeFormat = "<:h>:<:m>:<:s>" end
-- replace all occurences of <t: flagName> with their values
local pattern = "<t:%s*[%s%w%*%d%.%-_]+>" -- 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, "<t:%s*", "")
param = string.gsub(param, ">","")
-- 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 <lat/lon/ele/mgrs/lle/latlon/alt/vel/hdg/rhdg/type/player: zone/unit>
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 = "<errType>"
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 "<nil inMsg>" end
local formerType = type(inMsg)
if formerType ~= "string" then inMsg = tostring(inMsg) end
if not inMsg then inMsg = "<inMsg is incompatible type " .. formerType .. ">" end
local theMsg = inMsg
-- process common DCS stuff like /n
theMsg = dcsCommon.processStringWildcards(theMsg) -- call old inherited
-- process <z>
theMsg = cfxZones.processZoneStatics(theMsg, theZone)
-- process <t>, <lat>, <lon>, <ele>, <mgrs>
theMsg = cfxZones.processSimpleZoneDynamics(theMsg, theZone, timeFormat, imperialUnits)
-- process <v: flag>, <rsp: flag> <rrnd>
theMsg = cfxZones.processDynamicValues(theMsg, theZone, responses)
-- process <t: flag>
theMsg = cfxZones.processDynamicTime(theMsg, theZone, timeFormat)
-- process <lat/lon/ele/mgrs/lle/latlon/alt/vel/hdg/rhdg/type/player: zone/unit>
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 dmlZone:getDCSOrigin()
local o = {}
if not self.dcsOrigin then
trigger.action.outText("dmlZone (OOP): no dcsOrigin defined for zone <" .. self.name .. ">", 30)
o.x = 0
o.y = 0
o.z = 0
else
o.x = self.dcsOrigin.x
o.y = 0
o.z = self.dcsOrigin.z
end
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 dmlZone:getLinkedUnit()
if not self.linkedUnit then return nil end
if not Unit.isExist(self.linkedUnit) then return nil end
return self.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 dmlZone:getPoint(getHeight)
if not getHeight then getHeight = false end
if self.linkedUnit then
local theUnit = self.linkedUnit
-- has a link. is link existing?
if Unit.isExist(theUnit) then
-- updates zone position
self:centerZoneOnUnit(theUnit)
local dx = self.dx
local dy = self.dy
if self.useHeading then
dx, dy = self:calcHeadingOffset(theUnit)
end
self:offsetZone(dx, dy)
end
end
local thePos = {}
thePos.x = self.point.x
thePos.z = self.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 dmlZone:getName() -- no cfxZones.bridge!
return self.name
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 dmlZone:linkUnitToZone(theUnit, dx, dy) -- note: dy is really Z, don't get confused!!!!
self.linkedUnit = theUnit
if not dx then dx = 0 end
if not dy then dy = 0 end
self.dx = dx
self.dy = dy
self.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 (self.verbose and self.useHeading) then
trigger.action.outText("Zone <" .. self.name .. "> is at <" .. math.floor(57.2958 * dPhi) .. "> relative to unit heading", 30)
end
self.dPhi = dPhi -- constant delta between unit heading and
-- direction to zone
self.uHdg = unitHeading -- original unit heading to turn other
-- units if need be
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 dmlZone:calcHeadingOffset(theUnit)
local unitHeading = dcsCommon.getUnitHeading(theUnit)
local zoneBearing = unitHeading + self.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 = (-self.rxy) * math.sin(zoneBearing)
local dx = self.rxy * math.cos(zoneBearing)
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 dmlZone:initLink()
self.linkBroken = true
self.linkedUnit = nil
theUnit = Unit.getByName(self.linkName)
if theUnit then
local dx = 0
local dz = 0
if self.useOffset or self.useHeading then
local A = self:getDCSOrigin()
local B = theUnit:getPoint()
local delta = dcsCommon.vSub(A,B)
dx = delta.x
dz = delta.z
end
self:linkUnitToZone(theUnit, dx, dz) -- also sets theZone.linkedUnit
if self.verbose then
trigger.action.outText("Link established for zone <" .. self.name .. "> to unit <" .. self.linkName .. ">: dx=<" .. math.floor(dx) .. ">, dz=<" .. math.floor(dz) .. "> dist = <" .. math.floor(math.sqrt(dx * dx + dz * dz)) .. ">" , 30)
end
self.linkBroken = nil
else
if self.verbose then
trigger.action.outText("Linked unit: no unit <" .. self.linkName .. "> to link <" .. self.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()