mirror of
https://github.com/weyne85/DML.git
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512 lines
16 KiB
Lua
512 lines
16 KiB
Lua
xFlags = {}
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xFlags.version = "1.3.1"
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xFlags.verbose = false
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xFlags.hiVerbose = false
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xFlags.ups = 1 -- overwritten in get config when configZone is present
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xFlags.requiredLibs = {
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"dcsCommon", -- always
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"cfxZones", -- Zones, of course
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}
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--[[--
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xFlags - flag array transmogrifier
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Version History
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1.0.0 - Initial version
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1.0.1 - allow flags names for ops as well
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1.1.0 - Watchflags harmonization
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1.2.0 - xDirect flag,
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- direct array support
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1.2.1 - verbosity changes
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- "most" operator
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- "half or more" operator
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- fixed reset
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- xSuccess optimizations
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- inc, dec, quoted flags
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- matchNum can carry flag
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1.2.2 - on/off/suspend commands
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- hiVerbose option
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- corrected bug in reset checksum
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1.3.0 - xCount! flag
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- "never" operator
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1.3.1 - guards for xtriggerOffFlag and xtriggerOnFlag
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to prevent QoL warnings
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- guards for xDirect
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- guards for xCount
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--]]--
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xFlags.xFlagZones = {}
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function xFlags.addxFlags(theZone)
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table.insert(xFlags.xFlagZones, theZone)
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end
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--
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-- create xFlag
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--
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function xFlags.reset(theZone)
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theZone.flagChecksum = "" -- reset checksum
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for i = 1, #theZone.flagNames do
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-- since the checksum is order dependent,
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-- we must preserve the order of the array
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local flagName = theZone.flagNames[i]
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theZone.startFlagValues[i] = cfxZones.getFlagValue(flagName, theZone)
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theZone.flagResults[i] = false
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theZone.flagChecksum = theZone.flagChecksum .. "0"
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xF: zone <" .. theZone.name .. "> flag " .. flagName, 30)
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end
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end
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theZone.xHasFired = false
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end
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function xFlags.createXFlagsWithZone(theZone)
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local theArray = ""
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if cfxZones.hasProperty(theZone, "xFlags") then
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theArray = cfxZones.getStringFromZoneProperty(theZone, "xFlags", "<none>")
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else
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theArray = cfxZones.getStringFromZoneProperty(theZone, "xFlags?", "<none>")
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end
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-- now process the array and create the value arrays
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theZone.flagNames = cfxZones.flagArrayFromString(theArray)
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theZone.startFlagValues = {} -- reference/reset time we read these
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theZone.flagResults = {} -- individual flag check result
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theZone.flagChecksum = "" -- to detect change. is either '0' or 'X'
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for i = 1, #theZone.flagNames do
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-- since the checksum is order dependent,
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-- we must preserve the order of the array
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local flagName = theZone.flagNames[i]
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theZone.startFlagValues[i] = cfxZones.getFlagValue(flagName, theZone)
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theZone.flagResults[i] = false
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theZone.flagChecksum = theZone.flagChecksum .. "0"
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xFlag: <" .. theZone.name .. "> monitors flag " .. flagName, 30)
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end
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end
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theZone.xHasFired = false
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if cfxZones.hasProperty(theZone, "xSuccess!") then
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theZone.xSuccess = cfxZones.getStringFromZoneProperty(theZone, "xSuccess!", "<none>")
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end
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if cfxZones.hasProperty(theZone, "out!") then
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theZone.xSuccess = cfxZones.getStringFromZoneProperty(theZone, "out!", "*<none>")
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end
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if not theZone.xSuccess then
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theZone.xSuccess = "*<none>"
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end
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if cfxZones.hasProperty(theZone, "xChange!") then
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theZone.xChange = cfxZones.getStringFromZoneProperty(theZone, "xChange!", "*<none>")
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end
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if cfxZones.hasProperty(theZone, "xDirect") then
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theZone.xDirect = cfxZones.getStringFromZoneProperty(theZone, "xDirect", "*<none>")
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end
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if cfxZones.hasProperty(theZone, "xCount") then
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theZone.xCount = cfxZones.getStringFromZoneProperty(theZone, "xCount", "*<none>")
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end
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theZone.inspect = cfxZones.getStringFromZoneProperty(theZone, "require", "or") -- same as any
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-- supported any/or, all/and, moreThan, atLeast, exactly
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theZone.inspect = string.lower(theZone.inspect)
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theZone.inspect = dcsCommon.trim(theZone.inspect)
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theZone.matchNum = cfxZones.getStringFromZoneProperty(theZone, "#hits", "1")
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theZone.xTriggerMethod = cfxZones.getStringFromZoneProperty(theZone, "xFlagMethod", "change") -- (<>=[number or reference flag], off, on, yes, no, true, false, change
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theZone.xTriggerMethod = string.lower(theZone.xTriggerMethod)
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theZone.xTriggerMethod = dcsCommon.trim(theZone.xTriggerMethod)
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if cfxZones.hasProperty(theZone, "xReset?") then
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theZone.xReset = cfxZones.getStringFromZoneProperty(theZone, "xReset?", "<none>")
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theZone.xLastReset = cfxZones.getFlagValue(theZone.xReset, theZone)
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end
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theZone.xMethod = cfxZones.getStringFromZoneProperty(theZone, "xMethod", "inc")
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if cfxZones.hasProperty(theZone, "method") then
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theZone.xMethod = cfxZones.getStringFromZoneProperty(theZone, "method", "inc")
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end
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theZone.xOneShot = cfxZones.getBoolFromZoneProperty(theZone, "oneShot", true)
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-- on / off commands
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-- on/off flags
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theZone.xSuspended = cfxZones.getBoolFromZoneProperty(theZone, "xSuspended", false) -- we are turned on
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if theZone.xSuspended and (xFlags.verbose or theZone.verbose) then
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trigger.action.outText("+++xFlg: <" .. theZone.name .. "> starts suspended", 30)
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end
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if cfxZones.hasProperty(theZone, "xOn?") then
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theZone.xtriggerOnFlag = cfxZones.getStringFromZoneProperty(theZone, "xOn?", "*<none1>")
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theZone.xlastTriggerOnValue = cfxZones.getFlagValue(theZone.xtriggerOnFlag, theZone)
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end
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if cfxZones.hasProperty(theZone, "xOff?") then
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theZone.xtriggerOffFlag = cfxZones.getStringFromZoneProperty(theZone, "xOff?", "*<none2>")
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theZone.xlastTriggerOffValue = cfxZones.getFlagValue(theZone.xtriggerOffFlag, theZone)
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end
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end
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function xFlags.evaluateNumOrFlag(theAttribute, theZone)
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-- on entry, theAttribute contains a string
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-- if it's a number, we return that, if it's a
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-- string, we see if it's a quoted flag or
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-- direct flag. in any way, we fetch and return
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-- that flag's value
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local aNum = tonumber(theAttribute)
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if aNum then return aNum end
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local remainder = dcsCommon.trim(theAttribute)
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local esc = string.sub(remainder, 1, 1)
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local last = string.sub(remainder, -1)
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if esc == "(" and last == ")" and string.len(remainder) > 2 then
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remainder = string.sub(remainder, 2, -2)
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remainder = dcsCommon.trim(remainder)
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end
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if esc == "\"" and last == "\"" and string.len(remainder) > 2 then
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remainder = string.sub(remainder, 2, -2)
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remainder = dcsCommon.trim(remainder)
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end
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rNum = cfxZones.getFlagValue(remainder, theZone)
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end
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function xFlags.evaluateFlags(theZone)
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local currVals = {}
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-- read new values
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for i = 1, #theZone.flagNames do
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-- since the checksum is order dependent,
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-- we must preserve the order of the array
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local flagName = theZone.flagNames[i]
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currVals[i] = cfxZones.getFlagValue(flagName, theZone)
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end
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-- now perform comparison flag by flag
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local op = theZone.xTriggerMethod
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local hits = 0
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local checkSum = ""
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local firstChar = string.sub(op, 1, 1)
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local remainder = string.sub(op, 2)
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remainder = dcsCommon.trim(remainder) -- remove all leading and trailing spaces
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local rNum = tonumber(remainder)
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if not rNum then
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-- interpret remainder as flag name
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-- so we can say >*killMax or "22" with 22 a flag name
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-- we use remainder as name for flag
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-- PROCESS ESCAPE SEQUENCES
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local esc = string.sub(remainder, 1, 1)
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local last = string.sub(remainder, -1)
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if esc == "@" then
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remainder = string.sub(remainder, 2)
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remainder = dcsCommon.trim(remainder)
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end
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if esc == "(" and last == ")" and string.len(remainder) > 2 then
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-- note: iisues with startswith("(") ???
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remainder = string.sub(remainder, 2, -2)
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remainder = dcsCommon.trim(remainder)
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end
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if esc == "\"" and last == "\"" and string.len(remainder) > 2 then
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remainder = string.sub(remainder, 2, -2)
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remainder = dcsCommon.trim(remainder)
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end
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if cfxZones.verbose then
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trigger.action.outText("+++zne: accessing flag <" .. remainder .. ">", 30)
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end
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rNum = cfxZones.getFlagValue(remainder, theZone)
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end
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-- this mimics cfxZones.testFlagByMethodForZone method (and is
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-- that method's genesis), but is different enough not to invoke that
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-- method
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for i = 1, #theZone.flagNames do
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local lastHits = hits
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if op == "change" then
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-- look for a change in flag line
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if currVals[i] ~= theZone.startFlagValues[i] then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif op == "on" or op == "yes" or op == "true" or op == "1" then
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if currVals[i] ~= 0 then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif op == "off" or op == "no" or op == "false" or op == "0"
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then
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if currVals[i] == 0 then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif op == "inc" or op == "+1" then
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if currVals[i] == theZone.startFlagValues[i] + 1 then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif op == "dec" or op == "-1" then
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if currVals[i] == theZone.startFlagValues[i] - 1 then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif firstChar == "<" and rNum then
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if currVals[i] < rNum then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif firstChar == "=" and rNum then
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if currVals[i] == rNum then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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elseif firstChar == ">" and rNum then
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if currVals[i] > rNum then
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hits = hits + 1
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checkSum = checkSum .. "X"
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else
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checkSum = checkSum .. "0"
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end
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else
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trigger.action.outText("+++xF: unknown xFlagMethod: <" .. op .. ">", 30)
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return 0, ""
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end
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if xFlags.verbose and lastHits ~= hits then
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--trigger.action.outText("+++xF: hit detected for " .. theZone.flagNames[i] .. " in " .. theZone.name .. "(" .. op .. ")", 30)
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end
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end
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return hits, checkSum
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end
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function xFlags.evaluateZone(theZone)
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-- short circuit if we are done
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if theZone.xHasFired and theZone.xOneShot then return end
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-- calculate matchNum
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local matchNum = xFlags.evaluateNumOrFlag(theZone.matchNum, theZone) -- convert or fetch
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local hits, checkSum = xFlags.evaluateFlags(theZone)
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-- depending on inspect see what the outcome is
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-- supported any/or, all/and, moreThan, atLeast, exactly
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-- if require = "never", we never trigger
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local op = theZone.inspect
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local evalResult = false
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if (op == "or" or op == "any" or op == "some") then
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if hits > 0 then evalResult = true end
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elseif (op == "and" or op == "all") then
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if hits == #theZone.flagNames then evalResult = true end
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elseif (op == "morethan" or op == "more than") then
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if hits > matchNum then evalResult = true end
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elseif (op == "atleast" or op == "at least") then
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if hits >= matchNum then evalResult = true end
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elseif op == "exactly" then
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if hits == matchNum then evalResult = true end
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elseif (op == "none" or op == "nor") then
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if hits == 0 then evalResult = true end
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elseif (op == "not all" or op == "notall" or op == "nand") then
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if hits < #theZone.flagNames then evalResult = true end
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elseif (op == "most") then
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if hits > (#theZone.flagNames / 2) then evalResult = true end
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elseif (op == "half" or op == "at least half" or op == "half or more") then
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if hits >= (#theZone.flagNames / 2) then
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-- warning: 'half' means really 'at least half"
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evalResult = true
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end
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elseif op == "never" then
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evalResult = false -- not required, just to be explicit
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else
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trigger.action.outText("+++xFlg: WARNING: <" .. theZone.name .. "> has unknown requirement: <" .. op .. ">", 30)
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end
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-- add "most" to more than 50% of flagnum
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-- now check if changed and if result true
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if checkSum ~= theZone.flagChecksum then
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xFlag: change detected for " .. theZone.name .. ": " .. theZone.flagChecksum .. "-->" ..checkSum, 30)
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end
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if theZone.xChange then
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cfxZones.pollFlag(theZone.xChange, theZone.xMethod, theZone)
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if xFlags.verbose then
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trigger.action.outText("+++xFlag: change bang! on " .. theZone.xChange .. " for " .. theZone.name, 30)
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end
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end
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theZone.flagChecksum = checkSum
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else
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if xFlags.hiVerbose and (xFlags.verbose or theZone.verbose) then
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trigger.action.outText("+++xFlag: no change, checksum is |" .. checkSum .. "| for <" .. theZone.name .. ">", 10)
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end
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end
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-- now directly set the value of evalResult (0 = false, 1 = true)
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-- to "xDirect". Always sets output to current result of evaluation
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-- true (1)/false(0), no matter if changed or not
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if theZone.xDirect then
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if evalResult then
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cfxZones.setFlagValueMult(theZone.xDirect, 1, theZone)
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else
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cfxZones.setFlagValueMult(theZone.xDirect, 0, theZone)
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end
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end
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-- directly set the xCount flag
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if theZone.xCount then
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cfxZones.setFlagValueMult(theZone.xCount, hits, theZone)
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end
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-- now see if we bang the output according to method
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if evalResult then
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xFlag: success bang! on <" .. theZone.xSuccess .. "> for <" .. theZone.name .. "> with method <" .. theZone.xMethod .. ">", 30)
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end
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cfxZones.pollFlag(theZone.xSuccess, theZone.xMethod, theZone)
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theZone.xHasFired = true
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end
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end
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--
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-- Update
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--
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function xFlags.update()
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timer.scheduleFunction(xFlags.update, {}, timer.getTime() + 1/xFlags.ups)
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for idx, theZone in pairs (xFlags.xFlagZones) do
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-- see if we should suspend
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if theZone.xtriggerOnFlag and cfxZones.testZoneFlag(theZone, theZone.xtriggerOnFlag, "change", "xlastTriggerOnValue") then
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xFlg: enabling " .. theZone.name, 30)
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end
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theZone.xSuspended = false
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end
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if theZone.xtriggerOffFlag and cfxZones.testZoneFlag(theZone, theZone.xtriggerOffFlag, "change", "xlastTriggerOffValue") then
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xFlg: DISabling " .. theZone.name, 30)
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end
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theZone.xSuspended = true
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end
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-- see if they should fire
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if not theZone.xSuspended then
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xFlags.evaluateZone(theZone)
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end
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-- see if they should reset
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if theZone.xReset then
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local currVal = cfxZones.getFlagValue(theZone.xReset, theZone)
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if currVal ~= theZone.xLastReset then
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theZone.xLastReset = currVal
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if xFlags.verbose or theZone.verbose then
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trigger.action.outText("+++xFlag: reset command for " .. theZone.name, 30)
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end
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xFlags.reset(theZone)
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end
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end
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end
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end
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--
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-- start
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--
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function xFlags.readConfigZone()
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-- note: must match exactly!!!!
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local theZone = cfxZones.getZoneByName("xFlagsConfig")
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if not theZone then
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if xFlags.verbose then
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trigger.action.outText("***xFlag: NO config zone!", 30)
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end
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return
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end
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xFlags.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
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xFlags.ups = cfxZones.getNumberFromZoneProperty(theZone, "ups", 1)
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if xFlags.verbose then
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trigger.action.outText("***xFlg: read config", 30)
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end
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end
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function xFlags.start()
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-- lib check
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if not dcsCommon.libCheck then
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trigger.action.outText("xFlags requires dcsCommon", 30)
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return false
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end
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if not dcsCommon.libCheck("cfx xFlags",
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xFlags.requiredLibs) then
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return false
|
|
end
|
|
|
|
-- read config
|
|
xFlags.readConfigZone()
|
|
|
|
-- process RND Zones
|
|
local attrZones = cfxZones.getZonesWithAttributeNamed("xFlags")
|
|
|
|
-- now create an rnd gen for each one and add them
|
|
-- to our watchlist
|
|
for k, aZone in pairs(attrZones) do
|
|
xFlags.createXFlagsWithZone(aZone) -- process attribute and add to zone
|
|
xFlags.addxFlags(aZone) -- remember it
|
|
end
|
|
|
|
local attrZones = cfxZones.getZonesWithAttributeNamed("xFlags?")
|
|
|
|
-- now create an rnd gen for each one and add them
|
|
-- to our watchlist
|
|
for k, aZone in pairs(attrZones) do
|
|
xFlags.createXFlagsWithZone(aZone) -- process attribute and add to zone
|
|
xFlags.addxFlags(aZone) -- remember it
|
|
end
|
|
|
|
-- start update
|
|
timer.scheduleFunction(xFlags.update, {}, timer.getTime() + 1/xFlags.ups)
|
|
|
|
trigger.action.outText("cfx xFlags v" .. xFlags.version .. " started.", 30)
|
|
return true
|
|
end
|
|
|
|
-- let's go!
|
|
if not xFlags.start() then
|
|
trigger.action.outText("cf/x xFlags aborted: missing libraries", 30)
|
|
xFlags = nil
|
|
end
|
|
|
|
--[[--
|
|
Additional features:
|
|
- make #hits compatible to flags and numbers
|
|
--]]-- |