MOOSE/Routines.lua
svenvandevelde 10341b7045 First Commit
2015-10-25 10:40:52 +01:00

2374 lines
70 KiB
Lua

--- Various routines
-- @module routines
-- @author Flightcontrol
Include.File( "Trace" )
--Include.File( "Message" )
env.setErrorMessageBoxEnabled(false)
--- Extract of MIST functions.
-- @author Grimes
routines = {}
-- don't change these
routines.majorVersion = 3
routines.minorVersion = 3
routines.build = 22
-----------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------
-- Utils- conversion, Lua utils, etc.
routines.utils = {}
routines.utils.toDegree = function(angle)
return angle*180/math.pi
end
routines.utils.toRadian = function(angle)
return angle*math.pi/180
end
routines.utils.metersToNM = function(meters)
return meters/1852
end
routines.utils.metersToFeet = function(meters)
return meters/0.3048
end
routines.utils.NMToMeters = function(NM)
return NM*1852
end
routines.utils.feetToMeters = function(feet)
return feet*0.3048
end
routines.utils.mpsToKnots = function(mps)
return mps*3600/1852
end
routines.utils.mpsToKmph = function(mps)
return mps*3.6
end
routines.utils.knotsToMps = function(knots)
return knots*1852/3600
end
routines.utils.kmphToMps = function(kmph)
return kmph/3.6
end
function routines.utils.makeVec2(Vec3)
if Vec3.z then
return {x = Vec3.x, y = Vec3.z}
else
return {x = Vec3.x, y = Vec3.y} -- it was actually already vec2.
end
end
function routines.utils.makeVec3(Vec2, y)
if not Vec2.z then
if not y then
y = 0
end
return {x = Vec2.x, y = y, z = Vec2.y}
else
return {x = Vec2.x, y = Vec2.y, z = Vec2.z} -- it was already Vec3, actually.
end
end
function routines.utils.makeVec3GL(Vec2, offset)
local adj = offset or 0
if not Vec2.z then
return {x = Vec2.x, y = (land.getHeight(Vec2) + adj), z = Vec2.y}
else
return {x = Vec2.x, y = (land.getHeight({x = Vec2.x, y = Vec2.z}) + adj), z = Vec2.z}
end
end
routines.utils.zoneToVec3 = function(zone)
local new = {}
if type(zone) == 'table' and zone.point then
new.x = zone.point.x
new.y = zone.point.y
new.z = zone.point.z
return new
elseif type(zone) == 'string' then
zone = trigger.misc.getZone(zone)
if zone then
new.x = zone.point.x
new.y = zone.point.y
new.z = zone.point.z
return new
end
end
end
-- gets heading-error corrected direction from point along vector vec.
function routines.utils.getDir(vec, point)
local dir = math.atan2(vec.z, vec.x)
dir = dir + routines.getNorthCorrection(point)
if dir < 0 then
dir = dir + 2*math.pi -- put dir in range of 0 to 2*pi
end
return dir
end
-- gets distance in meters between two points (2 dimensional)
function routines.utils.get2DDist(point1, point2)
point1 = routines.utils.makeVec3(point1)
point2 = routines.utils.makeVec3(point2)
return routines.vec.mag({x = point1.x - point2.x, y = 0, z = point1.z - point2.z})
end
-- gets distance in meters between two points (3 dimensional)
function routines.utils.get3DDist(point1, point2)
return routines.vec.mag({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z})
end
--from http://lua-users.org/wiki/CopyTable
routines.utils.deepCopy = function(object)
local lookup_table = {}
local function _copy(object)
if type(object) ~= "table" then
return object
elseif lookup_table[object] then
return lookup_table[object]
end
local new_table = {}
lookup_table[object] = new_table
for index, value in pairs(object) do
new_table[_copy(index)] = _copy(value)
end
return setmetatable(new_table, getmetatable(object))
end
local objectreturn = _copy(object)
return objectreturn
end
-- porting in Slmod's serialize_slmod2
routines.utils.oneLineSerialize = function(tbl) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
if type(tbl) == 'table' then --function only works for tables!
local tbl_str = {}
tbl_str[#tbl_str + 1] = '{'
for ind,val in pairs(tbl) do -- serialize its fields
if type(ind) == "number" then
tbl_str[#tbl_str + 1] = '['
tbl_str[#tbl_str + 1] = tostring(ind)
tbl_str[#tbl_str + 1] = ']='
else --must be a string
tbl_str[#tbl_str + 1] = '['
tbl_str[#tbl_str + 1] = routines.utils.basicSerialize(ind)
tbl_str[#tbl_str + 1] = ']='
end
if ((type(val) == 'number') or (type(val) == 'boolean')) then
tbl_str[#tbl_str + 1] = tostring(val)
tbl_str[#tbl_str + 1] = ','
elseif type(val) == 'string' then
tbl_str[#tbl_str + 1] = routines.utils.basicSerialize(val)
tbl_str[#tbl_str + 1] = ','
elseif type(val) == 'nil' then -- won't ever happen, right?
tbl_str[#tbl_str + 1] = 'nil,'
elseif type(val) == 'table' then
if ind == "__index" then
tbl_str[#tbl_str + 1] = "__index"
tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
else
tbl_str[#tbl_str + 1] = routines.utils.oneLineSerialize(val)
tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
end
elseif type(val) == 'function' then
tbl_str[#tbl_str + 1] = "function " .. tostring(ind)
tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
else
env.info('unable to serialize value type ' .. routines.utils.basicSerialize(type(val)) .. ' at index ' .. tostring(ind))
env.info( debug.traceback() )
end
end
tbl_str[#tbl_str + 1] = '}'
return table.concat(tbl_str)
else
return tostring(tbl)
end
end
--porting in Slmod's "safestring" basic serialize
routines.utils.basicSerialize = function(s)
if s == nil then
return "\"\""
else
if ((type(s) == 'number') or (type(s) == 'boolean') or (type(s) == 'function') or (type(s) == 'table') or (type(s) == 'userdata') ) then
return tostring(s)
elseif type(s) == 'string' then
s = string.format('%q', s)
return s
end
end
end
-- From http://lua-users.org/wiki/SimpleRound
-- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place
routines.utils.round = function(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
-- porting in Slmod's dostring
routines.utils.dostring = function(s)
local f, err = loadstring(s)
if f then
return true, f()
else
return false, err
end
end
--3D Vector manipulation
routines.vec = {}
routines.vec.add = function(vec1, vec2)
return {x = vec1.x + vec2.x, y = vec1.y + vec2.y, z = vec1.z + vec2.z}
end
routines.vec.sub = function(vec1, vec2)
return {x = vec1.x - vec2.x, y = vec1.y - vec2.y, z = vec1.z - vec2.z}
end
routines.vec.scalarMult = function(vec, mult)
return {x = vec.x*mult, y = vec.y*mult, z = vec.z*mult}
end
routines.vec.scalar_mult = routines.vec.scalarMult
routines.vec.dp = function(vec1, vec2)
return vec1.x*vec2.x + vec1.y*vec2.y + vec1.z*vec2.z
end
routines.vec.cp = function(vec1, vec2)
return { x = vec1.y*vec2.z - vec1.z*vec2.y, y = vec1.z*vec2.x - vec1.x*vec2.z, z = vec1.x*vec2.y - vec1.y*vec2.x}
end
routines.vec.mag = function(vec)
return (vec.x^2 + vec.y^2 + vec.z^2)^0.5
end
routines.vec.getUnitVec = function(vec)
local mag = routines.vec.mag(vec)
return { x = vec.x/mag, y = vec.y/mag, z = vec.z/mag }
end
routines.vec.rotateVec2 = function(vec2, theta)
return { x = vec2.x*math.cos(theta) - vec2.y*math.sin(theta), y = vec2.x*math.sin(theta) + vec2.y*math.cos(theta)}
end
---------------------------------------------------------------------------------------------------------------------------
-- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5.
routines.tostringMGRS = function(MGRS, acc)
if acc == 0 then
return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph
else
return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph .. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Easting/(10^(5-acc)), 0))
.. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Northing/(10^(5-acc)), 0))
end
end
--[[acc:
in DM: decimal point of minutes.
In DMS: decimal point of seconds.
position after the decimal of the least significant digit:
So:
42.32 - acc of 2.
]]
routines.tostringLL = function(lat, lon, acc, DMS)
local latHemi, lonHemi
if lat > 0 then
latHemi = 'N'
else
latHemi = 'S'
end
if lon > 0 then
lonHemi = 'E'
else
lonHemi = 'W'
end
lat = math.abs(lat)
lon = math.abs(lon)
local latDeg = math.floor(lat)
local latMin = (lat - latDeg)*60
local lonDeg = math.floor(lon)
local lonMin = (lon - lonDeg)*60
if DMS then -- degrees, minutes, and seconds.
local oldLatMin = latMin
latMin = math.floor(latMin)
local latSec = routines.utils.round((oldLatMin - latMin)*60, acc)
local oldLonMin = lonMin
lonMin = math.floor(lonMin)
local lonSec = routines.utils.round((oldLonMin - lonMin)*60, acc)
if latSec == 60 then
latSec = 0
latMin = latMin + 1
end
if lonSec == 60 then
lonSec = 0
lonMin = lonMin + 1
end
local secFrmtStr -- create the formatting string for the seconds place
if acc <= 0 then -- no decimal place.
secFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi
else -- degrees, decimal minutes.
latMin = routines.utils.round(latMin, acc)
lonMin = routines.utils.round(lonMin, acc)
if latMin == 60 then
latMin = 0
latDeg = latDeg + 1
end
if lonMin == 60 then
lonMin = 0
lonDeg = lonDeg + 1
end
local minFrmtStr -- create the formatting string for the minutes place
if acc <= 0 then -- no decimal place.
minFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
minFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
return string.format('%02d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi
end
end
--[[ required: az - radian
required: dist - meters
optional: alt - meters (set to false or nil if you don't want to use it).
optional: metric - set true to get dist and alt in km and m.
precision will always be nearest degree and NM or km.]]
routines.tostringBR = function(az, dist, alt, metric)
az = routines.utils.round(routines.utils.toDegree(az), 0)
if metric then
dist = routines.utils.round(dist/1000, 2)
else
dist = routines.utils.round(routines.utils.metersToNM(dist), 2)
end
local s = string.format('%03d°', az) .. ' for ' .. dist
if alt then
if metric then
s = s .. ' at ' .. routines.utils.round(alt, 0)
else
s = s .. ' at ' .. routines.utils.round(routines.utils.metersToFeet(alt), 0)
end
end
return s
end
routines.getNorthCorrection = function(point) --gets the correction needed for true north
if not point.z then --Vec2; convert to Vec3
point.z = point.y
point.y = 0
end
local lat, lon = coord.LOtoLL(point)
local north_posit = coord.LLtoLO(lat + 1, lon)
return math.atan2(north_posit.z - point.z, north_posit.x - point.x)
end
-- the main area
do
-- THE MAIN FUNCTION -- Accessed 100 times/sec.
routines.main = function()
timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1) --reschedule first in case of Lua error
----------------------------------------------------------------------------------------------------------
--area to add new stuff in
routines.do_scheduled_functions()
end -- end of routines.main
timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1)
end
do
local Tasks = {}
local task_id = 0
--[[ routines.scheduleFunction:
int id = routines.schedule_task(f function, vars table, t number, rep number, st number)
id - integer id of this function task
f - function to run
vars - table of vars for that function
t - time to run function
rep - time between repetitions of this function (OPTIONAL)
st - time when repetitions of this function will stop automatically (OPTIONAL)
]]
routines.scheduleFunction = function(f, vars, t, rep, st)
--verify correct types
assert(type(f) == 'function', 'variable 1, expected function, got ' .. type(f))
assert(type(vars) == 'table' or vars == nil, 'variable 2, expected table or nil, got ' .. type(f))
assert(type(t) == 'number', 'variable 3, expected number, got ' .. type(t))
assert(type(rep) == 'number' or rep == nil, 'variable 4, expected number or nil, got ' .. type(rep))
assert(type(st) == 'number' or st == nil, 'variable 5, expected number or nil, got ' .. type(st))
if not vars then
vars = {}
end
task_id = task_id + 1
table.insert(Tasks, {f = f, vars = vars, t = t, rep = rep, st = st, id = task_id})
return task_id
end
-- removes a scheduled function based on the function's id. returns true if successful, false if not successful.
routines.removeFunction = function(id)
local i = 1
while i <= #Tasks do
if Tasks[i].id == id then
table.remove(Tasks, i)
else
i = i + 1
end
end
end
routines.errhandler = function(errmsg)
env.info( "Error in scheduled function:" .. errmsg )
env.info( debug.traceback() )
return errmsg
end
--------------------------------------------------------------------------------------------------------------------
-- not intended for users to use this function.
routines.do_scheduled_functions = function()
local i = 1
while i <= #Tasks do
if not Tasks[i].rep then -- not a repeated process
if Tasks[i].t <= timer.getTime() then
local Task = Tasks[i] -- local reference
--env.info("do_scheduled_functions:call function " .. i )
table.remove(Tasks, i)
local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler )
if not err then
--env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg)
end
--Task.f(unpack(Task.vars, 1, table.maxn(Task.vars))) -- do the task, do not increment i
else
i = i + 1
end
else
if Tasks[i].st and Tasks[i].st <= timer.getTime() then --if a stoptime was specified, and the stop time exceeded
--env.info("do_scheduled_functions:remove repeated")
table.remove(Tasks, i) -- stop time exceeded, do not execute, do not increment i
elseif Tasks[i].t <= timer.getTime() then
local Task = Tasks[i] -- local reference
Task.t = timer.getTime() + Task.rep --schedule next run
--env.info("do_scheduled_functions:call function " .. i )
local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler )
if not err then
--env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg)
end
--Tasks[i].f(unpack(Tasks[i].vars, 1, table.maxn(Tasks[i].vars))) -- do the task
i = i + 1
else
i = i + 1
end
end
end
end
end
do
local idNum = 0
--Simplified event handler
routines.addEventHandler = function(f) --id is optional!
local handler = {}
idNum = idNum + 1
handler.id = idNum
handler.f = f
handler.onEvent = function(self, event)
self.f(event)
end
world.addEventHandler(handler)
end
routines.removeEventHandler = function(id)
for key, handler in pairs(world.eventHandlers) do
if handler.id and handler.id == id then
world.eventHandlers[key] = nil
return true
end
end
return false
end
end
-- need to return a Vec3 or Vec2?
function routines.getRandPointInCircle(point, radius, innerRadius)
local theta = 2*math.pi*math.random()
local rad = math.random() + math.random()
if rad > 1 then
rad = 2 - rad
end
local radMult
if innerRadius and innerRadius <= radius then
radMult = (radius - innerRadius)*rad + innerRadius
else
radMult = radius*rad
end
if not point.z then --might as well work with vec2/3
point.z = point.y
end
local rndCoord
if radius > 0 then
rndCoord = {x = math.cos(theta)*radMult + point.x, y = math.sin(theta)*radMult + point.z}
else
rndCoord = {x = point.x, y = point.z}
end
return rndCoord
end
routines.goRoute = function(group, path)
local misTask = {
id = 'Mission',
params = {
route = {
points = routines.utils.deepCopy(path),
},
},
}
if type(group) == 'string' then
group = Group.getByName(group)
end
local groupCon = group:getController()
if groupCon then
groupCon:setTask(misTask)
return true
end
Controller.setTask(groupCon, misTask)
return false
end
-- Useful atomic functions from mist, ported.
routines.ground = {}
routines.fixedWing = {}
routines.heli = {}
routines.ground.buildWP = function(point, overRideForm, overRideSpeed)
local wp = {}
wp.x = point.x
if point.z then
wp.y = point.z
else
wp.y = point.y
end
local form, speed
if point.speed and not overRideSpeed then
wp.speed = point.speed
elseif type(overRideSpeed) == 'number' then
wp.speed = overRideSpeed
else
wp.speed = routines.utils.kmphToMps(20)
end
if point.form and not overRideForm then
form = point.form
else
form = overRideForm
end
if not form then
wp.action = 'Cone'
else
form = string.lower(form)
if form == 'off_road' or form == 'off road' then
wp.action = 'Off Road'
elseif form == 'on_road' or form == 'on road' then
wp.action = 'On Road'
elseif form == 'rank' or form == 'line_abrest' or form == 'line abrest' or form == 'lineabrest'then
wp.action = 'Rank'
elseif form == 'cone' then
wp.action = 'Cone'
elseif form == 'diamond' then
wp.action = 'Diamond'
elseif form == 'vee' then
wp.action = 'Vee'
elseif form == 'echelon_left' or form == 'echelon left' or form == 'echelonl' then
wp.action = 'EchelonL'
elseif form == 'echelon_right' or form == 'echelon right' or form == 'echelonr' then
wp.action = 'EchelonR'
else
wp.action = 'Cone' -- if nothing matched
end
end
wp.type = 'Turning Point'
return wp
end
routines.fixedWing.buildWP = function(point, WPtype, speed, alt, altType)
local wp = {}
wp.x = point.x
if point.z then
wp.y = point.z
else
wp.y = point.y
end
if alt and type(alt) == 'number' then
wp.alt = alt
else
wp.alt = 2000
end
if altType then
altType = string.lower(altType)
if altType == 'radio' or 'agl' then
wp.alt_type = 'RADIO'
elseif altType == 'baro' or 'asl' then
wp.alt_type = 'BARO'
end
else
wp.alt_type = 'RADIO'
end
if point.speed then
speed = point.speed
end
if point.type then
WPtype = point.type
end
if not speed then
wp.speed = routines.utils.kmphToMps(500)
else
wp.speed = speed
end
if not WPtype then
wp.action = 'Turning Point'
else
WPtype = string.lower(WPtype)
if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then
wp.action = 'Fly Over Point'
elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then
wp.action = 'Turning Point'
else
wp.action = 'Turning Point'
end
end
wp.type = 'Turning Point'
return wp
end
routines.heli.buildWP = function(point, WPtype, speed, alt, altType)
local wp = {}
wp.x = point.x
if point.z then
wp.y = point.z
else
wp.y = point.y
end
if alt and type(alt) == 'number' then
wp.alt = alt
else
wp.alt = 500
end
if altType then
altType = string.lower(altType)
if altType == 'radio' or 'agl' then
wp.alt_type = 'RADIO'
elseif altType == 'baro' or 'asl' then
wp.alt_type = 'BARO'
end
else
wp.alt_type = 'RADIO'
end
if point.speed then
speed = point.speed
end
if point.type then
WPtype = point.type
end
if not speed then
wp.speed = routines.utils.kmphToMps(200)
else
wp.speed = speed
end
if not WPtype then
wp.action = 'Turning Point'
else
WPtype = string.lower(WPtype)
if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then
wp.action = 'Fly Over Point'
elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then
wp.action = 'Turning Point'
else
wp.action = 'Turning Point'
end
end
wp.type = 'Turning Point'
return wp
end
routines.groupToRandomPoint = function(vars)
local group = vars.group --Required
local point = vars.point --required
local radius = vars.radius or 0
local innerRadius = vars.innerRadius
local form = vars.form or 'Cone'
local heading = vars.heading or math.random()*2*math.pi
local headingDegrees = vars.headingDegrees
local speed = vars.speed or routines.utils.kmphToMps(20)
local useRoads
if not vars.disableRoads then
useRoads = true
else
useRoads = false
end
local path = {}
if headingDegrees then
heading = headingDegrees*math.pi/180
end
if heading >= 2*math.pi then
heading = heading - 2*math.pi
end
local rndCoord = routines.getRandPointInCircle(point, radius, innerRadius)
local offset = {}
local posStart = routines.getLeadPos(group)
offset.x = routines.utils.round(math.sin(heading - (math.pi/2)) * 50 + rndCoord.x, 3)
offset.z = routines.utils.round(math.cos(heading + (math.pi/2)) * 50 + rndCoord.y, 3)
path[#path + 1] = routines.ground.buildWP(posStart, form, speed)
if useRoads == true and ((point.x - posStart.x)^2 + (point.z - posStart.z)^2)^0.5 > radius * 1.3 then
path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 11, ['z'] = posStart.z + 11}, 'off_road', speed)
path[#path + 1] = routines.ground.buildWP(posStart, 'on_road', speed)
path[#path + 1] = routines.ground.buildWP(offset, 'on_road', speed)
else
path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 25, ['z'] = posStart.z + 25}, form, speed)
end
path[#path + 1] = routines.ground.buildWP(offset, form, speed)
path[#path + 1] = routines.ground.buildWP(rndCoord, form, speed)
routines.goRoute(group, path)
return
end
routines.groupRandomDistSelf = function(gpData, dist, form, heading, speed)
local pos = routines.getLeadPos(gpData)
local fakeZone = {}
fakeZone.radius = dist or math.random(300, 1000)
fakeZone.point = {x = pos.x, y, pos.y, z = pos.z}
routines.groupToRandomZone(gpData, fakeZone, form, heading, speed)
return
end
routines.groupToRandomZone = function(gpData, zone, form, heading, speed)
if type(gpData) == 'string' then
gpData = Group.getByName(gpData)
end
if type(zone) == 'string' then
zone = trigger.misc.getZone(zone)
elseif type(zone) == 'table' and not zone.radius then
zone = trigger.misc.getZone(zone[math.random(1, #zone)])
end
if speed then
speed = routines.utils.kmphToMps(speed)
end
local vars = {}
vars.group = gpData
vars.radius = zone.radius
vars.form = form
vars.headingDegrees = heading
vars.speed = speed
vars.point = routines.utils.zoneToVec3(zone)
routines.groupToRandomPoint(vars)
return
end
routines.isTerrainValid = function(coord, terrainTypes) -- vec2/3 and enum or table of acceptable terrain types
if coord.z then
coord.y = coord.z
end
local typeConverted = {}
if type(terrainTypes) == 'string' then -- if its a string it does this check
for constId, constData in pairs(land.SurfaceType) do
if string.lower(constId) == string.lower(terrainTypes) or string.lower(constData) == string.lower(terrainTypes) then
table.insert(typeConverted, constId)
end
end
elseif type(terrainTypes) == 'table' then -- if its a table it does this check
for typeId, typeData in pairs(terrainTypes) do
for constId, constData in pairs(land.SurfaceType) do
if string.lower(constId) == string.lower(typeData) or string.lower(constData) == string.lower(typeId) then
table.insert(typeConverted, constId)
end
end
end
end
for validIndex, validData in pairs(typeConverted) do
if land.getSurfaceType(coord) == land.SurfaceType[validData] then
return true
end
end
return false
end
routines.groupToPoint = function(gpData, point, form, heading, speed, useRoads)
if type(point) == 'string' then
point = trigger.misc.getZone(point)
end
if speed then
speed = routines.utils.kmphToMps(speed)
end
local vars = {}
vars.group = gpData
vars.form = form
vars.headingDegrees = heading
vars.speed = speed
vars.disableRoads = useRoads
vars.point = routines.utils.zoneToVec3(point)
routines.groupToRandomPoint(vars)
return
end
routines.getLeadPos = function(group)
if type(group) == 'string' then -- group name
group = Group.getByName(group)
end
local units = group:getUnits()
local leader = units[1]
if not leader then -- SHOULD be good, but if there is a bug, this code future-proofs it then.
local lowestInd = math.huge
for ind, unit in pairs(units) do
if ind < lowestInd then
lowestInd = ind
leader = unit
end
end
end
if leader and Unit.isExist(leader) then -- maybe a little too paranoid now...
return leader:getPosition().p
end
end
--[[ vars for routines.getMGRSString:
vars.units - table of unit names (NOT unitNameTable- maybe this should change).
vars.acc - integer between 0 and 5, inclusive
]]
routines.getMGRSString = function(vars)
local units = vars.units
local acc = vars.acc or 5
local avgPos = routines.getAvgPos(units)
if avgPos then
return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(avgPos)), acc)
end
end
--[[ vars for routines.getLLString
vars.units - table of unit names (NOT unitNameTable- maybe this should change).
vars.acc - integer, number of numbers after decimal place
vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes.
]]
routines.getLLString = function(vars)
local units = vars.units
local acc = vars.acc or 3
local DMS = vars.DMS
local avgPos = routines.getAvgPos(units)
if avgPos then
local lat, lon = coord.LOtoLL(avgPos)
return routines.tostringLL(lat, lon, acc, DMS)
end
end
--[[
vars.zone - table of a zone name.
vars.ref - vec3 ref point, maybe overload for vec2 as well?
vars.alt - boolean, if used, includes altitude in string
vars.metric - boolean, gives distance in km instead of NM.
]]
routines.getBRStringZone = function(vars)
local zone = trigger.misc.getZone( vars.zone )
local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already.
local alt = vars.alt
local metric = vars.metric
if zone then
local vec = {x = zone.point.x - ref.x, y = zone.point.y - ref.y, z = zone.point.z - ref.z}
local dir = routines.utils.getDir(vec, ref)
local dist = routines.utils.get2DDist(zone.point, ref)
if alt then
alt = zone.y
end
return routines.tostringBR(dir, dist, alt, metric)
else
env.info( 'routines.getBRStringZone: error: zone is nil' )
end
end
--[[
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
vars.ref - vec3 ref point, maybe overload for vec2 as well?
vars.alt - boolean, if used, includes altitude in string
vars.metric - boolean, gives distance in km instead of NM.
]]
routines.getBRString = function(vars)
local units = vars.units
local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already.
local alt = vars.alt
local metric = vars.metric
local avgPos = routines.getAvgPos(units)
if avgPos then
local vec = {x = avgPos.x - ref.x, y = avgPos.y - ref.y, z = avgPos.z - ref.z}
local dir = routines.utils.getDir(vec, ref)
local dist = routines.utils.get2DDist(avgPos, ref)
if alt then
alt = avgPos.y
end
return routines.tostringBR(dir, dist, alt, metric)
end
end
-- Returns the Vec3 coordinates of the average position of the concentration of units most in the heading direction.
--[[ vars for routines.getLeadingPos:
vars.units - table of unit names
vars.heading - direction
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees
]]
routines.getLeadingPos = function(vars)
local units = vars.units
local heading = vars.heading
local radius = vars.radius
if vars.headingDegrees then
heading = routines.utils.toRadian(vars.headingDegrees)
end
local unitPosTbl = {}
for i = 1, #units do
local unit = Unit.getByName(units[i])
if unit and unit:isExist() then
unitPosTbl[#unitPosTbl + 1] = unit:getPosition().p
end
end
if #unitPosTbl > 0 then -- one more more units found.
-- first, find the unit most in the heading direction
local maxPos = -math.huge
local maxPosInd -- maxPos - the furthest in direction defined by heading; maxPosInd =
for i = 1, #unitPosTbl do
local rotatedVec2 = routines.vec.rotateVec2(routines.utils.makeVec2(unitPosTbl[i]), heading)
if (not maxPos) or maxPos < rotatedVec2.x then
maxPos = rotatedVec2.x
maxPosInd = i
end
end
--now, get all the units around this unit...
local avgPos
if radius then
local maxUnitPos = unitPosTbl[maxPosInd]
local avgx, avgy, avgz, totNum = 0, 0, 0, 0
for i = 1, #unitPosTbl do
if routines.utils.get2DDist(maxUnitPos, unitPosTbl[i]) <= radius then
avgx = avgx + unitPosTbl[i].x
avgy = avgy + unitPosTbl[i].y
avgz = avgz + unitPosTbl[i].z
totNum = totNum + 1
end
end
avgPos = { x = avgx/totNum, y = avgy/totNum, z = avgz/totNum}
else
avgPos = unitPosTbl[maxPosInd]
end
return avgPos
end
end
--[[ vars for routines.getLeadingMGRSString:
vars.units - table of unit names
vars.heading - direction
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees
vars.acc - number, 0 to 5.
]]
routines.getLeadingMGRSString = function(vars)
local pos = routines.getLeadingPos(vars)
if pos then
local acc = vars.acc or 5
return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(pos)), acc)
end
end
--[[ vars for routines.getLeadingLLString:
vars.units - table of unit names
vars.heading - direction, number
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees
vars.acc - number of digits after decimal point (can be negative)
vars.DMS - boolean, true if you want DMS.
]]
routines.getLeadingLLString = function(vars)
local pos = routines.getLeadingPos(vars)
if pos then
local acc = vars.acc or 3
local DMS = vars.DMS
local lat, lon = coord.LOtoLL(pos)
return routines.tostringLL(lat, lon, acc, DMS)
end
end
--[[ vars for routines.getLeadingBRString:
vars.units - table of unit names
vars.heading - direction, number
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees
vars.metric - boolean, if true, use km instead of NM.
vars.alt - boolean, if true, include altitude.
vars.ref - vec3/vec2 reference point.
]]
routines.getLeadingBRString = function(vars)
local pos = routines.getLeadingPos(vars)
if pos then
local ref = vars.ref
local alt = vars.alt
local metric = vars.metric
local vec = {x = pos.x - ref.x, y = pos.y - ref.y, z = pos.z - ref.z}
local dir = routines.utils.getDir(vec, ref)
local dist = routines.utils.get2DDist(pos, ref)
if alt then
alt = pos.y
end
return routines.tostringBR(dir, dist, alt, metric)
end
end
--[[ vars for routines.message.add
vars.text = 'Hello World'
vars.displayTime = 20
vars.msgFor = {coa = {'red'}, countries = {'Ukraine', 'Georgia'}, unitTypes = {'A-10C'}}
]]
--[[ vars for routines.msgMGRS
vars.units - table of unit names (NOT unitNameTable- maybe this should change).
vars.acc - integer between 0 and 5, inclusive
vars.text - text in the message
vars.displayTime - self explanatory
vars.msgFor - scope
]]
routines.msgMGRS = function(vars)
local units = vars.units
local acc = vars.acc
local text = vars.text
local displayTime = vars.displayTime
local msgFor = vars.msgFor
local s = routines.getMGRSString{units = units, acc = acc}
local newText
if string.find(text, '%%s') then -- look for %s
newText = string.format(text, s) -- insert the coordinates into the message
else -- else, just append to the end.
newText = text .. s
end
routines.message.add{
text = newText,
displayTime = displayTime,
msgFor = msgFor
}
end
--[[ vars for routines.msgLL
vars.units - table of unit names (NOT unitNameTable- maybe this should change) (Yes).
vars.acc - integer, number of numbers after decimal place
vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes.
vars.text - text in the message
vars.displayTime - self explanatory
vars.msgFor - scope
]]
routines.msgLL = function(vars)
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
local acc = vars.acc
local DMS = vars.DMS
local text = vars.text
local displayTime = vars.displayTime
local msgFor = vars.msgFor
local s = routines.getLLString{units = units, acc = acc, DMS = DMS}
local newText
if string.find(text, '%%s') then -- look for %s
newText = string.format(text, s) -- insert the coordinates into the message
else -- else, just append to the end.
newText = text .. s
end
routines.message.add{
text = newText,
displayTime = displayTime,
msgFor = msgFor
}
end
--[[
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
vars.ref - vec3 ref point, maybe overload for vec2 as well?
vars.alt - boolean, if used, includes altitude in string
vars.metric - boolean, gives distance in km instead of NM.
vars.text - text of the message
vars.displayTime
vars.msgFor - scope
]]
routines.msgBR = function(vars)
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString
local alt = vars.alt
local metric = vars.metric
local text = vars.text
local displayTime = vars.displayTime
local msgFor = vars.msgFor
local s = routines.getBRString{units = units, ref = ref, alt = alt, metric = metric}
local newText
if string.find(text, '%%s') then -- look for %s
newText = string.format(text, s) -- insert the coordinates into the message
else -- else, just append to the end.
newText = text .. s
end
routines.message.add{
text = newText,
displayTime = displayTime,
msgFor = msgFor
}
end
--------------------------------------------------------------------------------------------
-- basically, just sub-types of routines.msgBR... saves folks the work of getting the ref point.
--[[
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
vars.ref - string red, blue
vars.alt - boolean, if used, includes altitude in string
vars.metric - boolean, gives distance in km instead of NM.
vars.text - text of the message
vars.displayTime
vars.msgFor - scope
]]
routines.msgBullseye = function(vars)
if string.lower(vars.ref) == 'red' then
vars.ref = routines.DBs.missionData.bullseye.red
routines.msgBR(vars)
elseif string.lower(vars.ref) == 'blue' then
vars.ref = routines.DBs.missionData.bullseye.blue
routines.msgBR(vars)
end
end
--[[
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
vars.ref - unit name of reference point
vars.alt - boolean, if used, includes altitude in string
vars.metric - boolean, gives distance in km instead of NM.
vars.text - text of the message
vars.displayTime
vars.msgFor - scope
]]
routines.msgBRA = function(vars)
if Unit.getByName(vars.ref) then
vars.ref = Unit.getByName(vars.ref):getPosition().p
if not vars.alt then
vars.alt = true
end
routines.msgBR(vars)
end
end
--------------------------------------------------------------------------------------------
--[[ vars for routines.msgLeadingMGRS:
vars.units - table of unit names
vars.heading - direction
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees (optional)
vars.acc - number, 0 to 5.
vars.text - text of the message
vars.displayTime
vars.msgFor - scope
]]
routines.msgLeadingMGRS = function(vars)
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
local heading = vars.heading
local radius = vars.radius
local headingDegrees = vars.headingDegrees
local acc = vars.acc
local text = vars.text
local displayTime = vars.displayTime
local msgFor = vars.msgFor
local s = routines.getLeadingMGRSString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc}
local newText
if string.find(text, '%%s') then -- look for %s
newText = string.format(text, s) -- insert the coordinates into the message
else -- else, just append to the end.
newText = text .. s
end
routines.message.add{
text = newText,
displayTime = displayTime,
msgFor = msgFor
}
end
--[[ vars for routines.msgLeadingLL:
vars.units - table of unit names
vars.heading - direction, number
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees (optional)
vars.acc - number of digits after decimal point (can be negative)
vars.DMS - boolean, true if you want DMS. (optional)
vars.text - text of the message
vars.displayTime
vars.msgFor - scope
]]
routines.msgLeadingLL = function(vars)
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
local heading = vars.heading
local radius = vars.radius
local headingDegrees = vars.headingDegrees
local acc = vars.acc
local DMS = vars.DMS
local text = vars.text
local displayTime = vars.displayTime
local msgFor = vars.msgFor
local s = routines.getLeadingLLString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc, DMS = DMS}
local newText
if string.find(text, '%%s') then -- look for %s
newText = string.format(text, s) -- insert the coordinates into the message
else -- else, just append to the end.
newText = text .. s
end
routines.message.add{
text = newText,
displayTime = displayTime,
msgFor = msgFor
}
end
--[[
vars.units - table of unit names
vars.heading - direction, number
vars.radius - number
vars.headingDegrees - boolean, switches heading to degrees (optional)
vars.metric - boolean, if true, use km instead of NM. (optional)
vars.alt - boolean, if true, include altitude. (optional)
vars.ref - vec3/vec2 reference point.
vars.text - text of the message
vars.displayTime
vars.msgFor - scope
]]
routines.msgLeadingBR = function(vars)
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
local heading = vars.heading
local radius = vars.radius
local headingDegrees = vars.headingDegrees
local metric = vars.metric
local alt = vars.alt
local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString
local text = vars.text
local displayTime = vars.displayTime
local msgFor = vars.msgFor
local s = routines.getLeadingBRString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, metric = metric, alt = alt, ref = ref}
local newText
if string.find(text, '%%s') then -- look for %s
newText = string.format(text, s) -- insert the coordinates into the message
else -- else, just append to the end.
newText = text .. s
end
routines.message.add{
text = newText,
displayTime = displayTime,
msgFor = msgFor
}
end
function spairs(t, order)
-- collect the keys
local keys = {}
for k in pairs(t) do keys[#keys+1] = k end
-- if order function given, sort by it by passing the table and keys a, b,
-- otherwise just sort the keys
if order then
table.sort(keys, function(a,b) return order(t, a, b) end)
else
table.sort(keys)
end
-- return the iterator function
local i = 0
return function()
i = i + 1
if keys[i] then
return keys[i], t[keys[i]]
end
end
end
function routines.IsPartOfGroupInZones( CargoGroup, LandingZones )
trace.f()
local CurrentZoneID = nil
if CargoGroup then
local CargoUnits = CargoGroup:getUnits()
for CargoUnitID, CargoUnit in pairs( CargoUnits ) do
if CargoUnit and CargoUnit:getLife() >= 1.0 then
CurrentZoneID = routines.IsUnitInZones( CargoUnit, LandingZones )
if CurrentZoneID then
break
end
end
end
end
trace.r( "", "", { CurrentZoneID } )
return CurrentZoneID
end
function routines.IsUnitInZones( TransportUnit, LandingZones )
trace.f("", "routines.IsUnitInZones" )
local TransportZoneResult = nil
local TransportZonePos = nil
local TransportZone = nil
-- fill-up some local variables to support further calculations to determine location of units within the zone.
if TransportUnit then
local TransportUnitPos = TransportUnit:getPosition().p
if type( LandingZones ) == "table" then
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
TransportZone = trigger.misc.getZone( LandingZoneName )
if TransportZone then
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
TransportZoneResult = LandingZoneID
break
end
end
end
else
TransportZone = trigger.misc.getZone( LandingZones )
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
TransportZoneResult = 1
end
end
if TransportZoneResult then
env.info("TransportZone:"..TransportZoneResult)
else
env.info("TransportZone:nil logic")
end
return TransportZoneResult
else
env.info("TransportZone:nil hard")
return nil
end
end
function routines.IsStaticInZones( TransportStatic, LandingZones )
trace.f()
local TransportZoneResult = nil
local TransportZonePos = nil
local TransportZone = nil
-- fill-up some local variables to support further calculations to determine location of units within the zone.
local TransportStaticPos = TransportStatic:getPosition().p
if type( LandingZones ) == "table" then
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
TransportZone = trigger.misc.getZone( LandingZoneName )
if TransportZone then
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
TransportZoneResult = LandingZoneID
break
end
end
end
else
TransportZone = trigger.misc.getZone( LandingZones )
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
TransportZoneResult = 1
end
end
trace.r( "", "", { TransportZoneResult } )
return TransportZoneResult
end
function routines.IsUnitInRadius( CargoUnit, ReferenceGroup, Radius )
trace.f()
local Valid = true
-- fill-up some local variables to support further calculations to determine location of units within the zone.
local CargoPos = CargoUnit:getPosition().p
local ReferenceGroupPos = ReferenceGroup:getUnits()[1]:getPosition().p
if (((CargoPos.x - ReferenceGroupPos.x)^2 + (CargoPos.z - ReferenceGroupPos.z)^2)^0.5 <= Radius) then
else
Valid = false
end
trace.r( "", "", { Valid } )
return Valid
end
function routines.IsPartOfGroupInRadius( CargoGroup, ReferenceGroup, Radius )
trace.f()
local Valid = true
Valid = routines.ValidateGroup( CargoGroup, "CargoGroup", Valid )
Valid = routines.ValidateGroup( ReferenceGroup, "ReferenceGroup", Valid )
-- fill-up some local variables to support further calculations to determine location of units within the zone
local CargoUnits = CargoGroup:getUnits()
for CargoUnitId, CargoUnit in pairs( CargoUnits ) do
local CargoUnitPos = CargoUnit:getPosition().p
-- env.info( 'routines.IsPartOfGroupInRadius: CargoUnitPos.x = ' .. CargoUnitPos.x .. ' CargoUnitPos.z = ' .. CargoUnitPos.z )
local ReferenceGroupPos = ReferenceGroup:getUnits()[1]:getPosition().p
-- env.info( 'routines.IsPartOfGroupInRadius: ReferenceGroupPos.x = ' .. ReferenceGroupPos.x .. ' ReferenceGroupPos.z = ' .. ReferenceGroupPos.z )
if ((( CargoUnitPos.x - ReferenceGroupPos.x)^2 + (CargoUnitPos.z - ReferenceGroupPos.z)^2)^0.5 <= Radius) then
else
Valid = false
break
end
end
trace.r( "", "", { Valid } )
return Valid
end
function routines.DestroyGroupInRadiusFromGroup( CargoGroup, ReferenceGroup, Radius )
trace.f()
local Valid = true
Valid = routines.ValidateGroup( CargoGroup, "CargoGroup", Valid )
Valid = routines.ValidateGroup( ReferenceGroup, "ReferenceGroup", Valid )
if Valid then
-- fill-up some local variables to support further calculations to determine location of units within the zone
local CargoUnits = CargoGroup:getUnits()
local AliveCargoUnits = #CargoUnits
for CargoUnitId, CargoUnit in pairs( CargoUnits ) do
local CargoUnitPos = CargoUnit:getPosition().p
-- env.info( 'routines.DestroyGroupInRadiusFromGroup: CargoUnitPos.x = ' .. CargoUnitPos.x .. ' CargoUnitPos.z = ' .. CargoUnitPos.z )
local ReferenceGroupPos = ReferenceGroup:getUnits()[1]:getPosition().p
-- env.info( 'routines.DestroyGroupInRadiusFromGroup: ReferenceGroupPos.x = ' .. ReferenceGroupPos.x .. ' ReferenceGroupPos.z = ' .. ReferenceGroupPos.z )
if ((( CargoUnitPos.x - ReferenceGroupPos.x)^2 + (CargoUnitPos.z - ReferenceGroupPos.z)^2)^0.5 <= Radius) then
CargoUnit:destroy()
AliveCargoUnits = AliveCargoUnits - 1
else
Valid = false
break
end
end
else
AliveCargoUnits = -1
end
trace.r( "", "", { AliveCargoUnits } )
return AliveCargoUnits
end
function routines.ValidateString( Variable, VariableName, Valid )
trace.f()
if type( Variable ) == "string" then
if Variable == "" then
error( "routines.ValidateString: error: " .. VariableName .. " must be filled out!" )
Valid = false
end
else
error( "routines.ValidateString: error: " .. VariableName .. " is not a string." )
Valid = false
end
trace.r( "", "", { Valid } )
return Valid
end
function routines.ValidateNumber( Variable, VariableName, Valid )
trace.f()
if type( Variable ) == "number" then
else
error( "routines.ValidateNumber: error: " .. VariableName .. " is not a number." )
Valid = false
end
trace.r( "", "", { Valid } )
return Valid
end
function routines.ValidateGroup( Variable, VariableName, Valid )
trace.f()
if Variable == nil then
error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" )
Valid = false
end
trace.r( "", "", { Valid } )
return Valid
end
function routines.ValidateZone( LandingZones, VariableName, Valid )
trace.f()
if LandingZones == nil then
error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" )
Valid = false
end
if type( LandingZones ) == "table" then
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
if trigger.misc.getZone( LandingZoneName ) == nil then
error( "routines.ValidateGroup: error: Zone " .. LandingZoneName .. " does not exist!" )
Valid = false
break
end
end
else
if trigger.misc.getZone( LandingZones ) == nil then
error( "routines.ValidateGroup: error: Zone " .. LandingZones .. " does not exist!" )
Valid = false
end
end
trace.r( "", "", { Valid } )
return Valid
end
function routines.ValidateEnumeration( Variable, VariableName, Enum, Valid )
trace.f()
local ValidVariable = false
for EnumId, EnumData in pairs( Enum ) do
if Variable == EnumData then
ValidVariable = true
break
end
end
if ValidVariable then
else
error( 'TransportValidateEnum: " .. VariableName .. " is not a valid type.' .. Variable )
Valid = false
end
trace.r( "", "", { Valid } )
return Valid
end
Su34Status = { status = {} }
boardMsgRed = { statusMsg = "" }
boardMsgAll = { timeMsg = "" }
SpawnSettings = {}
Su34MenuPath = {}
Su34Menus = 0
function Su34AttackCarlVinson(groupName)
trace.menu("", "Su34AttackCarlVinson")
local groupSu34 = Group.getByName( groupName )
local controllerSu34 = groupSu34.getController(groupSu34)
local groupCarlVinson = Group.getByName("US Carl Vinson #001")
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
if groupCarlVinson ~= nil then
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupCarlVinson:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}})
end
Su34Status.status[groupName] = 1
MessageToRed( string.format('%s: ',groupName) .. 'Attacking carrier Carl Vinson. ', 10, 'RedStatus' .. groupName )
end
function Su34AttackWest(groupName)
trace.f("","Su34AttackWest")
local groupSu34 = Group.getByName( groupName )
local controllerSu34 = groupSu34.getController(groupSu34)
local groupShipWest1 = Group.getByName("US Ship West #001")
local groupShipWest2 = Group.getByName("US Ship West #002")
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
if groupShipWest1 ~= nil then
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}})
end
if groupShipWest2 ~= nil then
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}})
end
Su34Status.status[groupName] = 2
MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the west. ', 10, 'RedStatus' .. groupName )
end
function Su34AttackNorth(groupName)
trace.menu("","Su34AttackNorth")
local groupSu34 = Group.getByName( groupName )
local controllerSu34 = groupSu34.getController(groupSu34)
local groupShipNorth1 = Group.getByName("US Ship North #001")
local groupShipNorth2 = Group.getByName("US Ship North #002")
local groupShipNorth3 = Group.getByName("US Ship North #003")
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
if groupShipNorth1 ~= nil then
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}})
end
if groupShipNorth2 ~= nil then
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}})
end
if groupShipNorth3 ~= nil then
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth3:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}})
end
Su34Status.status[groupName] = 3
MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the north. ', 10, 'RedStatus' .. groupName )
end
function Su34Orbit(groupName)
trace.menu("","Su34Orbit")
local groupSu34 = Group.getByName( groupName )
local controllerSu34 = groupSu34:getController()
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
controllerSu34:pushTask( {id = 'ControlledTask', params = { task = { id = 'Orbit', params = { pattern = AI.Task.OrbitPattern.RACE_TRACK } }, stopCondition = { duration = 600 } } } )
Su34Status.status[groupName] = 4
MessageToRed( string.format('%s: ',groupName) .. 'In orbit and awaiting further instructions. ', 10, 'RedStatus' .. groupName )
end
function Su34TakeOff(groupName)
trace.menu("","Su34TakeOff")
local groupSu34 = Group.getByName( groupName )
local controllerSu34 = groupSu34:getController()
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
Su34Status.status[groupName] = 8
MessageToRed( string.format('%s: ',groupName) .. 'Take-Off. ', 10, 'RedStatus' .. groupName )
end
function Su34Hold(groupName)
trace.menu("","Su34Hold")
local groupSu34 = Group.getByName( groupName )
local controllerSu34 = groupSu34:getController()
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
Su34Status.status[groupName] = 5
MessageToRed( string.format('%s: ',groupName) .. 'Holding Weapons. ', 10, 'RedStatus' .. groupName )
end
function Su34RTB(groupName)
trace.menu("","Su34RTB")
Su34Status.status[groupName] = 6
MessageToRed( string.format('%s: ',groupName) .. 'Return to Krasnodar. ', 10, 'RedStatus' .. groupName )
end
function Su34Destroyed(groupName)
trace.menu("","Su34Destroyed")
Su34Status.status[groupName] = 7
MessageToRed( string.format('%s: ',groupName) .. 'Destroyed. ', 30, 'RedStatus' .. groupName )
end
function GroupAlive( groupName )
trace.menu("","GroupAlive")
local groupTest = Group.getByName( groupName )
local groupExists = false
if groupTest then
groupExists = groupTest:isExist()
end
trace.r( "", "", { groupExists } )
return groupExists
end
function Su34IsDead()
trace.f()
end
function Su34OverviewStatus()
trace.menu("","Su34OverviewStatus")
local msg = ""
local currentStatus = 0
local Exists = false
for groupName, currentStatus in pairs(Su34Status.status) do
env.info(('Su34 Overview Status: GroupName = ' .. groupName ))
Alive = GroupAlive( groupName )
if Alive then
if currentStatus == 1 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Attacking carrier Carl Vinson. "
elseif currentStatus == 2 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Attacking supporting ships in the west. "
elseif currentStatus == 3 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Attacking invading ships in the north. "
elseif currentStatus == 4 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "In orbit and awaiting further instructions. "
elseif currentStatus == 5 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Holding Weapons. "
elseif currentStatus == 6 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Return to Krasnodar. "
elseif currentStatus == 7 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Destroyed. "
elseif currentStatus == 8 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Take-Off. "
end
else
if currentStatus == 7 then
msg = msg .. string.format("%s: ",groupName)
msg = msg .. "Destroyed. "
else
Su34Destroyed(groupName)
end
end
end
boardMsgRed.statusMsg = msg
end
function UpdateBoardMsg()
trace.f()
Su34OverviewStatus()
MessageToRed( boardMsgRed.statusMsg, 15, 'RedStatus' )
end
function MusicReset( flg )
trace.f()
trigger.action.setUserFlag(95,flg)
end
function PlaneActivate(groupNameFormat, flg)
trace.f()
local groupName = groupNameFormat .. string.format("#%03d", trigger.misc.getUserFlag(flg))
--trigger.action.outText(groupName,10)
trigger.action.activateGroup(Group.getByName(groupName))
end
function Su34Menu(groupName)
trace.f()
--env.info(( 'Su34Menu(' .. groupName .. ')' ))
local groupSu34 = Group.getByName( groupName )
if Su34Status.status[groupName] == 1 or
Su34Status.status[groupName] == 2 or
Su34Status.status[groupName] == 3 or
Su34Status.status[groupName] == 4 or
Su34Status.status[groupName] == 5 then
if Su34MenuPath[groupName] == nil then
if planeMenuPath == nil then
planeMenuPath = missionCommands.addSubMenuForCoalition(
coalition.side.RED,
"SU-34 anti-ship flights",
nil
)
end
Su34MenuPath[groupName] = missionCommands.addSubMenuForCoalition(
coalition.side.RED,
"Flight " .. groupName,
planeMenuPath
)
missionCommands.addCommandForCoalition(
coalition.side.RED,
"Attack carrier Carl Vinson",
Su34MenuPath[groupName],
Su34AttackCarlVinson,
groupName
)
missionCommands.addCommandForCoalition(
coalition.side.RED,
"Attack ships in the west",
Su34MenuPath[groupName],
Su34AttackWest,
groupName
)
missionCommands.addCommandForCoalition(
coalition.side.RED,
"Attack ships in the north",
Su34MenuPath[groupName],
Su34AttackNorth,
groupName
)
missionCommands.addCommandForCoalition(
coalition.side.RED,
"Hold position and await instructions",
Su34MenuPath[groupName],
Su34Orbit,
groupName
)
missionCommands.addCommandForCoalition(
coalition.side.RED,
"Report status",
Su34MenuPath[groupName],
Su34OverviewStatus
)
end
else
if Su34MenuPath[groupName] then
missionCommands.removeItemForCoalition(coalition.side.RED, Su34MenuPath[groupName])
end
end
end
--- Obsolete function, but kept to rework in framework.
function ChooseInfantry ( TeleportPrefixTable, TeleportMax )
trace.f("Spawn")
--env.info(( 'ChooseInfantry: ' ))
TeleportPrefixTableCount = #TeleportPrefixTable
TeleportPrefixTableIndex = math.random( 1, TeleportPrefixTableCount )
--env.info(( 'ChooseInfantry: TeleportPrefixTableIndex = ' .. TeleportPrefixTableIndex .. ' TeleportPrefixTableCount = ' .. TeleportPrefixTableCount .. ' TeleportMax = ' .. TeleportMax ))
local TeleportFound = false
local TeleportLoop = true
local Index = TeleportPrefixTableIndex
local TeleportPrefix = ''
while TeleportLoop do
TeleportPrefix = TeleportPrefixTable[Index]
if SpawnSettings[TeleportPrefix] then
if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then
SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1
TeleportFound = true
else
TeleportFound = false
end
else
SpawnSettings[TeleportPrefix] = {}
SpawnSettings[TeleportPrefix]['SpawnCount'] = 0
TeleportFound = true
end
if TeleportFound then
TeleportLoop = false
else
if Index < TeleportPrefixTableCount then
Index = Index + 1
else
TeleportLoop = false
end
end
--env.info(( 'ChooseInfantry: Loop 1 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index ))
end
if TeleportFound == false then
TeleportLoop = true
Index = 1
while TeleportLoop do
TeleportPrefix = TeleportPrefixTable[Index]
if SpawnSettings[TeleportPrefix] then
if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then
SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1
TeleportFound = true
else
TeleportFound = false
end
else
SpawnSettings[TeleportPrefix] = {}
SpawnSettings[TeleportPrefix]['SpawnCount'] = 0
TeleportFound = true
end
if TeleportFound then
TeleportLoop = false
else
if Index < TeleportPrefixTableIndex then
Index = Index + 1
else
TeleportLoop = false
end
end
--env.info(( 'ChooseInfantry: Loop 2 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index ))
end
end
local TeleportGroupName = ''
if TeleportFound == true then
TeleportGroupName = TeleportPrefix .. string.format("#%03d", SpawnSettings[TeleportPrefix]['SpawnCount'] )
else
TeleportGroupName = ''
end
--env.info(('ChooseInfantry: TeleportGroupName = ' .. TeleportGroupName ))
--env.info(('ChooseInfantry: return'))
return TeleportGroupName
end
SpawnedInfantry = 0
function LandCarrier ( CarrierGroup, LandingZonePrefix )
trace.f()
--env.info(( 'LandCarrier: ' ))
--env.info(( 'LandCarrier: CarrierGroup = ' .. CarrierGroup:getName() ))
--env.info(( 'LandCarrier: LandingZone = ' .. LandingZonePrefix ))
local controllerGroup = CarrierGroup:getController()
local LandingZone = trigger.misc.getZone(LandingZonePrefix)
local LandingZonePos = {}
LandingZonePos.x = LandingZone.point.x + math.random(LandingZone.radius * -1, LandingZone.radius)
LandingZonePos.y = LandingZone.point.z + math.random(LandingZone.radius * -1, LandingZone.radius)
controllerGroup:pushTask( { id = 'Land', params = { point = LandingZonePos, durationFlag = true, duration = 10 } } )
--env.info(( 'LandCarrier: end' ))
end
EscortCount = 0
function EscortCarrier ( CarrierGroup, EscortPrefix, EscortLastWayPoint, EscortEngagementDistanceMax, EscortTargetTypes )
trace.f()
--env.info(( 'EscortCarrier: ' ))
--env.info(( 'EscortCarrier: CarrierGroup = ' .. CarrierGroup:getName() ))
--env.info(( 'EscortCarrier: EscortPrefix = ' .. EscortPrefix ))
local CarrierName = CarrierGroup:getName()
local EscortMission = {}
local CarrierMission = {}
local EscortMission = SpawnMissionGroup( EscortPrefix )
local CarrierMission = SpawnMissionGroup( CarrierGroup:getName() )
if EscortMission ~= nil and CarrierMission ~= nil then
EscortCount = EscortCount + 1
EscortMissionName = string.format( EscortPrefix .. '#Escort %s', CarrierName )
EscortMission.name = EscortMissionName
EscortMission.groupId = nil
EscortMission.lateActivation = false
EscortMission.taskSelected = false
local EscortUnits = #EscortMission.units
for u = 1, EscortUnits do
EscortMission.units[u].name = string.format( EscortPrefix .. '#Escort %s %02d', CarrierName, u )
EscortMission.units[u].unitId = nil
end
EscortMission.route.points[1].task = { id = "ComboTask",
params =
{
tasks =
{
[1] =
{
enabled = true,
auto = false,
id = "Escort",
number = 1,
params =
{
lastWptIndexFlagChangedManually = false,
groupId = CarrierGroup:getID(),
lastWptIndex = nil,
lastWptIndexFlag = false,
engagementDistMax = EscortEngagementDistanceMax,
targetTypes = EscortTargetTypes,
pos =
{
y = 20,
x = 20,
z = 0,
} -- end of ["pos"]
} -- end of ["params"]
} -- end of [1]
} -- end of ["tasks"]
} -- end of ["params"]
} -- end of ["task"]
SpawnGroupAdd( EscortPrefix, EscortMission )
end
end
function SendMessageToCarrier( CarrierGroup, CarrierMessage )
trace.f()
if CarrierGroup ~= nil then
MessageToGroup( CarrierGroup, CarrierMessage, 30, 'Carrier/' .. CarrierGroup:getName() )
end
end
function MessageToGroup( MsgGroup, MsgText, MsgTime, MsgName )
trace.f()
if type(MsgGroup) == 'string' then
--env.info( 'MessageToGroup: Converted MsgGroup string "' .. MsgGroup .. '" into a Group structure.' )
MsgGroup = Group.getByName( MsgGroup )
end
if MsgGroup ~= nil then
local MsgTable = {}
MsgTable.text = MsgText
MsgTable.displayTime = MsgTime
MsgTable.msgFor = { units = { MsgGroup:getUnits()[1]:getName() } }
MsgTable.name = MsgName
--routines.message.add( MsgTable )
--env.info(('MessageToGroup: Message sent to ' .. MsgGroup:getUnits()[1]:getName() .. ' -> ' .. MsgText ))
end
end
function MessageToUnit( UnitName, MsgText, MsgTime, MsgName )
trace.f()
if UnitName ~= nil then
local MsgTable = {}
MsgTable.text = MsgText
MsgTable.displayTime = MsgTime
MsgTable.msgFor = { units = { UnitName } }
MsgTable.name = MsgName
--routines.message.add( MsgTable )
end
end
function MessageToAll( MsgText, MsgTime, MsgName )
trace.f()
MESSAGE:New( MsgText, "Message", MsgTime, MsgName ):ToCoalition( coalition.side.RED ):ToCoalition( coalition.side.BLUE )
end
function MessageToRed( MsgText, MsgTime, MsgName )
trace.f()
MESSAGE:New( MsgText, "To Red Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED )
end
function MessageToBlue( MsgText, MsgTime, MsgName )
trace.f()
MESSAGE:New( MsgText, "To Blue Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED )
end
function getCarrierHeight( CarrierGroup )
trace.f()
if CarrierGroup ~= nil then
if table.getn(CarrierGroup:getUnits()) == 1 then
local CarrierUnit = CarrierGroup:getUnits()[1]
local CurrentPoint = CarrierUnit:getPoint()
local CurrentPosition = { x = CurrentPoint.x, y = CurrentPoint.z }
local CarrierHeight = CurrentPoint.y
local LandHeight = land.getHeight( CurrentPosition )
--env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight ))
return CarrierHeight - LandHeight
else
return 999999
end
else
return 999999
end
end
_MusicTable = {}
_MusicTable.Files = {}
_MusicTable.Queue = {}
_MusicTable.FileCnt = 0
function MusicRegister( SndRef, SndFile, SndTime )
trace.f()
env.info(( 'MusicRegister: SndRef = ' .. SndRef ))
env.info(( 'MusicRegister: SndFile = ' .. SndFile ))
env.info(( 'MusicRegister: SndTime = ' .. SndTime ))
_MusicTable.FileCnt = _MusicTable.FileCnt + 1
_MusicTable.Files[_MusicTable.FileCnt] = {}
_MusicTable.Files[_MusicTable.FileCnt].Ref = SndRef
_MusicTable.Files[_MusicTable.FileCnt].File = SndFile
_MusicTable.Files[_MusicTable.FileCnt].Time = SndTime
if not _MusicTable.Function then
_MusicTable.Function = routines.scheduleFunction( MusicScheduler, { }, timer.getTime() + 10, 10)
end
end
function MusicToPlayer( SndRef, PlayerName, SndContinue )
trace.f()
--env.info(( 'MusicToPlayer: SndRef = ' .. SndRef ))
local PlayerUnits = AlivePlayerUnits()
for PlayerUnitIdx, PlayerUnit in pairs(PlayerUnits) do
local PlayerUnitName = PlayerUnit:getPlayerName()
--env.info(( 'MusicToPlayer: PlayerUnitName = ' .. PlayerUnitName ))
if PlayerName == PlayerUnitName then
PlayerGroup = PlayerUnit:getGroup()
if PlayerGroup then
--env.info(( 'MusicToPlayer: PlayerGroup = ' .. PlayerGroup:getName() ))
MusicToGroup( SndRef, PlayerGroup, SndContinue )
end
break
end
end
--env.info(( 'MusicToPlayer: end' ))
end
function MusicToGroup( SndRef, SndGroup, SndContinue )
trace.f()
--env.info(( 'MusicToGroup: SndRef = ' .. SndRef ))
if SndGroup ~= nil then
if _MusicTable and _MusicTable.FileCnt > 0 then
if SndGroup:isExist() then
if MusicCanStart(SndGroup:getUnit(1):getPlayerName()) then
--env.info(( 'MusicToGroup: OK for Sound.' ))
local SndIdx = 0
if SndRef == '' then
--env.info(( 'MusicToGroup: SndRef as empty. Queueing at random.' ))
SndIdx = math.random( 1, _MusicTable.FileCnt )
else
for SndIdx = 1, _MusicTable.FileCnt do
if _MusicTable.Files[SndIdx].Ref == SndRef then
break
end
end
end
--env.info(( 'MusicToGroup: SndIdx = ' .. SndIdx ))
--env.info(( 'MusicToGroup: Queueing Music ' .. _MusicTable.Files[SndIdx].File .. ' for Group ' .. SndGroup:getID() ))
trigger.action.outSoundForGroup( SndGroup:getID(), _MusicTable.Files[SndIdx].File )
MessageToGroup( SndGroup, 'Playing ' .. _MusicTable.Files[SndIdx].File, 15, 'Music-' .. SndGroup:getUnit(1):getPlayerName() )
local SndQueueRef = SndGroup:getUnit(1):getPlayerName()
if _MusicTable.Queue[SndQueueRef] == nil then
_MusicTable.Queue[SndQueueRef] = {}
end
_MusicTable.Queue[SndQueueRef].Start = timer.getTime()
_MusicTable.Queue[SndQueueRef].PlayerName = SndGroup:getUnit(1):getPlayerName()
_MusicTable.Queue[SndQueueRef].Group = SndGroup
_MusicTable.Queue[SndQueueRef].ID = SndGroup:getID()
_MusicTable.Queue[SndQueueRef].Ref = SndIdx
_MusicTable.Queue[SndQueueRef].Continue = SndContinue
_MusicTable.Queue[SndQueueRef].Type = Group
end
end
end
end
end
function MusicCanStart(PlayerName)
trace.f()
--env.info(( 'MusicCanStart:' ))
local MusicOut = false
if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then
--env.info(( 'MusicCanStart: PlayerName = ' .. PlayerName ))
local PlayerFound = false
local MusicStart = 0
local MusicTime = 0
for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do
if SndQueue.PlayerName == PlayerName then
PlayerFound = true
MusicStart = SndQueue.Start
MusicTime = _MusicTable.Files[SndQueue.Ref].Time
break
end
end
if PlayerFound then
--env.info(( 'MusicCanStart: MusicStart = ' .. MusicStart ))
--env.info(( 'MusicCanStart: MusicTime = ' .. MusicTime ))
--env.info(( 'MusicCanStart: timer.getTime() = ' .. timer.getTime() ))
if MusicStart + MusicTime <= timer.getTime() then
MusicOut = true
end
else
MusicOut = true
end
end
if MusicOut then
--env.info(( 'MusicCanStart: true' ))
else
--env.info(( 'MusicCanStart: false' ))
end
return MusicOut
end
function MusicScheduler()
trace.scheduled("", "MusicScheduler")
--env.info(( 'MusicScheduler:' ))
if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then
--env.info(( 'MusicScheduler: Walking Sound Queue.'))
for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do
if SndQueue.Continue then
if MusicCanStart(SndQueue.PlayerName) then
--env.info(('MusicScheduler: MusicToGroup'))
MusicToPlayer( '', SndQueue.PlayerName, true )
end
end
end
end
end
env.info(( 'Init: Scripts Loaded v1.1' ))