DML/modules/xFlags.lua
Christian Franz 6d1e992037 Version 0.995
Watchflags
2022-03-24 17:42:24 +01:00

312 lines
9.3 KiB
Lua

xFlags = {}
xFlags.version = "1.0.1"
xFlags.verbose = false
xFlags.ups = 1 -- overwritten in get config!
xFlags.requiredLibs = {
"dcsCommon", -- always
"cfxZones", -- Zones, of course
}
--[[--
xFlags - flag array transmogrifier
Version History
1.0.0 - Initial version
1.0.1 - allow flags names for ops as well
modelled on cfxZones.testFlagByMethodForZone()
--]]--
xFlags.xFlagZones = {}
function xFlags.addxFlags(theZone)
table.insert(xFlags.xFlagZones, theZone)
end
--
-- create xFlag
--
function xFlags.reset()
for i = 1, #theZone.flagNames do
-- since the checksum is order dependent,
-- we must preserve the order of the array
local flagName = theZone.flagNames[i]
theZone.startFlagValues[i] = cfxZones.getFlagValue(flagName, theZone)
theZone.flagResults[i] = false
theZone.flagChecksum = theZone.flagChecksum .. "0"
trigger.action.outText("+++xF: flag " .. flagName, 30)
end
theZone.xHasFired = false
end
function xFlags.createXFlagsWithZone(theZone)
local theArray = ""
if cfxZones.hasProperty(theZone, "xFlags") then
theArray = cfxZones.getStringFromZoneProperty(theZone, "xFlags", "<none>")
else
theArray = cfxZones.getStringFromZoneProperty(theZone, "xFlags?", "<none>")
end
-- now process the array and create the value arrays
theZone.flagNames = cfxZones.flagArrayFromString(theArray)
theZone.startFlagValues = {} -- reference/reset time we read these
theZone.flagResults = {} -- individual flag check result
theZone.flagChecksum = "" -- to detect change. is either '0' or 'X'
for i = 1, #theZone.flagNames do
-- since the checksum is order dependent,
-- we must preserve the order of the array
local flagName = theZone.flagNames[i]
theZone.startFlagValues[i] = cfxZones.getFlagValue(flagName, theZone)
theZone.flagResults[i] = false
theZone.flagChecksum = theZone.flagChecksum .. "0"
trigger.action.outText("+++xF: flag " .. flagName, 30)
end
theZone.xHasFired = false
theZone.xSuccess = cfxZones.getStringFromZoneProperty(theZone, "xSuccess!", "<none>")
if cfxZones.hasProperty(theZone, "out!") then
theZone.xSuccess = cfxZones.getStringFromZoneProperty(theZone, "out!", "<none>")
end
if cfxZones.hasProperty(theZone, "xChange!") then
theZone.xChange = cfxZones.getStringFromZoneProperty(theZone, "xChange!", "<none>")
end
theZone.inspect = cfxZones.getStringFromZoneProperty(theZone, "require", "or") -- same as any
-- supported any/or, all/and, moreThan, atLeast, exactly
theZone.inspect = string.lower(theZone.inspect)
theZone.inspect = dcsCommon.trim(theZone.inspect)
theZone.matchNum = cfxZones.getNumberFromZoneProperty(theZone, "#hits", 0)
theZone.lookFor = cfxZones.getStringFromZoneProperty(theZone, "lookFor", "change") -- (<>=[number or reference flag], off, on, yes, no, true, false, change
theZone.lookFor = string.lower(theZone.lookFor)
theZone.lookFor = dcsCommon.trim(theZone.lookFor)
if cfxZones.hasProperty(theZone, "xReset?") then
theZone.xReset = cfxZones.getStringFromZoneProperty(theZone, "xReset?", "<none>")
theZone.xLastReset = cfxZones.getFlagValue(theZone.xReset, theZone)
end
theZone.xMethod = cfxZones.getStringFromZoneProperty(theZone, "xMethod", "flip")
if cfxZones.hasProperty(theZone, "method") then
theZone.xMethod = cfxZones.getStringFromZoneProperty(theZone, "method", "flip")
end
theZone.xOneShot = cfxZones.getBoolFromZoneProperty(theZone, "oneShot", true)
end
function xFlags.evaluateFlags(theZone)
local currVals = {}
-- read new values
for i = 1, #theZone.flagNames do
-- since the checksum is order dependent,
-- we must preserve the order of the array
local flagName = theZone.flagNames[i]
currVals[i] = cfxZones.getFlagValue(flagName, theZone)
end
-- now perform comparison flag by flag
local op = theZone.lookFor
local hits = 0
local checkSum = ""
local firstChar = string.sub(op, 1, 1)
local remainder = string.sub(op, 2)
local rNum = tonumber(remainder)
if not rNum then
-- interpret remainder as flag name
-- so we can say >*killMax
rNum = cfxZones.getFlagValue(remainder, theZone)
end
for i = 1, #theZone.flagNames do
local lastHits = hits
if op == "change" then
-- look for a change in flag line
if currVals[i] ~= theZone.startFlagValues[i] then
hits = hits + 1
checkSum = checkSum .. "X"
else
checkSum = checkSum .. "0"
end
elseif op == "on" or op == "yes" or op == "true" then
if currVals[i] ~= 0 then
hits = hits + 1
checkSum = checkSum .. "X"
else
checkSum = checkSum .. "0"
end
elseif op == "off" or op == "no" or op == "false"
then
if currVals[i] == 0 then
hits = hits + 1
checkSum = checkSum .. "X"
else
checkSum = checkSum .. "0"
end
elseif firstChar == "<" and rNum then
if currVals[i] < rNum then
hits = hits + 1
checkSum = checkSum .. "X"
else
checkSum = checkSum .. "0"
end
elseif firstChar == "=" and rNum then
if currVals[i] == rNum then
hits = hits + 1
checkSum = checkSum .. "X"
else
checkSum = checkSum .. "0"
end
elseif firstChar == ">" and rNum then
if currVals[i] > rNum then
hits = hits + 1
checkSum = checkSum .. "X"
else
checkSum = checkSum .. "0"
end
else
trigger.action.outText("+++xF: unknown lookFor: <" .. op .. ">", 30)
return 0, ""
end
if xFlags.verbose and lastHits ~= hits then
--trigger.action.outText("+++xF: hit detected for " .. theZone.flagNames[i] .. " in " .. theZone.name .. "(" .. op .. ")", 30)
end
end
return hits, checkSum
end
function xFlags.evaluateZone(theZone)
local hits, checkSum = xFlags.evaluateFlags(theZone)
-- depending on inspect see what the outcome is
-- supported any/or, all/and, moreThan, atLeast, exactly
local op = theZone.inspect
local evalResult = false
if (op == "or" or op == "any") and hits > 0 then
evalResult = true
elseif (op == "and" or op == "all") and hits == #theZone.flagNames then
evalResult = true
elseif (op == "morethan" or op == "more than") and hits > theZone.matchNum then
evalResult = true
elseif (op == "atleast" or op == "at lest") and hits >= theZone.matchNum then
evalResult = true
elseif op == "exactly" and hits == theZone.matchNum then
evalResult = true
end
-- now check if changed and if result true
if checkSum ~= theZone.flagChecksum then
if xFlags.verbose then
trigger.action.outText("+++xFlag: change detected for " .. theZone.name .. ": " .. theZone.flagChecksum .. "-->" ..checkSum, 30)
end
if theZone.xChange then
cfxZones.pollFlag(theZone.xChange, theZone.xMethod, theZone)
if xFlags.verbose then
trigger.action.outText("+++xFlag: change bang! on " .. theZone.xChange .. " for " .. theZone.name, 30)
end
end
theZone.flagChecksum = checkSum
end
if theZone.xHasFired and theZone.xOneShot then return end
if evalResult then
if xFlags.verbose then
trigger.action.outText("+++xFlag: success bang! on " .. theZone.xSuccess .. " for " .. theZone.name, 30)
end
cfxZones.pollFlag(theZone.xSuccess, theZone.xMethod, theZone)
theZone.xHasFired = true
end
end
--
-- Update
--
function xFlags.update()
timer.scheduleFunction(xFlags.update, {}, timer.getTime() + 1/xFlags.ups)
for idx, theZone in pairs (xFlags.xFlagZones) do
-- see if they should fire
xFlags.evaluateZone(theZone)
-- see if they should reset
if theZone.xReset then
local currVal = cfxZones.getFlagValue(theZone.xReset, theZone)
if currVal ~= theZone.xLastReset then
theZone.xLastReset = currVal
if xFlags.verbose then
trigger.action.outText("+++xF: reset command for " .. theZone.name, 30)
end
xFlags.reset(theZone)
end
end
end
end
--
-- start
--
function xFlags.readConfigZone()
-- note: must match exactly!!!!
local theZone = cfxZones.getZoneByName("xFlagsConfig")
if not theZone then
if xFlags.verbose then
trigger.action.outText("***xFlg: NO config zone!", 30)
end
return
end
xFlags.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
xFlags.ups = cfxZones.getNumberFromZoneProperty(theZone, "ups", 1)
if xFlags.verbose then
trigger.action.outText("***xFlg: read config", 30)
end
end
function xFlags.start()
-- lib check
if not dcsCommon.libCheck then
trigger.action.outText("xFlags requires dcsCommon", 30)
return false
end
if not dcsCommon.libCheck("cfx xFlags",
xFlags.requiredLibs) then
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