DML/modules/cfxZones.lua
Christian Franz 5c1afa0c4b Version 1.1.8b
update to cfxZones
2022-10-27 18:43:04 +02:00

2275 lines
72 KiB
Lua

cfxZones = {}
cfxZones.version = "2.9.0"
-- 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
- new getOrigin()
- 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
--]]--
cfxZones.verbose = false
cfxZones.caseSensitiveProperties = false -- set to true to make property names case sensitive
cfxZones.ups = 1 -- updates per second. updates moving zones
cfxZones.zones = {} -- these are the zone as retrieved from the mission.
-- ALWAYS USE THESE, NEVER DCS's ZONES!!!!
-- a zone has the following attributes
-- x, z -- coordinate of center. note they have correct x, 0, z coordinates so no y-->z mapping
-- radius (zero if quad zone)
-- isCircle (true if quad zone)
-- poly the quad coords are in the poly attribute and are a
-- 1..n, wound counter-clockwise as (currently) in DCS:
-- lower left, lower right upper left, upper right, all coords are x, 0, z
-- bounds - contain the AABB coords for the zone: ul (upper left), ur, ll (lower left), lr
-- for both circle and poly, all (x, 0, z)
-- zones can carry information in their names that can get processed into attributes
-- use
-- zones can also carry information in their 'properties' tag that ME allows to
-- edit. cfxZones provides an easy method to access these properties
-- - getZoneProperty (returns as string)
-- - getMinMaxFromZoneProperty
-- - getBoolFromZoneProperty
-- - getNumberFromZoneProperty
-- SUPPORTED PROPERTIES
-- - "linkedUnit" - zone moves with unit of that name. must be exact match
-- can be combined with other attributes that extend (e.g. scar manager and
-- limited pilots/airframes
--
--
-- readZonesFromDCS is executed exactly once at the beginning
-- from then on, use only the cfxZones.zones table
-- WARNING: cfxZones is NOT case-sensitive. All zone names are
-- indexed by upper case. If you have two zones with same name but
-- different case, one will be replaced
--
function cfxZones.readFromDCS(clearfirst)
if (clearfirst) then
cfxZones.zones = {}
end
-- not all missions have triggers or zones
if not env.mission.triggers then
if cfxZones.verbose then
trigger.action.outText("cf/x zones: no env.triggers defined", 10)
end
return
end
if not env.mission.triggers.zones then
if cfxZones.verbose then
trigger.action.outText("cf/x zones: no zones defined", 10)
end
return;
end
-- we only retrieve the data we need. At this point it is name, location and radius
-- and put this in our own little structure. we also convert to all upper case name for index
-- and assume that the name may also carry meaning, e.g. 'LZ:' defines a landing zone
-- so we can quickly create other sets from this
-- zone object. DCS 2.7 introduced quads, so this is supported as well
-- name - name in upper case
-- isCircle - true if circular zone
-- isPoly - true if zone is defined by convex polygon, e.g. quad
-- point - vec3 (x 0 z) - zone's in-world center, used to place the coordinate
-- radius - number, zero when quad
-- bounds - aabb with attributes ul, ur, ll, lr (upper left .. lower right) as (x, 0, z)
-- poly - array 1..n of poly points, wound counter-clockwise
for i, dcsZone in pairs(env.mission.triggers.zones) do
if type(dcsZone) == 'table' then -- hint taken from MIST: verify type when reading from dcs
-- dcs data is like a box of chocolates...
local newZone = {}
-- name, converted to upper is used only for indexing
-- the original name remains untouched
newZone.dcsZone = dcsZone
newZone.name = dcsZone.name
newZone.isCircle = false
newZone.isPoly = false
newZone.radius = 0
newZone.poly = {}
newZone.bounds = {}
newZone.properties = {} -- dcs has this too, copy if present
if dcsZone.properties then
newZone.properties = dcsZone.properties
else
newZone.properties = {}
end -- WARNING: REF COPY. May need to clone
local upperName = newZone.name:upper()
-- location as 'point'
-- WARNING: zones locs are 2D (x,y) pairs, whily 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.
newZone.point = cfxZones.createPoint(dcsZone.x, 0, dcsZone.y)
newZone.dcsOrigin = cfxZones.createPoint(dcsZone.x, 0, dcsZone.y)
-- 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
elseif zoneType == 2 then
-- polyZone
newZone.isPoly = true
newZone.radius = dcsZone.radius -- radius is still written in DCS, may change later
-- now transfer all point in the poly
-- note: DCS in 2.7 misspells vertices as 'verticies'
-- correct vor this
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
end
else
trigger.action.outText("cf/x zones: malformed zone #" .. i .. " unknown type " .. zoneType, 10)
end
-- calculate bounds
cfxZones.calculateZoneBounds(newZone)
-- add to my table
cfxZones.zones[upperName] = newZone -- WARNING: UPPER ZONE!!!
--trigger.action.outText("znd: procced " .. newZone.name .. " with radius " .. newZone.radius, 30)
else
if cfxZones.verbose then
trigger.action.outText("cf/x zones: malformed zone #" .. i .. " dropped", 10)
end
end -- else var not a table
end -- for all zones kvp
end -- readFromDCS
function cfxZones.calculateZoneBounds(theZone)
if not (theZone) then return
end
local bounds = theZone.bounds -- copy ref!
if theZone.isCircle then
-- aabb are easy: center +/- radius
local center = theZone.point
local radius = theZone.radius
-- dcs uses z+ is down on map
-- upper left is center - radius
bounds.ul = cfxZones.createPoint(center.x - radius, 0, center.z - radius)
bounds.ur = cfxZones.createPoint(center.x + radius, 0, center.z - radius)
bounds.ll = cfxZones.createPoint(center.x - radius, 0, center.z + radius)
bounds.lr = cfxZones.createPoint(center.x + radius, 0, center.z + radius)
elseif theZone.isPoly then
local poly = theZone.poly -- ref copy!
-- create the four points
local ll = cfxZones.createPointFromPoint(poly[1])
local lr = cfxZones.createPointFromPoint(poly[1])
local ul = cfxZones.createPointFromPoint(poly[1])
local ur = cfxZones.createPointFromPoint(poly[1])
-- 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
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
else
-- huston, we have a problem
if cfxZones.verbose then
trigger.action.outText("cf/x zones: calc bounds: zone " .. theZone.name .. " has unknown type", 30)
end
end
end
function cfxZones.createPoint(x, y, z)
local newPoint = {}
newPoint.x = x
newPoint.y = y
newPoint.z = z
return newPoint
end
function cfxZones.copyPoint(inPoint)
local newPoint = {}
newPoint.x = inPoint.x
newPoint.y = inPoint.y
newPoint.z = inPoint.z
return newPoint
end
function cfxZones.createHeightCorrectedPoint(inPoint) -- this should be in dcsCommon
local cP = cfxZones.createPoint(inPoint.x, land.getHeight({x=inPoint.x, y=inPoint.z}),inPoint.z)
return cP
end
function cfxZones.getHeightCorrectedZonePoint(theZone)
return cfxZones.createHeightCorrectedPoint(theZone.point)
end
function cfxZones.createPointFromPoint(inPoint)
return cfxZones.copyPoint(inPoint)
end
function cfxZones.createPointFromDCSPoint(inPoint)
return cfxZones.createPoint(inPoint.x, 0, inPoint.y)
end
function cfxZones.createRandomPointInsideBounds(bounds)
local x = math.random(bounds.ll.x, ur.x)
local z = math.random(bounds.ll.z, ur.z)
return cfxZones.createPoint(x, 0, z)
end
function cfxZones.addZoneToManagedZones(theZone)
local upperName = string.upper(theZone.name) -- newZone.name:upper()
cfxZones.zones[upperName] = theZone
end
function cfxZones.createUniqueZoneName(inName, searchSet)
if not inName then return nil end
if not searchSet then searchSet = cfxZones.zones end
inName = inName:upper()
while searchSet[inName] ~= nil do
inName = inName .. "X"
end
return inName
end
function cfxZones.createSimpleZone(name, location, radius, addToManaged)
if not radius then radius = 10 end
if not addToManaged then addToManaged = false end
if not location then
location = {}
end
if not location.x then location.x = 0 end
if not location.z then location.z = 0 end
local newZone = cfxZones.createCircleZone(name, location.x, location.z, radius)
if addToManaged then
cfxZones.addZoneToManagedZones(newZone)
end
return newZone
end
function cfxZones.createCircleZone(name, x, z, radius)
local newZone = {}
newZone.isCircle = true
newZone.isPoly = false
newZone.poly = {}
newZone.bounds = {}
newZone.name = name
newZone.radius = radius
newZone.point = cfxZones.createPoint(x, 0, z)
-- props
newZone.properties = {}
-- calculate my bounds
cfxZones.calculateZoneBounds(newZone)
return newZone
end
function cfxZones.createPolyZone(name, poly) -- poly must be array of point type
local newZone = {}
newZone.isCircle = false
newZone.isPoly = true
newZone.poly = {}
newZone.bounds = {}
newZone.name = name
newZone.radius = 0
-- copy poly
for v=1, #poly do
local theVertex = poly[v]
newZone.poly[v] = cfxZones.createPointFromPoint(theVertex)
end
-- properties
newZone.properties = {}
cfxZones.calculateZoneBounds(newZone)
end
function cfxZones.createRandomZoneInZone(name, inZone, targetRadius, entirelyInside)
-- create a new circular zone with center placed inside inZone
-- if entirelyInside is false, only the zone's center is guaranteed to be inside
-- inZone.
-- 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.
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: mergency brake for inZone" .. inZone.name, 10)
break
end
until cfxZones.isPointInsidePoly(newPoint, inZone.poly)
-- construct new zone
local newZone = cfxZones.createCircleZone(name, newPoint.x, newPoint.z, targetRadius)
return newZone
else
-- zone type unknown
trigger.action.outText("CreateZoneInZone: unknown zone type for inZone =" .. inZone.name , 10)
return nil
end
end
-- polygon inside zone calculations
-- isleft returns true if point P is to the left of line AB
-- by determining the sign (up or down) of the normal vector of
-- the two vectors PA and PB in the y coordinate. We arbitrarily define
-- left as being > 0, so right is <= 0. As long as we always use the
-- same comparison, it does not matter what up or down mean.
-- this is important because we don't know if dcs always winds quads
-- the same way, we must simply assume that they are wound as a polygon
function cfxZones.isLeftXZ(A, B, P)
return ((B.x - A.x)*(P.z - A.z) - (B.z - A.z)*(P.x - A.x)) > 0
end
-- returns true/false for inside
function cfxZones.isPointInsideQuad(thePoint, A, B, C, D)
-- Inside test (only convex polygons):
-- point lies on the same side of each quad's vertex AB, BC, CD, DA
-- how do we find out which side a point lies on? via the cross product
-- see isLeft below
-- so all we need to do is make sure all results of isLeft for all
-- four sides are the same
mustMatch = isLeftXZ(A, B, thePoint) -- all test results must be the same and we are ok
-- they just must be the same side.
if (cfxZones.isLeftXZ(B, C, thePoint ~= mustMatch)) then return false end -- on other side than all before
if (cfxZones.isLeftXZ(C, D, thePoint ~= mustMatch)) then return false end
if (cfxZones.isLeftXZ(D, A, thePoint ~= mustMatch)) then return false end
return true
end
-- generalized version of insideQuad, assumes winding of poly, poly convex, poly closed
function cfxZones.isPointInsidePoly(thePoint, poly)
local mustMatch = cfxZones.isLeftXZ(poly[1], poly[2], thePoint)
for v=2, #poly-1 do
if cfxZones.isLeftXZ(poly[v], poly[v+1], thePoint) ~= mustMatch then return false end
end
-- final test
if cfxZones.isLeftXZ(poly[#poly], poly[1], thePoint) ~= mustMatch then return false end
return true
end;
function cfxZones.isPointInsideZone(thePoint, theZone, radiusIncrease)
-- radiusIncrease only works for circle zones
if not radiusIncrease then radiusIncrease = 0 end
local p = {x=thePoint.x, y = 0, z = thePoint.z} -- zones have no altitude
if (theZone.isCircle) then
local zp = cfxZones.getPoint(theZone)
local d = dcsCommon.dist(p, theZone.point)
return d < theZone.radius + radiusIncrease, d
end
if (theZone.isPoly) then
--trigger.action.outText("zne: isPointInside: " .. theZone.name .. " is Polyzone!", 30)
return (cfxZones.isPointInsidePoly(p, theZone.poly)), 0 -- always returns delta 0
end
trigger.action.outText("isPointInsideZone: Unknown zone type for " .. outerZone.name, 10)
end
-- isZoneInZone returns true if center of innerZone is inside outerZone
function cfxZones.isZoneInsideZone(innerZone, outerZone)
return cfxZones.isPointInsideZone(innerZone.point, outerZone)
end
function cfxZones.getZonesContainingPoint(thePoint, testZones) -- return array
if not testZones then
testZones = cfxZones.zones
end
local containerZones = {}
for tName, tData in pairs(testZones) do
if cfxZones.isPointInsideZone(thePoint, tData) then
table.insert(containerZones, tData)
end
end
return containerZones
end
function cfxZones.getFirstZoneContainingPoint(thePoint, testZones)
if not testZones then
testZones = cfxZones.zones
end
for tName, tData in pairs(testZones) do
if cfxZones.isPointInsideZone(thePoint, tData) then
return tData
end
end
return nil
end
function cfxZones.getAllZonesInsideZone(superZone, testZones) -- returnes array!
if not testZones then
testZones = cfxZones.zones
end
local containedZones = {}
for zName, zData in pairs(testZones) do
if cfxZones.isZoneInsideZone(zData, superZone) then
if zData ~= superZone then
-- we filter superzone because superzone usually resides
-- inside itself
table.insert(containedZones, zData)
end
end
end
return containedZones
end
function cfxZones.getZonesWithAttributeNamed(attributeName, testZones)
if not testZones then testZones = cfxZones.zones end
local attributZones = {}
for aName,aZone in pairs(testZones) do
local attr = cfxZones.getZoneProperty(aZone, attributeName)
if attr then
-- this zone has the requested attribute
table.insert(attributZones, aZone)
end
end
return attributZones
end
--
-- units / groups in zone
--
function cfxZones.allGroupsInZone(theZone, categ) -- categ is optional, must be code
-- warning: does not check for exiting!
--trigger.action.outText("Zone " .. theZone.name .. " radius " .. theZone.radius, 30)
local inZones = {}
local coals = {0, 1, 2} -- all coalitions
for idx, coa in pairs(coals) do
local allGroups = coalition.getGroups(coa, categ)
for key, group in pairs(allGroups) do -- iterate all groups
if cfxZones.isGroupPartiallyInZone(group, theZone) then
table.insert(inZones, group)
end
end
end
return inZones
end
function cfxZones.allGroupNamesInZone(theZone, categ) -- categ is optional, must be code
-- warning: does not check for exiting!
--trigger.action.outText("Zone " .. theZone.name .. " radius " .. theZone.radius, 30)
local inZones = {}
local coals = {0, 1, 2} -- all coalitions
for idx, coa in pairs(coals) do
local allGroups = coalition.getGroups(coa, categ)
for key, group in pairs(allGroups) do -- iterate all groups
if cfxZones.isGroupPartiallyInZone(group, theZone) then
table.insert(inZones, group:getName())
end
end
end
return inZones
end
function cfxZones.allStaticsInZone(theZone, useOrigin) -- categ is optional, must be code
-- warning: does not check for exiting!
local inZones = {}
local coals = {0, 1, 2} -- all coalitions
for idx, coa in pairs(coals) do
local allStats = coalition.getStaticObjects(coa)
for key, statO in pairs(allStats) do -- iterate all groups
local oP = statO:getPoint()
if useOrigin then
if cfxZones.pointInZone(oP, theZone, true) then
-- use DCS original coords
table.insert(inZones, statO)
end
elseif cfxZones.pointInZone(oP, theZone) then
table.insert(inZones, statO)
end
end
end
return inZones
end
function cfxZones.groupsOfCoalitionPartiallyInZone(coal, theZone, categ) -- categ is optional
local groupsInZone = {}
local allGroups = coalition.getGroups(coal, categ)
for key, group in pairs(allGroups) do -- iterate all groups
if group:isExist() then
if cfxZones.isGroupPartiallyInZone(group, theZone) then
table.insert(groupsInZone, group)
end
end
end
return groupsInZone
end
function cfxZones.isGroupPartiallyInZone(aGroup, aZone)
if not aGroup then return false end
if not aZone then return false end
if not aGroup:isExist() then return false end
local allUnits = aGroup:getUnits()
for uk, aUnit in pairs (allUnits) do
if aUnit:isExist() and aUnit:getLife() > 1 then
local p = aUnit:getPoint()
local inzone, percent, dist = cfxZones.pointInZone(p, aZone)
if inzone then -- cfxZones.isPointInsideZone(p, aZone) then
--trigger.action.outText("zne: YAY <" .. aUnit:getName() .. "> IS IN " .. aZone.name, 30)
return true
end
--trigger.action.outText("zne: <" .. aUnit:getName() .. "> not in " .. aZone.name .. ", dist = " .. dist .. ", rad = ", aZone.radius, 30)
end
end
return false
end
function cfxZones.isEntireGroupInZone(aGroup, aZone)
if not aGroup then return false end
if not aZone then return false end
if not aGroup:isExist() then return false end
local allUnits = aGroup:getUnits()
for uk, aUnit in pairs (allUnits) do
if aUnit:isExist() and aUnit:getLife() > 1 then
local p = aUnit:getPoint()
if not cfxZones.isPointInsideZone(p, aZone) then
return false
end
end
end
return true
end
--
-- Zone Manipulation
--
function cfxZones.offsetZone(theZone, dx, dz)
-- first, update center
theZone.point.x = theZone.point.x + dx
theZone.point.z = theZone.point.z + dz
-- now process all polygon points - it's empty for circular, so don't worry
for v=1, #theZone.poly do
theZone.poly[v].x = theZone.poly[v].x + dx
theZone.poly[v].z = theZone.poly[v].z + dz
end
end
function cfxZones.moveZoneTo(theZone, x, z)
local dx = x - theZone.point.x
local dz = z - theZone.point.z
cfxZones.offsetZone(theZone, dx, dz)
end;
function cfxZones.centerZoneOnUnit(theZone, theUnit)
local thePoint = theUnit:getPoint()
cfxZones.moveZoneTo(theZone, thePoint.x, thePoint.z)
end
--[[
-- no longer makes sense with poly zones
function cfxZones.isZoneEntirelyInsideZone(innerZone, outerZone)
if (innerZone.radius > outerZone.radius) then return false end -- cant fit inside
local d = dcsCommon.dist(innerZone.point, outerZone.point)
local reducedR = outerZone.radius - innerZone.radius
return d < reducedR
end;
--]]
function cfxZones.dumpZones(zoneTable)
if not zoneTable then zoneTable = cfxZones.zones end
trigger.action.outText("Zones START", 10)
for i, zone in pairs(zoneTable) do
local myType = "unknown"
if zone.isCircle then myType = "Circle" end
if zone.isPoly then myType = "Poly" end
trigger.action.outText("#".. i .. ": " .. zone.name .. " of type " .. myType, 10)
end
trigger.action.outText("Zones END", 10)
end
function cfxZones.stringStartsWith(theString, thePrefix)
return theString:find(thePrefix) == 1
end
function cfxZones.keysForTable(theTable)
local keyset={}
local n=0
for k,v in pairs(tab) do
n=n+1
keyset[n]=k
end
return keyset
end
--
-- return all zones that have a specific named property
--
function cfxZones.zonesWithProperty(propertyName, searchSet)
if not searchSet then searchSet = cfxZones.zones end
local theZones = {}
for k, aZone in pairs(searchSet) do
if not aZone then
trigger.action.outText("+++zone: nil aZone for " .. k, 30)
else
local lU = cfxZones.getZoneProperty(aZone, propertyName)
if lU then
table.insert(theZones, aZone)
end
end
end
return theZones
end
--
-- return all zones from the zone table that begin with string prefix
--
function cfxZones.zonesStartingWithName(prefix, searchSet)
if not searchSet then searchSet = cfxZones.zones end
-- trigger.action.outText("Enter: zonesStartingWithName for " .. prefix , 30)
local prefixZones = {}
prefix = prefix:upper() -- all zones have UPPERCASE NAMES! THEY SCREAM AT YOU
for name, zone in pairs(searchSet) do
-- trigger.action.outText("testing " .. name:upper() .. " starts with " .. prefix , 30)
if cfxZones.stringStartsWith(name:upper(), prefix) then
prefixZones[name] = zone -- note: ref copy!
--trigger.action.outText("zone with prefix <" .. prefix .. "> found: " .. name, 10)
end
end
return prefixZones
end
--
-- return all zones from the zone table that begin with the string or set of strings passed in prefix
-- if you pass 'true' as second (optional) parameter, it will first look for all zones that begin
-- with '+' and return only those. Use during debugging to force finding a specific zone
--
function cfxZones.zonesStartingWith(prefix, searchSet, debugging)
-- you can force zones by having their name start with "+"
-- which will force them to return immediately if debugging is true for this call
if (debugging) then
local debugZones = cfxZones.zonesStartingWithName("+", searchSet)
if not (next(debugZones) == nil) then -- # operator only works on array elements
--trigger.action.outText("returning zones with prefix <" .. prefix .. ">", 10)
return debugZones
end
end
--trigger.action.outText("#debugZones is <" .. #debugZones .. ">", 10)
if (type(prefix) == "string") then
return cfxZones.zonesStartingWithName(prefix, searchSet)
end
local allZones = {}
for i=1, #prefix do
-- iterate through all names in prefix set
local theName = prefix[i]
local newZones = cfxZones.zonesStartingWithName(theName, searchSet)
-- add them all to current table
for zName, zInfo in pairs(newZones) do
allZones[zName] = zInfo -- will also replace doublets
end
end
return allZones
end
function cfxZones.getZoneByName(aName, searchSet)
if not searchSet then searchSet = cfxZones.zones end
aName = aName:upper()
return searchSet[aName] -- the joys of key value pairs
end
function cfxZones.getZonesContainingString(aString, searchSet)
if not searchSet then searchSet = cfxZones.zones end
aString = string.upper(aString)
resultSet = {}
for zName, zData in pairs(searchSet) do
if aString == string.upper(zData.name) then
resultSet[zName] = zData
end
end
end;
-- filter zones by range to a point. returns indexed set
function cfxZones.getZonesInRange(point, range, theZones)
if not theZones then theZones = cfxZones.zones end
local inRangeSet = {}
for zName, zData in pairs (theZones) do
if dcsCommon.dist(point, zData.point) < range then
table.insert(inRangeSet, zData)
end
end
return inRangeSet
end
-- get closest zone returns the zone that is closest to point
function cfxZones.getClosestZone(point, theZones)
if not theZones then theZones = cfxZones.zones end
local lPoint = {x=point.x, y=0, z=point.z}
local currDelta = math.huge
local closestZone = nil
for zName, zData in pairs(theZones) do
local zPoint = cfxZones.getPoint(zData)
local delta = dcsCommon.dist(lPoint, zPoint) -- emulate flag compare
if (delta < currDelta) then
currDelta = delta
closestZone = zData
end
end
return closestZone, currDelta
end
-- return a random zone from the table passed in zones
function cfxZones.pickRandomZoneFrom(zones)
if not zones then zones = cfxZones.zones end
local indexedZones = dcsCommon.enumerateTable(zones)
local r = math.random(#indexedZones)
return indexedZones[r]
end
-- return an zone element by index
function cfxZones.getZoneByIndex(theZones, theIndex)
local enumeratedZones = dcsCommon.enumerateTable(theZones)
if (theIndex > #enumeratedZones) then
trigger.action.outText("WARNING: zone index " .. theIndex .. " out of bounds - max = " .. #enumeratedZones, 30)
return nil end
if (theIndex < 1) then return nil end
return enumeratedZones[theIndex]
end
-- place a smoke marker in center of zone, offset by dx, dy
function cfxZones.markZoneWithSmoke(theZone, dx, dz, smokeColor, alt)
if not alt then alt = 5 end
local point = cfxZones.getPoint(theZone) --{} -- theZone.point
point.x = point.x + dx -- getpoint updates and returns copy
point.z = point.z + dz
-- get height at point
point.y = land.getHeight({x = point.x, y = point.z}) + alt
-- height-correct
--local newPoint= {x = point.x, y = land.getHeight({x = point.x, y = point.z}) + 3, z= point.z}
trigger.action.smoke(point, smokeColor)
end
-- place a smoke marker in center of zone, offset by radius and degrees
function cfxZones.markZoneWithSmokePolar(theZone, radius, degrees, smokeColor, alt)
local rads = degrees * math.pi / 180
local dx = radius * math.sin(rads)
local dz = radius * math.cos(rads)
cfxZones.markZoneWithSmoke(theZone, dx, dz, smokeColor, alt)
end
-- place a smoke marker in center of zone, offset by radius and randomized degrees
function cfxZones.markZoneWithSmokePolarRandom(theZone, radius, smokeColor)
local degrees = math.random(360)
cfxZones.markZoneWithSmokePolar(theZone, radius, degrees, smokeColor)
end
-- unitInZone returns true if theUnit is inside the zone
-- the second value returned is the percentage of distance
-- from center to rim, with 100% being entirely in center, 0 = outside
-- the third value returned is the distance to center
function cfxZones.pointInZone(thePoint, theZone, useOrig)
if not (theZone) then return false, 0, 0 end
local pflat = {x = thePoint.x, y = 0, z = thePoint.z}
local zpoint
if useOrig then
zpoint = cfxZones.getDCSOrigin(theZone)
else
zpoint = cfxZones.getPoint(theZone) -- updates zone if linked
end
local ppoint = thePoint -- xyz
local pflat = {x = ppoint.x, y = 0, z = ppoint.z}
local dist = dcsCommon.dist(zpoint, pflat)
if theZone.isCircle then
if theZone.radius <= 0 then
return false, 0, 0
end
local success = dist < theZone.radius
local percentage = 0
if (success) then
percentage = 1 - dist / theZone.radius
end
return success, percentage, dist
elseif theZone.isPoly then
local success = cfxZones.isPointInsidePoly(pflat, theZone.poly)
return success, 0, dist
else
trigger.action.outText("pointInZone: Unknown zone type for " .. theZone.name, 10)
end
return false
end
function cfxZones.unitInZone(theUnit, theZone)
if not (theUnit) then return false, 0, 0 end
if not (theUnit:isExist()) then return false, 0, 0 end
-- force zone update if it is linked to another zone
-- pointInZone does update
local thePoint = theUnit:getPoint()
return cfxZones.pointInZone(thePoint, theZone)
end
-- returns all units of the input set that are inside the zone
function cfxZones.unitsInZone(theUnits, theZone)
if not theUnits then return {} end
if not theZone then return {} end
local zoneUnits = {}
for index, aUnit in pairs(theUnits) do
if cfxZones.unitInZone(aUnit, theZone) then
table.insert( zoneUnits, aUnit)
end
end
return zoneUnits
end
function cfxZones.closestUnitToZoneCenter(theUnits, theZone)
-- does not care if they really are in zone. call unitsInZone first
-- if you need to have them filtered
-- theUnits MUST BE ARRAY
if not theUnits then return nil end
if #theUnits == 0 then return nil end
local closestUnit = theUnits[1]
for i=2, #theUnits do
local aUnit = theUnits[i]
if dcsCommon.dist(theZone.point, closestUnit:getPoint()) > dcsCommon.dist(theZone.point, aUnit:getPoint()) then
closestUnit = aUnit
end
end
return closestUnit
end
function cfxZones.anyPlayerInZone(theZone) -- returns first player it finds
for pname, pinfo in pairs(cfxPlayer.playerDB) do
local playerUnit = pinfo.unit
if (cfxZones.unitInZone(playerUnit, theZone)) then
return true, playerUnit
end
end -- for all players
return false, nil
end
-- grow zone
function cfxZones.growZone()
-- circular zones simply increase radius
-- poly zones: not defined
end
-- creating units in a zone
function cfxZones.createGroundUnitsInZoneForCoalition (theCoalition, groupName, theZone, theUnits, formation, heading)
-- theUnits can be string or table of string
if not groupName then groupName = "G_"..theZone.name end
-- group name will be taken from zone name and prependend with "G_"
local theGroup = dcsCommon.createGroundGroupWithUnits(groupName, theUnits, theZone.radius, nil, formation)
-- turn the entire formation to heading
if (not heading) then heading = 0 end
dcsCommon.rotateGroupData(theGroup, heading) -- currently, group is still at origin, no cx, cy
-- now move the group to center of theZone
dcsCommon.moveGroupDataTo(theGroup,
theZone.point.x,
theZone.point.z) -- watchit: Z!!!
-- create the group in the world and return it
-- first we need to translate the coalition to a legal
-- country. we use UN for neutral, cjtf for red and blue
local theSideCJTF = dcsCommon.coalition2county(theCoalition)
-- store cty and cat for later access. DCS doesn't need it, but we may
theGroup.cty = theSideCJTF
theGroup.cat = Group.Category.GROUND
-- create a copy of the group data for
-- later reference
local groupDataCopy = dcsCommon.clone(theGroup)
local newGroup = coalition.addGroup(theSideCJTF, Group.Category.GROUND, theGroup)
return newGroup, groupDataCopy
end
-- parsing zone names. The first part of the name until the first blank " "
-- is the prefix and is dropped unless keepPrefix is true.
-- all others are regarded as key:value pairs and are then added
-- to the zone
-- separated by equal sign "=" AND MUST NOT CONTAIN BLANKS
--
-- example usage "followZone unit=rotary-1 dx=30 dy=25 rotateWithHeading=true
--
-- OLD DEPRECATED TECH -- TO BE DECOMMISSIONED SOON, DO NOT USE
--
--[[--
function cfxZones.parseZoneNameIntoAttributes(theZone, keepPrefix)
-- trigger.action.outText("Parsing zone: ".. theZone.name, 30)
if not keepPrefix then keepPrefix = false end -- simply for clarity
-- now split the name into space-separated strings
local attributes = dcsCommon.splitString(theZone.name, " ")
if not keepPrefix then table.remove(attributes, 1) end -- pop prefix
-- now parse all substrings and add them as attributes to theZone
for i=1, #attributes do
local a = attributes[i]
local kvp = dcsCommon.splitString(a, "=")
if #kvp == 2 then
-- we have key value pair
local theKey = kvp[1]
local theValue = kvp[2]
theZone[theKey] = theValue
-- trigger.action.outText("Zone ".. theZone.name .. " parsed: Key = " .. theKey .. ", Value = " .. theValue, 30)
else
-- trigger.action.outText("Zone ".. theZone.name .. ": dropped attribute " .. a, 30)
end
end
end
--]]--
-- OLD DEPRECATED TECH -- TO BE DECOMMISSIONED SOON, DO NOT USE
--[[--
function cfxZones.processCraterZones ()
local craters = cfxZones.zonesStartingWith("crater")
-- all these zones need to be processed and their name infor placed into attributes
for cName, cZone in pairs(craters) do
cfxZones.parseZoneNameIntoAttributes(cZone)
-- blow stuff up at the location of the zone
local cPoint = cZone.point
cPoint.y = land.getHeight({x = cPoint.x, y = cPoint.z}) -- compensate for ground level
trigger.action.explosion(cPoint, 900)
-- now interpret and act on the crater info
-- to destroy and place fire.
-- fire has small, medium, large
-- eg. fire=large
end
end
--]]--
--
-- Flag Pulling
--
function cfxZones.pulseFlag(theFlag, method, theZone)
local args = {}
args.theFlag = theFlag
args.method = method
args.theZone = theZone
local delay = 3
if dcsCommon.containsString(method, ",") then
local parts = dcsCommon.splitString(method, ",")
delay = parts[2]
if delay then delay = tonumber(delay) end
end
if not delay then delay = 3 end
if theZone.verbose then
trigger.action.outText("+++zne: RAISING pulse t="..delay.." for flag <" .. theFlag .. "> in zone <" .. theZone.name ..">", 30)
end
local newVal = 1
cfxZones.setFlagValue(theFlag, newVal, theZone)
-- schedule second half of pulse
timer.scheduleFunction(cfxZones.unPulseFlag, args, timer.getTime() + delay)
end
function cfxZones.unPulseFlag(args)
local theZone = args.theZone
local method = args.method
local theFlag = args.theFlag
local newVal = 0
-- we may later use method to determine pulse direction / newVal
-- for now, we always go low
if theZone.verbose then
trigger.action.outText("+++zne: DOWNPULSE pulse for flag <" .. theFlag .. "> in zone <" .. theZone.name ..">", 30)
end
cfxZones.setFlagValue(theFlag, newVal, theZone)
end
function cfxZones.doPollFlag(theFlag, method, theZone)
if cfxZones.verbose then
trigger.action.outText("+++zones: polling flag " .. theFlag .. " with " .. method, 30)
end
if not theZone then
trigger.action.outText("+++zones: nil theZone on pollFlag", 30)
end
method = method:lower()
method = dcsCommon.trim(method)
val = tonumber(method)
if val then
cfxZones.setFlagValue(theFlag, val, theZone)
if cfxZones.verbose or theZone.verbose then
trigger.action.outText("+++zones: flag <" .. theFlag .. "> changed to #" .. val, 30)
end
return
end
--trigger.action.outText("+++zones: polling " .. theZone.name .. " method " .. method .. " flag " .. theFlag, 30)
local currVal = cfxZones.getFlagValue(theFlag, theZone)
if method == "inc" or method == "f+1" then
--trigger.action.setUserFlag(theFlag, currVal + 1)
cfxZones.setFlagValue(theFlag, currVal+1, theZone)
elseif method == "dec" or method == "f-1" then
-- trigger.action.setUserFlag(theFlag, currVal - 1)
cfxZones.setFlagValue(theFlag, currVal-1, theZone)
elseif method == "off" or method == "f=0" then
-- trigger.action.setUserFlag(theFlag, 0)
cfxZones.setFlagValue(theFlag, 0, theZone)
elseif method == "flip" or method == "xor" then
if currVal ~= 0 then
-- trigger.action.setUserFlag(theFlag, 0)
cfxZones.setFlagValue(theFlag, 0, theZone)
else
--trigger.action.setUserFlag(theFlag, 1)
cfxZones.setFlagValue(theFlag, 1, theZone)
end
elseif dcsCommon.stringStartsWith(method, "pulse") then
cfxZones.pulseFlag(theFlag, method, theZone)
else
if method ~= "on" and method ~= "f=1" then
trigger.action.outText("+++zones: unknown method <" .. method .. "> - using 'on'", 30)
end
-- default: on.
-- trigger.action.setUserFlag(theFlag, 1)
cfxZones.setFlagValue(theFlag, 1, theZone)
end
if cfxZones.verbose then
local newVal = cfxZones.getFlagValue(theFlag, theZone)
trigger.action.outText("+++zones: flag <" .. theFlag .. "> changed from " .. currVal .. " to " .. newVal, 30)
end
end
function cfxZones.pollFlag(theFlag, method, theZone)
local allFlags = {}
if dcsCommon.containsString(theFlag, ",") then
if cfxZones.verbose then
trigger.action.outText("+++zones: will poll flag set <" .. theFlag .. "> with " .. method, 30)
end
allFlags = dcsCommon.splitString(theFlag, ",")
else
table.insert(allFlags, theFlag)
end
for idx, aFlag in pairs(allFlags) do
aFlag = dcsCommon.trim(aFlag)
-- note: mey require range preprocessing, but that's not
-- a priority
cfxZones.doPollFlag(aFlag, method, theZone)
end
end
function cfxZones.expandFlagName(theFlag, theZone)
if not theFlag then return "!NIL" end
local zoneName = "<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 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 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
-- inFlag = dcsCommon.trim(inFlag)
-- return dcsCommon.stringIsPositiveNumber(inFlag)
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
-- local rNum = tonumber(remainder)
if true then
-- we have a comparison = ">", "=", "<" followed by a number
-- THEY TRIGGER EACH TIME lastVal <> currVal AND condition IS MET
if op == "=" then
return true
end
if op == "#" or op == "~" then
return true
end
if op == "<" then
return true
end
if op == ">" then
return true
end
end
return false
end
-- method-based flag testing
function cfxZones.evalFlagMethodImmediate(currVal, theMethod, theZone)
-- immediate eval - does not look at last val.
-- return true/false/value based on theMethod's contraints
-- simple constraints
local lMethod = string.lower(theMethod)
if lMethod == "#" or lMethod == "change" then
-- ALWAYS RETURNS TRUE for currval <> 0, flase if currval = 0
return currVal ~= 0
end
if lMethod == "0" or lMethod == "no" or lMethod == "false"
or lMethod == "off" then
-- WARNING: ALWAYS RETURNS FALSE
return false
end
if lMethod == "1" or lMethod == "yes" or lMethod == "true"
or lMethod == "on" then
-- WARNING: ALWAYS RETURNS TRUE
return true
end
if lMethod == "inc" or lMethod == "+1" then
return currVal+1 -- this may be unexpected
end
if lMethod == "dec" or lMethod == "-1" then
return currVal-1 -- this may be unexpectd
end
-- number constraints
-- or flag constraints
-- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET
local op = string.sub(theMethod, 1, 1)
local remainder = string.sub(theMethod, 2)
remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces
local rNum = tonumber(remainder)
if not rNum then
-- we use remainder as name for flag
-- PROCESS ESCAPE SEQUENCES
local esc = string.sub(remainder, 1, 1)
local last = string.sub(remainder, -1)
if esc == "@" then
remainder = string.sub(remainder, 2)
remainder = dcsCommon.trim(remainder)
end
if esc == "(" and last == ")" and string.len(remainder) > 2 then
-- note: iisues with startswith("(") ???
remainder = string.sub(remainder, 2, -2)
remainder = dcsCommon.trim(remainder)
end
if esc == "\"" and last == "\"" and string.len(remainder) > 2 then
remainder = string.sub(remainder, 2, -2)
remainder = dcsCommon.trim(remainder)
end
if cfxZones.verbose then
trigger.action.outText("+++zne: accessing flag <" .. remainder .. ">", 30)
end
rNum = cfxZones.getFlagValue(remainder, theZone)
end
if rNum then
-- we have a comparison = ">", "=", "<" followed by a number
if op == "=" then
return currVal == rNum
end
if op == "#" or op == "~" then
return currVal ~= rNum
end
if op == "<" then
return currVal < rNum
end
if op == ">" then
return currVal > rNum
end
end
-- if we get here, we have an error
local zoneName = "<NIL>"
if theZone then zoneName = theZone.name end
trigger.action.outText("+++Zne: illegal |" .. theMethod .. "| in eval for zone " .. zoneName, 30 )
return false
end
function cfxZones.testFlagByMethodForZone(currVal, lastVal, theMethod, theZone)
-- return true/false based on theMethod's contraints
-- simple constraints
-- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET
local lMethod = string.lower(theMethod)
if lMethod == "#" or lMethod == "change" then
-- check if currVal different from lastVal
return currVal ~= lastVal
end
if lMethod == "0" or lMethod == "no" or lMethod == "false"
or lMethod == "off" then
-- WARNING: ONLY RETURNS TRUE IF FALSE AND lastval not zero!
return currVal == 0 and currVal ~= lastVal
end
if lMethod == "1" or lMethod == "yes" or lMethod == "true"
or lMethod == "on" then
-- WARNING: only returns true if lastval was false!!!!
return (currVal ~= 0 and lastVal == 0)
end
if lMethod == "inc" or lMethod == "+1" then
-- return currVal == lastVal+1 -- better: test for greater than
return currVal > lastVal
end
if lMethod == "dec" or lMethod == "-1" then
--return currVal == lastVal-1
return currVal < lastVal
end
if lMethod == "lohi" or lMethod == "pulse" then
return (lastVal <= 0 and currVal > 0)
end
if lMethod == "hilo" then
return (lastVal > 0 and currVal <= 0)
end
-- number constraints
-- or flag constraints
-- ONLY RETURN TRUE IF CHANGE AND CONSTRAINT MET
local op = string.sub(theMethod, 1, 1)
local remainder = string.sub(theMethod, 2)
remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces
local rNum = tonumber(remainder)
if not rNum then
-- we use remainder as name for flag
-- PROCESS ESCAPE SEQUENCES
local esc = string.sub(remainder, 1, 1)
local last = string.sub(remainder, -1)
if esc == "@" then
remainder = string.sub(remainder, 2)
remainder = dcsCommon.trim(remainder)
end
if esc == "(" and last == ")" and string.len(remainder) > 2 then
-- note: iisues with startswith("(") ???
remainder = string.sub(remainder, 2, -2)
remainder = dcsCommon.trim(remainder)
end
if esc == "\"" and last == "\"" and string.len(remainder) > 2 then
remainder = string.sub(remainder, 2, -2)
remainder = dcsCommon.trim(remainder)
end
if cfxZones.verbose then
trigger.action.outText("+++zne: accessing flag <" .. remainder .. ">", 30)
end
rNum = cfxZones.getFlagValue(remainder, theZone)
end
if rNum then
-- we have a comparison = ">", "=", "<" followed by a number
-- THEY TRIGGER EACH TIME lastVal <> currVal AND condition IS MET
if op == "=" then
return currVal == rNum and lastVal ~= currVal
end
if op == "#" or op == "~" then
return currVal ~= rNum and lastVal ~= currVal
end
if op == "<" then
return currVal < rNum and lastVal ~= currVal
end
if op == ">" then
return currVal > rNum and lastVal ~= currVal
end
end
-- if we get here, we have an error
local zoneName = "<NIL>"
if theZone then zoneName = theZone.name end
trigger.action.outText("+++Zne: illegal method constraints |" .. theMethod .. "| for zone " .. zoneName, 30 )
return false
end
function cfxZones.testZoneFlag(theZone, theFlagName, theMethod, latchName)
-- returns two values: true/false method result, and curr value
-- returns true if method constraints are met for flag theFlagName
-- as defined by theMethod
if not theMethod then
theMethod = "change"
end
-- will read and update theZone[latchName] as appropriate
if not theZone then
trigger.action.outText("+++Zne: no zone for testZoneFlag", 30)
return nil, nil
end
if not theFlagName then
-- this is common, no error, only on verbose
if cfxZones.verbose then
trigger.action.outText("+++Zne: no flagName for zone " .. theZone.name .. " for testZoneFlag", 30)
end
return nil, nil
end
if not latchName then
trigger.action.outText("+++Zne: no latchName for zone " .. theZone.name .. " for testZoneFlag", 30)
return nil, nil
end
-- get current value
local currVal = cfxZones.getFlagValue(theFlagName, theZone)
-- get last value from latch
local lastVal = theZone[latchName]
if not lastVal then
trigger.action.outText("+++Zne: latch <" .. latchName .. "> not valid for zone " .. theZone.name, 30) -- intentional break here
return nil, nil
end
-- now, test by method
-- we should only test if currVal <> lastVal
if currVal == lastVal then
return false, currVal
end
--trigger.action.outText("+++Zne: about to test: c = " .. currVal .. ", l = " .. lastVal, 30)
local testResult = cfxZones.testFlagByMethodForZone(currVal, lastVal, theMethod, theZone)
-- update latch by method
theZone[latchName] = currVal
-- return result
return testResult, currVal
end
function cfxZones.flagArrayFromString(inString)
-- original code from RND flag
if string.len(inString) < 1 then
trigger.action.outText("+++zne: empty flags", 30)
return {}
end
if cfxZones.verbose then
trigger.action.outText("+++zne: processing <" .. inString .. ">", 30)
end
local flags = {}
local rawElements = dcsCommon.splitString(inString, ",")
-- go over all elements
for idx, anElement in pairs(rawElements) do
anElement = dcsCommon.trim(anElement)
if dcsCommon.stringStartsWithDigit(anElement) and dcsCommon.containsString(anElement, "-") then
-- interpret this as a range
local theRange = dcsCommon.splitString(anElement, "-")
local lowerBound = theRange[1]
lowerBound = tonumber(lowerBound)
local upperBound = theRange[2]
upperBound = tonumber(upperBound)
if lowerBound and upperBound then
-- swap if wrong order
if lowerBound > upperBound then
local temp = upperBound
upperBound = lowerBound
lowerBound = temp
end
-- now add add numbers to flags
for f=lowerBound, upperBound do
table.insert(flags, tostring(f))
end
else
-- bounds illegal
trigger.action.outText("+++zne: ignored range <" .. anElement .. "> (range)", 30)
end
else
-- single number
f = dcsCommon.trim(anElement) -- DML flag upgrade: accept strings tonumber(anElement)
if f then
table.insert(flags, f)
else
trigger.action.outText("+++zne: ignored element <" .. anElement .. "> (single)", 30)
end
end
end
if cfxZones.verbose then
trigger.action.outText("+++zne: <" .. #flags .. "> flags total", 30)
end
return flags
end
--
-- PROPERTY PROCESSING
--
function cfxZones.getAllZoneProperties(theZone, caseInsensitive) -- return as dict
if not caseInsensitive then caseInsensitive = 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
props[theKey] = theProp.value
end
return props
end
function cfxZones.extractPropertyFromDCS(theKey, theProperties)
-- trim
theKey = dcsCommon.trim(theKey)
-- make lower case conversion if not case sensitive
if not cfxZones.caseSensitiveProperties then
theKey = string.lower(theKey)
end
-- iterate all keys and compare to what we are looking for
for i=1, #theProperties do
local theP = theProperties[i]
local existingKey = dcsCommon.trim(theP.key)
if not cfxZones.caseSensitiveProperties then
existingKey = string.lower(existingKey)
end
if existingKey == theKey then
return theP.value
end
-- now check after removing all blanks
existingKey = dcsCommon.removeBlanks(existingKey)
if existingKey == theKey then
return theP.value
end
end
return nil
end
function cfxZones.getZoneProperty(cZone, theKey)
if not cZone then
trigger.action.outText("+++zone: no zone in getZoneProperty", 30)
-- breek.here.noew = 1
return nil
end
if not theKey then
trigger.action.outText("+++zone: no property key in getZoneProperty for zone " .. cZone.name, 30)
-- breakme.here = 1
return
end
local props = cZone.properties
local theVal = cfxZones.extractPropertyFromDCS(theKey, props)
return theVal
end
function cfxZones.getStringFromZoneProperty(theZone, theProperty, default)
if not default then default = "" end
local p = cfxZones.getZoneProperty(theZone, theProperty)
if not p then return default end
if type(p) == "string" then
p = dcsCommon.trim(p)
if p == "" then p = default end
return p
end
return default -- warning. what if it was a number first?
end
function cfxZones.getMinMaxFromZoneProperty(theZone, theProperty)
local p = cfxZones.getZoneProperty(theZone, theProperty)
local theNumbers = dcsCommon.splitString(p, " ")
return tonumber(theNumbers[1]), tonumber(theNumbers[2])
end
function cfxZones.randomInRange(minVal, maxVal)
if maxVal < minVal then
local t = minVal
minVal = maxVal
maxVal = t
end
return cfxZones.randomDelayFromPositiveRange(minVal, maxVal)
end
function cfxZones.randomDelayFromPositiveRange(minVal, maxVal)
if not maxVal then return minVal end
if not minVal then return maxVal end
local delay = maxVal
if minVal > 0 and minVal < delay then
-- we want a randomized from time from minTime .. delay
local varPart = delay - minVal + 1
varPart = dcsCommon.smallRandom(varPart) - 1
delay = minVal + varPart
end
return delay
end
function cfxZones.getPositiveRangeFromZoneProperty(theZone, theProperty, default)
-- 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
local lowerBound = default
local upperBound = default
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
-- if rndFlags.verbose then
-- trigger.action.outText("+++Zne: detected range <" .. lowerBound .. ", " .. upperBound .. ">", 30)
-- end
else
-- bounds illegal
trigger.action.outText("+++Zne: illegal range <" .. rangeString .. ">, using " .. default .. "-" .. default, 30)
lowerBound = default
upperBound = default
end
else
upperBound = cfxZones.getNumberFromZoneProperty(theZone, theProperty, default) -- between pulses
lowerBound = upperBound
end
-- trigger.action.outText("+++Zne: returning <" .. lowerBound .. ", " .. upperBound .. ">", 30)
return lowerBound, upperBound
end
function cfxZones.hasProperty(theZone, theProperty)
local foundIt = cfxZones.getZoneProperty(theZone, theProperty)
if not foundIt then
-- check for possible forgotten or exchanged IO flags
if string.sub(theProperty, -1) == "?" then
local lessOp = theProperty:sub(1,-2)
if cfxZones.getZoneProperty(theZone, lessOp) ~= nil then
trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be missing a Query ('?') symbol", 30)
end
local lessPlus = lessOp .. "!"
if cfxZones.getZoneProperty(theZone, lessPlus) ~= nil then
trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be using '!' instead of '?' for input", 30)
end
return false
end
if string.sub(theProperty, -1) == "!" then
local lessOp = theProperty:sub(1,-2)
if cfxZones.getZoneProperty(theZone, lessOp) ~= nil then
trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be missing a Bang! ('!') symbol", 30)
end
local lessPlus = lessOp .. "?"
if cfxZones.getZoneProperty(theZone, lessPlus) ~= nil then
trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be using '!' instead of '?' for input", 30)
end
return false
end
if string.sub(theProperty, -1) == ":" then
local lessOp = theProperty:sub(1,-2)
if cfxZones.getZoneProperty(theZone, lessOp) ~= nil then
trigger.action.outText("*** NOTE: " .. theZone.name .. "'s property <" .. lessOp .. "> may be missing a colon (':') at end", 30)
end
return false
end
return false
end
return true
-- return foundIt ~= nil
end
function cfxZones.getBoolFromZoneProperty(theZone, theProperty, defaultVal)
if not defaultVal then defaultVal = false end
if type(defaultVal) ~= "boolean" then
defaultVal = false
end
if not theZone then
trigger.action.outText("WARNING: NIL Zone in getBoolFromZoneProperty", 30)
return defaultVal
end
local p = cfxZones.getZoneProperty(theZone, theProperty)
if not p then return defaultVal end
-- make sure we compare so default always works when
-- answer isn't exactly the opposite
p = p:lower()
p = dcsCommon.trim(p)
if defaultVal == false then
-- only go true if exact match to yes or true
theBool = false
theBool = (p == 'true') or (p == 'yes') or p == "1"
return theBool
end
local theBool = true
-- only go false if exactly no or false or "0"
theBool = (p ~= 'false') and (p ~= 'no') and (p ~= "0")
return theBool
end
function cfxZones.getCoalitionFromZoneProperty(theZone, theProperty, default)
if not default then default = 0 end
local p = cfxZones.getZoneProperty(theZone, theProperty)
if not p then return default end
if type(p) == "number" then -- can't currently really happen
if p == 1 then return 1 end
if p == 2 then return 2 end
return 0
end
if type(p) == "string" then
if p == "1" then return 1 end
if p == "2" then return 2 end
if p == "0" then return 0 end
p = p:lower()
if p == "red" then return 1 end
if p == "blue" then return 2 end
if p == "neutral" then return 0 end
if p == "all" then return 0 end
return default
end
return default
end
function cfxZones.getNumberFromZoneProperty(theZone, theProperty, default)
--TODO: trim string
if not default then default = 0 end
local p = cfxZones.getZoneProperty(theZone, theProperty)
p = tonumber(p)
if not p then return default else return p end
end
function cfxZones.getVectorFromZoneProperty(theZone, theProperty, minDims, defaultVal)
if not minDims then minDims = 0 end
if not defaultVal then defaultVal = 0 end
local s = cfxZones.getStringFromZoneProperty(theZone, theProperty, "")
local sVec = dcsCommon.splitString(s, ",")
local nVec = {}
for idx, numString in pairs (sVec) do
local n = tonumber(numString)
if not n then n = defaultVal end
table.insert(nVec, n)
end
-- make sure vector contains at least minDims values
while #nVec < minDims do
table.insert(nVec, defaultVal)
end
return nVec
end
function cfxZones.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
--
-- Moving Zones. They contain a link to their unit
-- they are always located at an offset (x,z) or delta, phi
-- to their master unit. delta phi allows adjustment for heading
-- The cool thing about moving zones in cfx is that they do not
-- require special handling, they are always updated
-- and work with 'pointinzone' etc automatically
-- Always works on cfx Zones, NEVER on DCS zones.
--
-- requires that readFromDCS has been done
--
function cfxZones.getDCSOrigin(aZone)
local o = {}
o.x = aZone.dcsOrigin.x
o.y = 0
o.z = aZone.dcsOrigin.z
return o
end
function cfxZones.getPoint(aZone) -- always works, even linked, returned point can be reused
if aZone.linkedUnit then
local theUnit = aZone.linkedUnit
-- has a link. is link existing?
if theUnit:isExist() 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.y = 0 -- aZone.y
thePos.z = aZone.point.z
--[[--
if aZone.linkedUnit then
trigger.action.outText("GetPoint: LINKED <".. aZone.name .. "> p = " .. dcsCommon.point2text(thePos) .. ", O = " .. dcsCommon.point2text(cfxZones.getDCSOrigin(aZone)), 30 )
else
trigger.action.outText("GetPoint: unlinked <".. aZone.name .. "> p = " .. dcsCommon.point2text(thePos) .. ", O = " .. dcsCommon.point2text(cfxZones.getDCSOrigin(aZone)), 30 )
end
--]]--
return thePos
end
function cfxZones.linkUnitToZone(theUnit, theZone, dx, dy) -- note: dy is really Z, don't get confused!!!!
theZone.linkedUnit = theUnit
if not dx then dx = 0 end
if not dy then dy = 0 end
theZone.dx = dx
theZone.dy = dy
theZone.rxy = math.sqrt(dx * dx + dy * dy) -- radius
local unitHeading = dcsCommon.getUnitHeading(theUnit)
local bearingOffset = math.atan2(dy, dx) -- rads
if bearingOffset < 0 then bearingOffset = bearingOffset + 2 * 3.141592 end
--trigger.action.outText("zone <" .. theZone.name .. "> is <" .. math.floor(bearingOffset * 57.2958) .. "> degrees from Unit <" .. theUnit:getName() .. ">", 30)
--trigger.action.outText("Unit <" .. theUnit:getName() .. "> has heading .. <" .. math.floor(57.2958 * unitHeading) .. ">", 30)
local dPhi = bearingOffset - unitHeading
if dPhi < 0 then dPhi = dPhi + 2 * 3.141592 end
if (theZone.verbose and theZone.useHeading) then
trigger.action.outText("Zone is at <" .. math.floor(57.2958 * dPhi) .. "> relative to unit heading", 30)
end
theZone.dPhi = dPhi -- constant delta between unit heading and
-- direction to zone
theZone.uHdg = unitHeading -- original unit heading to turn other
-- units if need be
--trigger.action.outText("Link setup: dx=<" .. dx .. ">, dy=<" .. dy .. "> unit original hdg = <" .. math.floor(57.2958 * unitHeading) .. ">", 30)
end
function cfxZones.zonesLinkedToUnit(theUnit) -- returns all zones linked to this unit
if not theUnit then return {} end
local linkedZones = {}
for idx, theZone in pairs (cfxZones.zones) do
if theZone.linkedUnit == theUnit then
table.insert(linkedZones, theZone)
end
end
return linkedZones
end
function cfxZones.calcHeadingOffset(aZone, theUnit)
-- recalc dx and dy based on ry and current heading
-- since 0 degrees is [0,1] = [0,r] the calculation of
-- rotated coords can be simplified from
-- xr = x cos phi - y sin phi = -r sin phi
-- yr = y cos phi + x sin phi = r cos phi
local unitHeading = dcsCommon.getUnitHeading(theUnit)
-- add heading offset
local zoneBearing = unitHeading + aZone.dPhi
if zoneBearing > 2 * 3.141592 then zoneBearing = zoneBearing - 2 * 3.141592 end
-- in DCS, positive x is north (wtf?) and positive z is east
local dy = (-aZone.rxy) * math.sin(zoneBearing)
local dx = aZone.rxy * math.cos(zoneBearing)
--trigger.action.outText("zone bearing is " .. math.floor(zoneBearing * 57.2958) .. " dx = <" .. dx .. "> , dy = <" .. dy .. ">", 30)
return dx, -dy -- note: dy is z coord!!!!
end
function cfxZones.updateMovingZones()
cfxZones.updateSchedule = timer.scheduleFunction(cfxZones.updateMovingZones, {}, timer.getTime() + 1/cfxZones.ups)
-- simply scan all cfx zones for the linkedUnit property and if there
-- update the zone's points
for aName,aZone in pairs(cfxZones.zones) do
if aZone.linkBroken then
-- try to relink
cfxZones.initLink(aZone)
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
aZone.linkBroken = true
aZone.linkedUnit = nil
end
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 delta = dcsCommon.vSub(cfxZones.getDCSOrigin(theZone),theUnit:getPoint()) -- delta = B - A
dx = delta.x
dz = delta.z
end
cfxZones.linkUnitToZone(theUnit, theZone, dx, dz) -- also sets theZone.linkedUnit
if theZone.verbose then
trigger.action.outText("Link established for zone <" .. theZone.name .. "> to unit <" .. theZone.linkName .. ">: dx=<" .. math.floor(dx) .. ">, dz=<" .. math.floor(dz) .. "> dist = <" .. math.floor(math.sqrt(dx * dx + dz * dz)) .. ">" , 30)
end
theZone.linkBroken = nil
else
if theZone.verbose then
trigger.action.outText("Linked unit: no unit <" .. theZone.linkName .. "> to link <" .. theZone.name .. "> to", 30)
end
end
end
function cfxZones.startMovingZones()
-- read all zoness, 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
if cfxZones.hasProperty(aZone, "linkedUnit") then
lU = cfxZones.getZoneProperty(aZone, "linkedUnit")
end
if lU then
aZone.linkName = lU
aZone.useOffset = cfxZones.getBoolFromZoneProperty(aZone, "useOffset", false)
aZone.useHeading = cfxZones.getBoolFromZoneProperty(aZone, "useHeading", false)
cfxZones.initLink(aZone)
--[[--
-- this zone is linked to a unit
theUnit = Unit.getByName(lU)
local useOffset = cfxZones.getBoolFromZoneProperty(aZone, "useOffset", false)
if useOffset then aZone.useOffset = true end
local useHeading = cfxZones.getBoolFromZoneProperty(aZone, "useHeading")
if useHeading then aZone.useHeading = true end
if theUnit then
local dx = 0
local dz = 0
if useOffset or useHeading then
local delta = dcsCommon.vSub(aZone.point,theUnit:getPoint()) -- delta = B - A
dx = delta.x
dz = delta.z
end
cfxZones.linkUnitToZone(theUnit, aZone, dx, dz)
--trigger.action.outText("Link setup: dx=<" .. dx .. ">, dz=<" .. dz .. ">", 30)
if useOffset then
end
else
trigger.action.outText("Linked unit: no unit to link <" .. aZone.name .. "> to", 30)
end
--]]--
end
-- support for zone-local verbose flag
aZone.verbose = cfxZones.getBoolFromZoneProperty(aZone, "verbose", false)
end
end
--
-- init
--
function cfxZones.init()
-- read all zones into my own db
cfxZones.readFromDCS(true) -- true: erase old
-- now, pre-read zone owner for all zones
-- note, all zones with this property are by definition owned zones.
-- and hence will be read anyway. this will merely ensure that the
-- ownership is established right away
-- unless owned zones module is missing, in which case
-- ownership is still established
local pZones = cfxZones.zonesWithProperty("owner")
for n, aZone in pairs(pZones) do
aZone.owner = cfxZones.getCoalitionFromZoneProperty(aZone, "owner", 0)
end
-- 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()