mirror of
https://github.com/weyne85/DML.git
synced 2025-10-29 16:57:49 +00:00
409 lines
13 KiB
Lua
409 lines
13 KiB
Lua
noGap = {}
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noGap.version = "1.0.1"
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noGap.verbose = false
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noGap.ignoreMe = "-ng" -- ignore altogether
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noGap.spIgnore = "-sp" -- only single-player ignored
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noGap.isMP = false
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noGap.enabled = true
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noGap.timeOut = 0 -- in seconds, after that static restores, set to 0 to disable
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noGap.requiredLibs = {
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"dcsCommon",
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"cfxZones",
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"cfxMX",
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}
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--[[--
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Written and (c) 2023 by Christian Franz
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Based on stopGap. Unlike stopGap, noGap
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works on unit-level (stop-Gap works on group level)
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Advantage: multiple-ship player groups look better, less code
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Disadvantage: incompatibe with SSB/slotBlock
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What it does:
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Replace all player units with static aircraft until the first time
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that a player slots into that plane. Static is then replaced with live player unit.
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DOES NOT SUPPORT SHIP-BASED AIRCRAFT
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For multiplayer, NoGapGUI must run on the server (only server)
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STRONGLY RECOMMENDED FOR MISSION DESIGNERS:
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- Use 'start from ground hot/cold' to be able to control initial aircraft orientation
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To selectively exempt player units from noGap, add a '-ng' to their name. To exclude them from singleplayer only, use '-sp'
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Alternatively, use noGap zones (DML only)
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Version History
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1.0.0 - Initial version
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1.0.1 - added "from runway"
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--]]--
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noGap.standInUnits = {} -- static replacement, if filled; indexed by name
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noGap.liveUnits = {} -- live in-game units, checked regularly
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noGap.allPlayerUnits = {} -- for update check to get server notification
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noGap.noGapZones = {} -- DML only
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function noGap.staticMXFromUnitMX(theGroup, theUnit)
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-- enter with MX data blocks
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-- build a static object from mx unit data
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local theStatic = {}
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theStatic.x = theUnit.x
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theStatic.y = theUnit.y
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theStatic.livery_id = theUnit.livery_id -- if exists
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theStatic.heading = theUnit.heading -- may need some attention
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theStatic.type = theUnit.type
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theStatic.name = theUnit.name -- same as ME unit
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theStatic.cty = cfxMX.countryByName[theGroup.name]
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return theStatic
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end
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function noGap.staticMXFromUnitName(uName)
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local theGroup = cfxMX.playerUnit2Group[uName]
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local theUnit = cfxMX.playerUnitByName[uName]
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if theGroup and theUnit then
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return noGap.staticMXFromUnitMX(theGroup, theUnit)
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end
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trigger.action.outText("+++noG: ERROR: can't find MX data for unit <" .. uName .. ">", 30)
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end
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function noGap.isGroundStart(theGroup)
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-- look at route
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if not theGroup.route then return false end
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local route = theGroup.route
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local points = route.points
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if not points then return false end
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local ip = points[1]
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if not ip then return false end
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local action = ip.action
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if action == "Fly Over Point" then return false end
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if action == "Turning Point" then return false end
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if action == "Landing" then return false end
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if action == "From Runway" then return false end
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-- aircraft is on the ground - but is it in water (carrier)?
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local u1 = theGroup.units[1]
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local sType = land.getSurfaceType(u1) -- has fields x and y
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if sType == 3 then return false end
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if noGap.verbose then
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trigger.action.outText("noG: Player Group <" .. theGroup.name .. "> GROUND BASED: " .. action .. ", land type " .. sType, 30)
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end
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return true
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end
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function noGap.ignoreMXUnit(theUnit) -- DML-only
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local p = {x=theUnit.x, y=0, z=theUnit.y}
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for idx, theZone in pairs(noGap.noGapZones) do
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if theZone.ngIgnore and cfxZones.pointInZone(p, theZone) then
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return true
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end
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-- only single-player: exclude units in spIgnore zones
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if (not noGap.isMP) and
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theZone.spIgnore and cfxZones.pointInZone(p, theZone) then
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return true
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end
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end
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return false
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end
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function noGap.createStandInForMXData(group, theUnit) -- group, theUnit are MX data blocks
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local sgMatch = theUnit.name:sub(-#noGap.ignoreMe) == noGap.ignoreMe or group.name:sub(-#noGap.ignoreMe) == noGap.ignoreMe
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local spMatch = theUnit.name:sub(-#noGap.spIgnore) == noGap.spIgnore or group.name:sub(-#noGap.spIgnore) == noGap.spIgnore
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local zoneIgnore = noGap.ignoreMXUnit(theUnit)
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local inGameUnit = Unit.getByName(theUnit.name)
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if (theUnit.skill == "Client" or theUnit.skill == "Player")
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and (not sgMatch)
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and (not spMatch)
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and (not zoneIgnore)
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then
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-- remember this unit as one to check regularly
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noGap.allPlayerUnits[theUnit.name] = "NG" .. theUnit.name
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-- replace this unit with stand-in if not already in game
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if inGameUnit and Unit.isExist(inGameUnit) then
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-- already exists, do NOT allocate, and erase
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-- any lingering data
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noGap.standInUnits[theUnit.name] = nil -- forget static
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noGap.liveUnits[theUnit.name] = inGameUnit -- remember live
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if noGap.verbose then
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trigger.action.outText("+++noG: skipped - unit <" .. theUnit.name .. "> of <" .. group.name .. ">", 30)
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end
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else
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-- create a stand-in
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-- and remember
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local theStaticMX = noGap.staticMXFromUnitMX(group, theUnit)
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local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
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noGap.standInUnits[theUnit.name] = theStatic -- remember me
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if noGap.verbose then
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trigger.action.outText("+++noG: unit <" .. theUnit.name .. "> of <" .. group.name .. "> nogapped", 30)
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end
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end
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end
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end
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function noGap.fillGaps()
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-- turn on. May turn on any time, even during game
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-- when we enter, all slots should be emptry
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-- and we populate all slots. If slot in use, don't populate
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-- with their static representations
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-- a 'slot' is a player aircraft
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-- iterate all groups that have at least one player and groundstart
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-- as filtered by cfxMX
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-- we need to access group because that contains start info
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for gName, groupData in pairs (cfxMX.playerGroupByName) do
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-- check to see if this group is on the ground at parking
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-- by looking at the first waypoint
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if noGap.isGroundStart(groupData) then
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-- this is one of ours!
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-- iterate all player units in this group,
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-- and replace those units that are player units
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local allUnits = groupData.units
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for idx, unitData in pairs(allUnits) do
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noGap.createStandInForMXData(groupData, unitData)
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end
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end -- if groundtstart
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end
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end
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function noGap.turnOff()
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if noGap.verbose then
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trigger.action.outText("+++noG: Turning OFF", 30)
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end
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-- remove all stand-ins
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for uName, standIn in pairs (noGap.standInUnits) do
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StaticObject.destroy(standIn)
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end
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noGap.standInUnits = {}
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end
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function noGap.turnOn()
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if noGap.verbose then
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trigger.action.outText("+++noG: Turning on", 30)
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end
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-- populate all empty (non-taken) slots with stand-ins
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noGap.fillGaps()
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end
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--
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-- event handling
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--
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function noGap:onEvent(event)
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if not event then return end
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if not event.id then return end
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if not event.initiator then return end
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local theUnit = event.initiator
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if event.id == 15 then -- we act on player unit birth
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if (not theUnit.getPlayerName) or (not theUnit:getPlayerName()) then
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return
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end -- no player unit.
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local uName = theUnit:getName()
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if noGap.standInUnits[uName] then
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-- remove static
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StaticObject.destroy(noGap.standInUnits[uName])
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noGap.standInUnits[uName] = nil
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if noGap.verbose then
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trigger.action.outText("+++noG: removed static for <" ..uName .. ">, player inbound", 30)
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end
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end
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noGap.liveUnits[uName] = theUnit
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-- reset noGapGUI flag, it has done its job. Unit is live
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-- we can reset it for next iteration
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trigger.action.setUserFlag("NG"..uName, 0)
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end
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end
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--
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-- update, includes MP client check code
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--
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function noGap.update()
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-- check every second.
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timer.scheduleFunction(noGap.update, {}, timer.getTime() + 1)
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if not noGap.isMP then
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local ngDetect = trigger.misc.getUserFlag("noGapGUI")
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if ngDetect > 0 then
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trigger.action.outText("noGap: MP activated <" .. ngDetect .. ">, will re-init", 30)
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noGap.turnOff()
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noGap.isMP = true
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if noGap.enabled then
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noGap.turnOn()
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end
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return
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end
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end
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-- check if client signals for on? or off?
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if noGap.turnOn and cfxZones.testZoneFlag(noGap, noGap.turnOnFlag, noGap.triggerMethod, "lastTurnOnFlag") -- warning: noGap is NOT a dmlZone, requires cfxZone invocation
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then
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if not noGap.enabled then
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noGap.turnOn()
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else
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if noGap.verbose then
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trigger.action.outText("+++noG: ignored tun ON event, already active", 30)
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end
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end
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noGap.enabled = true
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end
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if noGap.turnOff and cfxZones.testZoneFlag(noGap, noGap.turnOffFlag, noGap.triggerMethod, "lastTurnOffFlag") then
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if noGap.enabled then
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noGap.turnOff()
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end
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noGap.enabled = false
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end
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if not noGap.enabled then return end
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-- check if activeUnit has disappeared an returns to slot
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local filtered = {}
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for name, theUnit in pairs(noGap.liveUnits) do
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if Unit.isExist(theUnit) then
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-- unit still alive
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filtered[name] = theUnit
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else
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-- unit disappeared, make static show up in slot
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-- no copy to filtered
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local theStaticMX = noGap.staticMXFromUnitName(name)
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local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
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noGap.standInUnits[name] = theStatic -- remember me
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if noGap.verbose then
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trigger.action.outText("+++noG: unit <" .. name .. "> nogapped", 30)
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end
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end
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end
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noGap.liveUnits = filtered
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-- check if noGapGUI signals slot interest by player
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for name, ngName in pairs (noGap.allPlayerUnits) do
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local ngFlag = trigger.misc.getUserFlag(ngName)
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if ngFlag > 0 then
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if noGap.standInUnits[name] then
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-- static needs to be removed, server wants to occupy
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StaticObject.destroy(noGap.standInUnits[name])
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noGap.standInUnits[name] = nil
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if noGap.verbose then
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trigger.action.outText("+++noG: removing static <" .. name .. "> for server request", 30)
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end
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-- set flag-based timer
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if noGap.timeOut > 0 then
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trigger.action.setUserFlag(ngName,-noGap.timeOut)
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end
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end
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elseif ngFlag < 0 then
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-- timer is running, count up to 0
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ngFlag = ngFlag + 1
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if ngFlag > -1 then
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-- timeout. restore static. this may cause if crash if
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-- player waited too long without actually slotting in.
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ngFlag = 0
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local theStaticMX = noGap.staticMXFromUnitName(name)
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local theStatic = coalition.addStaticObject(theStaticMX.cty, theStaticMX)
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noGap.standInUnits[name] = theStatic -- remember me
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if noGap.verbose then
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trigger.action.outText("+++noG: unit <" .. name .. "> restored after timeout", 30)
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end
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end
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trigger.action.setUserFlag(ngName, ngFlag)
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end
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end
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end
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--
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-- read stopGapZone (DML only)
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--
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function noGap.createNoGapZone(theZone)
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local ng = theZone:getBoolFromZoneProperty("noGap", true)
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if ng then theZone.ngIgnore = false else theZone.sgIgnore = true end
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end
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function noGap.createNoGapSPZone(theZone)
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local sp = theZone:getBoolFromZoneProperty("noGapSP", true)
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if sp then theZone.spIgnore = false else theZone.spIgnore = true end
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end
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--
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-- Read Config Zone
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--
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noGap.name = "noGapConfig" -- cfxZones compatibility here
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function noGap.readConfigZone(theZone)
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-- currently nothing to do
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noGap.verbose = theZone.verbose
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noGap.enabled = theZone:getBoolFromZoneProperty("onStart", true)
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noGap.timeOut = theZone:getNumberFromZoneProperty("timeOut", 0) -- default to off
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if theZone:hasProperty("on?") then
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noGap.turnOnFlag = theZone:getStringFromZoneProperty("on?", "*<none>")
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noGap.lastTurnOnFlag = trigger.misc.getUserFlag(noGap.turnOnFlag)
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end
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if theZone:hasProperty("off?") then
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noGap.turnOffFlag = theZone:getStringFromZoneProperty("off?", "*<none>")
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noGap.lastTurnOffFlag = trigger.misc.getUserFlag(noGap.turnOffFlag)
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end
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noGap.triggerMethod = theZone:getStringFromZoneProperty( "triggerMethod", "change")
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if noGap.verbose then
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trigger.action.outText("+++no: config read, verbose = YES", 30)
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if noGap.enabled then
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trigger.action.outText("+++noG: enabled", 30)
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else
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trigger.action.outText("+++noG: turned off", 30)
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end
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end
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end
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--
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-- get going
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--
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function noGap.start()
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if not dcsCommon.libCheck("cfx noGap",
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noGap.requiredLibs)
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then return false end
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local sgDetect = trigger.misc.getUserFlag("noGapGUI")
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noGap.isMP = sgDetect > 0
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local theZone = cfxZones.getZoneByName("noGapConfig")
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if not theZone then
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theZone = cfxZones.createSimpleZone("noGapConfig")
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end
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noGap.readConfigZone(theZone)
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-- collect exclusion zones
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local pZones = cfxZones.zonesWithProperty("noGap")
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for k, aZone in pairs(pZones) do
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noGap.createNoGapZone(aZone)
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noGap.noGapZones[aZone.name] = aZone
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end
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-- collect single-player exclusion zones
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local pZones = cfxZones.zonesWithProperty("noGapSP")
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for k, aZone in pairs(pZones) do
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noGap.createNoGapSPZone(aZone)
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noGap.noGapZones[aZone.name] = aZone
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end
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-- fill player slots with static objects
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if noGap.enabled then
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noGap.fillGaps()
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end
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-- connect event handler
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world.addEventHandler(noGap)
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-- start update in 1 second
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timer.scheduleFunction(noGap.update, {}, timer.getTime() + 1)
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-- say hi!
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local mp = " (SP - <" .. sgDetect .. ">)"
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if sgDetect > 0 then mp = " -- MP GUI Detected (" .. sgDetect .. ")!" end
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trigger.action.outText("noGap v" .. noGap.version .. " running" .. mp, 30)
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return true
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end
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if not noGap.start() then
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trigger.action.outText("+++ aborted noGap v" .. noGap.version .. " -- startup failed", 30)
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noGap = nil
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end
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