---@diagnostic disable: undefined-field, deprecated -- Pure-MOOSE, template-free CTLD-style logistics & troop transport -- Drop-in script: no MIST, no mission editor templates required -- Dependencies: Moose.lua must be loaded before this script -- Author: Copilot (generated) -- -- LOGGING SYSTEM: -- LogLevel configuration controls verbosity: 0=NONE, 1=ERROR, 2=INFO (default), 3=VERBOSE, 4=DEBUG -- Set LogLevel in config to reduce log spam on production servers. See LOGGING_GUIDE.md for details. -- Contract -- Inputs: Config table or defaults. No ME templates needed. Zones may be named ME trigger zones or provided via coordinates in config. -- Outputs: F10 menus for helo/transport groups; crate spawning/building; troop load/unload; optional JTAC hookup (via FAC module); -- Error modes: missing Moose -> abort; unknown crate key -> message; spawn blocked in enemy airbase; zone missing -> message. -- -- Orignal Author of CTLD: Ciribob -- Moose adaptation: Lathe, Copilot, F99th-TracerFacer ---@diagnostic disable: undefined-global, lowercase-global -- MOOSE framework globals are defined at runtime by DCS World --#region Config _DEBUG = false local CTLD = {} CTLD.Version = '1.0.2' CTLD.__index = CTLD CTLD._lastSalvageInterval = CTLD._lastSalvageInterval or 0 CTLD._playerUnitPrefs = CTLD._playerUnitPrefs or {} local _msgGroup, _msgCoalition local _log, _logError, _logInfo, _logVerbose, _logDebug, _logImmediate -- General CTLD event messages (non-hover). Tweak freely. CTLD.Messages = { -- Crates crate_spawn_requested = "Request received—spawning {type} crate at {zone}.", pickup_zone_required = "Move within {zone_dist} {zone_dist_u} of a Supply Zone to request crates. Bearing {zone_brg}° to nearest zone.", no_pickup_zones = "No Pickup Zones are configured for this coalition. Ask the mission maker to add supply zones or disable the pickup zone requirement.", crate_re_marked = "Re-marking crate {id} with {mark}.", crate_expired = "Crate {id} expired and was removed.", crate_max_capacity = "Max load reached ({total}). Drop or build before picking up more.", crate_aircraft_capacity = "Aircraft capacity reached ({current}/{max} crates). Your {aircraft} can only carry {max} crates.", troop_aircraft_capacity = "Aircraft capacity reached. Your {aircraft} can only carry {max} troops (you need {count}).", crate_spawned = "Crate’s live! {type} [{id}]. Bearing {brg}° range {rng} {rng_u}.\nCall for vectors if you need a hand.\n\nTo load: HOVER within 25m at 5-20m AGL, or LAND within 35m and hold for 25s.", -- Drops drop_initiated = "Dropping {count} crate(s) here…", dropped_crates = "Dropped {count} crate(s) at your location.", no_loaded_crates = "No loaded crates to drop.", -- Build build_insufficient_crates = "Insufficient crates to build {build}.", build_requires_ground = "You have {total} crate(s) onboard—drop them first to build here.", build_started = "Building {build} at your position…", build_success = "{build} deployed to the field!", build_success_coalition = "{player} deployed {build} to the field!", build_failed = "Build failed: {reason}.", fob_restricted = "FOB building is restricted to designated FOB zones.", auto_fob_built = "FOB auto-built at {zone}.", -- Troops troops_loaded = "Loaded {count} troops—ready to deploy.", troops_unloaded = "Deployed {count} troops.", troops_unloaded_coalition = "{player} deployed {count} troops.", troops_fast_roped = "Fast-roped {count} troops into the field!", troops_fast_roped_coalition = "{player} fast-roped {count} troops from {aircraft}!", no_troops = "No troops onboard.", troops_deploy_failed = "Deploy failed: {reason}.", troop_pickup_zone_required = "Move inside a Supply Zone to load troops. Nearest zone is {zone_dist}, {zone_dist_u} away bearing {zone_brg}°.", troop_load_must_land = "Must be on the ground to load troops. Land and reduce speed to < {max_speed} {speed_u}.", troop_load_too_fast = "Ground speed too high for loading. Reduce to < {max_speed} {speed_u} (current: {current_speed} {speed_u}).", troop_unload_altitude_too_high = "Too high for fast-rope deployment. Maximum: {max_agl} m AGL (current: {current_agl} m). Land or descend.", troop_unload_altitude_too_low = "Too low for safe fast-rope. Minimum: {min_agl} m AGL (current: {current_agl} m). Climb or land.", -- Ground auto-load ground_load_started = "{ground_line}\nHold position for {seconds}s to load {count} crate(s)...", ground_load_progress = "{ground_line}\n{remaining}s remaining. Hold position.", ground_load_complete = "{ground_line}\nLoaded {count} crate(s).", ground_load_aborted = "Ground load aborted: aircraft moved or lifted off.", ground_load_no_zone = "Ground auto-load requires being inside a Pickup Zone. Nearest zone: {zone_dist} {zone_dist_u} at {zone_brg}°.", ground_load_no_crates = "No crates within {radius}m to load.", -- Coach & nav vectors_to_crate = "Nearest crate {id}: bearing {brg}°, range {rng} {rng_u}.", vectors_to_pickup_zone = "Nearest supply zone {zone}: bearing {brg}°, range {rng} {rng_u}.", coach_enabled = "Hover Coach enabled.", coach_disabled = "Hover Coach disabled.", -- Hover Coach guidance coach_arrival = "You’re close—nice and easy. Hover at 5–20 meters.", coach_close = "Reduce speed below 15 km/h and set 5–20 m AGL.", coach_hint = "{hints} GS {gs} {gs_u}.", coach_too_fast = "Too fast for pickup: GS {gs} {gs_u}. Reduce below 8 km/h.", coach_too_high = "Too high: AGL {agl} {agl_u}. Target 5–20 m.", coach_too_low = "Too low: AGL {agl} {agl_u}. Maintain at least 5 m.", coach_drift = "Outside pickup window. Re-center within 25 m.", coach_hold = "Oooh, right there! HOLD POSITION…", coach_loaded = "Crate is hooked! Nice flying!", coach_hover_lost = "Movement detected—recover hover to load.", coach_abort = "Hover lost. Reacquire within 25 m, GS < 8 km/h, AGL 5–20 m.", -- Zone state changes zone_activated = "{kind} Zone {zone} is now ACTIVE.", zone_deactivated = "{kind} Zone {zone} is now INACTIVE.", -- Attack/Defend announcements attack_enemy_announce = "{unit_name} deployed by {player} has spotted an enemy {enemy_type} at {brg}°, {rng} {rng_u}. Moving to engage!", attack_base_announce = "{unit_name} deployed by {player} is moving to capture {base_name} at {brg}°, {rng} {rng_u}.", attack_no_targets = "{unit_name} deployed by {player} found no targets within {rng} {rng_u}. Holding position.", jtac_onstation = "JTAC {jtac} on station. CODE {code}.", jtac_new_target = "JTAC {jtac} lasing {target}. CODE {code}. POS {grid}.", jtac_target_lost = "JTAC {jtac} lost target. Reacquiring.", jtac_target_destroyed = "JTAC {jtac} reports target destroyed.", jtac_idle = "JTAC {jtac} scanning for targets.", -- Zone restrictions drop_forbidden_in_pickup = "Cannot drop crates inside a Supply Zone. Move outside the zone boundary.", troop_deploy_forbidden_in_pickup = "Cannot deploy troops inside a Supply Zone. Move outside the zone boundary.", drop_zone_too_close_to_pickup = "Drop Zone creation blocked: too close to Supply Zone {zone} (need at least {need} {need_u}; current {dist} {dist_u}). Fly further away and try again.", -- MEDEVAC messages medevac_crew_spawned = "MEDEVAC REQUEST: {vehicle} crew at {grid}. {crew_size} personnel awaiting rescue. Salvage value: {salvage}.", medevac_crew_loaded = "Rescued {vehicle} crew ({crew_size} personnel). {vehicle} will respawn shortly.", medevac_vehicle_respawned = "{vehicle} repaired and returned to the field at original location!", medevac_crew_delivered_mash = "{player} delivered {vehicle} crew to MASH. Earned {salvage} salvage points! Coalition total: {total}.", medevac_crew_timeout = "MEDEVAC FAILED: {vehicle} crew at {grid} KIA - no rescue attempted. Vehicle lost.", medevac_crew_killed = "MEDEVAC FAILED: {vehicle} crew killed in action. Vehicle lost.", medevac_crew_killed_lines = { "Stranded Crew ({vehicle} @ {grid}): We're taking heavy fire—where's that bird— *static*", "Stranded Crew ({vehicle} @ {grid}): Ahh— we're under fire— we can't h— *boom*", "Stranded Crew ({vehicle} @ {grid}): They're right on top of us— we won't ho— *static*", "Stranded Crew ({vehicle} @ {grid}): Rounds incoming— this is it boys— *explosion*", "Stranded Crew ({vehicle} @ {grid}): If you hear this, we didn't make— *static*", "Stranded Crew ({vehicle} @ {grid}): No more cover! We can't hold— *boom*", "Stranded Crew ({vehicle} @ {grid}): This is it— tell them we tried— *static*", "Stranded Crew ({vehicle} @ {grid}): They're all around us— oh God— *explosion*", "Stranded Crew ({vehicle} @ {grid}): Taking direct hits— we're not walking out of— *static*", "Stranded Crew ({vehicle} @ {grid}): Where's that ride— we're pinned— we can't— *boom*", -- New Mo-blame lines "Stranded Crew ({vehicle} @ {grid}): Mo said this LZ was 'low threat'—remind him how that turned out— *static*", "Stranded Crew ({vehicle} @ {grid}): Copy, still no bird—did Mo forget to file the MEDEVAC again?— *boom*", "Stranded Crew ({vehicle} @ {grid}): We only took this route because Mo said it was 'shortcut friendly'— *static*", "Stranded Crew ({vehicle} @ {grid}): Tell Mo his ‘won’t be hot for long’ brief was a lie— *explosion*", "Stranded Crew ({vehicle} @ {grid}): Command, if Mo planned this exfil, we’d like a refund— *static*", "Stranded Crew ({vehicle} @ {grid}): Mo promised we’d be home for chow—guess we’re staying for artillery instead— *boom*", "Stranded Crew ({vehicle} @ {grid}): We’re still at {grid}—unless Mo ‘optimized’ the coordinates again— *static*", "Stranded Crew ({vehicle} @ {grid}): Whoever let Mo pick this landing zone owes us new helmets— *explosion*", "Stranded Crew ({vehicle} @ {grid}): Be advised, Mo’s ‘safe corridor’ is mostly explosions right now— *static*", "Stranded Crew ({vehicle} @ {grid}): If the bird’s lost, check if Mo touched the map— *boom*", "Stranded Crew ({vehicle} @ {grid}): This is what we get for trusting Mo’s weather call— *static*", "Stranded Crew ({vehicle} @ {grid}): Mo swore enemy armor ‘never comes this far’—they’re waving at us— *explosion*", "Stranded Crew ({vehicle} @ {grid}): We’re painted from every angle—next time, maybe don’t let Mo do the route card— *static*", "Stranded Crew ({vehicle} @ {grid}): If Mo filed our grid as a coffee break, we’re gonna haunt him— *boom*", "Stranded Crew ({vehicle} @ {grid}): Radio check—anyone but Mo on comms? We’d like a real pickup— *static*", "Stranded Crew ({vehicle} @ {grid}): Mo said ‘in and out, easy day’—we’re on hour one of ‘not easy’— *explosion*", "Stranded Crew ({vehicle} @ {grid}): Still no rotors—ask Mo if he scheduled this MEDEVAC for tomorrow— *static*", "Stranded Crew ({vehicle} @ {grid}): If Mo’s running the flight schedule, tell him we’re fresh out of patience— *boom*", "Stranded Crew ({vehicle} @ {grid}): Mo briefed ‘minimal contact’—we’re currently meeting the entire enemy battalion— *static*", "Stranded Crew ({vehicle} @ {grid}): Rescue bird, if you’re circling, that’s Mo’s navigation, not ours— *explosion*", "Stranded Crew ({vehicle} @ {grid}): We popped smoke twice—maybe Mo told them to ignore it— *static*", "Stranded Crew ({vehicle} @ {grid}): If they ask how we got stuck here, just say ‘Mo’—they’ll understand— *boom*", "Stranded Crew ({vehicle} @ {grid}): Mo said ‘what’s the worst that could happen’—tell him he’s about to find out— *static*", }, medevac_no_requests = "No active MEDEVAC requests.", medevac_vectors = "MEDEVAC: {vehicle} crew bearing {brg}°, range {rng} {rng_u}. Time remaining: {time_remain} mins.", medevac_salvage_status = "Coalition Salvage Points: {points}. Use salvage to build out-of-stock items.", medevac_salvage_used = "Built {item} using {salvage} salvage points. Remaining: {remaining}.", medevac_salvage_insufficient = "Out of stock. Requires {need} salvage points (need {deficit} more). Earn salvage by delivering MEDEVAC crews to MASH or sling-loading enemy wreckage.", medevac_crew_warn_15min = "WARNING: {vehicle} crew at {grid} - rescue window expires in 15 minutes!", medevac_crew_warn_5min = "URGENT: {vehicle} crew at {grid} - rescue window expires in 5 minutes!", medevac_unload_hold = "MEDEVAC: Stay grounded in the MASH zone for {seconds} seconds to offload casualties.", -- Sling-Load Salvage messages slingload_salvage_spawned = "SALVAGE OPPORTUNITY: Enemy wreckage at {grid}. Weight: {weight}kg, Est. Value: {reward}pts. {time_remain} remaining to collect!", slingload_salvage_delivered = "{player} delivered {weight}kg salvage for {reward} points ({condition})! Coalition total: {total}", slingload_salvage_expired = "SALVAGE LOST: Crate {id} at {grid} deteriorated.", slingload_salvage_damaged = "CAUTION: Salvage crate damaged in transit. Value reduced to {reward}pts.", slingload_salvage_vectors = "Nearest salvage crate {id}: bearing {brg}°, range {rng} {rng_u}. Weight: {weight}kg, Value: {reward}pts.", slingload_salvage_no_crates = "No active salvage crates available.", slingload_salvage_zone_created = "Salvage Collection Zone '{zone}' created at your position (radius: {radius}m).", slingload_salvage_zone_activated = "Salvage Collection Zone '{zone}' is now ACTIVE.", slingload_salvage_zone_deactivated = "Salvage Collection Zone '{zone}' is now INACTIVE.", slingload_salvage_warn_30min = "SALVAGE REMINDER: Crate {id} at {grid} expires in 30 minutes. Weight: {weight}kg.", slingload_manual_crates_registered = "Registered {count} pre-placed salvage crate(s) from mission editor.", -- FARP System messages farp_upgrade_started = "Upgrading FOB to FARP Stage {stage}... Building in progress.", farp_upgrade_complete = "{player} upgraded FOB to FARP Stage {stage}!\nFOB still active for logistics and troop operations.", farp_upgrade_complete_stage3 = "{player} upgraded FOB to FARP Stage 3!\nFunctional FARP operational! Use F8 Ground Crew for refuel/rearm services.\nFOB still active for logistics and troop operations.", farp_upgrade_insufficient_salvage = "Insufficient salvage to upgrade to FARP Stage {stage}. Need {need} points (have {current}). Deliver crews to MASH or sling-load salvage!", farp_status = "FOB + FARP Status: Stage {stage}/{max_stage}\nInfrastructure only - upgrade to Stage 3 for services\nFOB logistics: ACTIVE\nNext upgrade: {next_cost} salvage (Stage {next_stage})", farp_status_stage3 = "FOB + FARP Status: Stage 3/3\nFunctional FARP operational - use F8 Ground Crew menu\nFOB logistics: ACTIVE\nNext upgrade: {next_cost} salvage (Stage {next_stage})", farp_status_maxed = "FOB + FARP Status: Stage 3/3 (FULLY UPGRADED)\nFunctional FARP operational - use F8 Ground Crew menu\nFOB logistics: ACTIVE", farp_not_at_fob = "You must be near a FOB Pickup Zone to upgrade it to a FARP.", farp_already_maxed = "This FOB is already at maximum FARP stage (Stage 3).", slingload_salvage_warn_5min = "SALVAGE URGENT: Crate {id} at {grid} expires in 5 minutes!", slingload_salvage_hooked_in_zone = "Salvage crate {id} is inside {zone}. Release the sling to complete delivery.", slingload_salvage_wrong_zone = "Salvage crate {id} is sitting in {zone_type} zone {zone}. Take it to an active Salvage zone for credit.", slingload_salvage_received_quips = { "{player}: Leroy just whispered that's the smoothest receiving job he's seen since Jenkins tried the backwards hover.", "Jenkins radios {player}, 'Keep receiving cargo like that and Mo might finally stop polishing his hook.'", "Mo mutters, 'I thought we were receiving ammo, not a love letter, {player}.'", "Leroy is yelling 'RECEIVE IT' like we're back at basic—nice work, {player}.", "Jenkins keeps a scoreboard titled 'Most dramatic receiving'. Congrats, {player}, you're on top.", "Mo claims he can hear the crate blush when {player} talks about receiving it.", "Leroy swears the secret to receiving cargo is wink twice and yell 'Jenkins!'—apparently {player} nailed it.", "Jenkins asked if {player} offers receiving lessons; I told him to practice on Mo's toolbox first.", "Mo's diary entry tonight: '{player} received cargo and my rotor wash feelings.'", "Leroy just gave {player} a 'World's Best Receiver' sticker; don't ask where he kept it.", "Jenkins would like to know how {player} made receiving cargo look like interpretive dance.", "Mo says the crate purred when {player} set it down. I blame Leroy's commentary.", "Leroy keeps chanting 'receiver of the year' while pointing at {player}. Jenkins is jealous.", "Jenkins tried to high five {player} mid-receive; Mo tackled him for safety reasons (probably).", "Mo claims {player}'s receiving form violates at least three flirtation regulations.", "Leroy just filed paperwork changing {player}'s callsign to 'Receiver Prime'.", "Jenkins bet Mo twenty bucks {player} would blush while receiving. Pay up, Mo.", "Mo suggests engraving {player}'s name on the salvage zone after that receive.", "Leroy is teaching a receiving clinic now, curriculum: 'Be {player}'.", "Jenkins whispered, 'Was it good for you, cargo?' right after {player} touched down.", "Mo's clipboard has doodles of {player} receiving crates with heroic sparkles.", "Leroy just threw fake rose petals over the zone as {player} finished receiving.", "Jenkins swears he heard a saxophone during that receive. You owe the band, {player}.", "Mo radioed, 'Easy on the receiving, {player}. Jenkins can't handle that much elegance.'", "Leroy said {player}'s receiving style is 'spicy yet responsible'. I'm both impressed and confused.", "Jenkins taped a 'Certified Receiver' badge on {player}'s dash. It's glittery. You're stuck with it.", "Mo reckons {player} could receive a crate blindfolded; Leroy begged to test that theory.", "Leroy keeps shouting 'stick the landing' but {player} already did—twice.", "Jenkins requested that {player} narrate the next receiving so he can take notes.", "Mo says if {player} receives one more crate like that, he'll start writing poetry.", "Leroy just named this salvage drop 'Operation Receive and Believe' in {player}'s honor.", "Jenkins said '{player} receives cargo like it's a surprise party and everyone's invited.'", "Mo's new checklist: 1) Fuel 2) Ammo 3) Compliment {player}'s receiving technique.", "Leroy tried to slow clap mid-receive; Jenkins confiscated his gloves.", "Jenkins asked if {player} rehearsed that receive with mirrors. Mo said 'jealous much?'.", "Mo beams, 'If receiving had judges, {player} just earned a 10 from Leroy and a dramatic sigh from Jenkins.'", "Leroy told {player} to teach Jenkins how to receive without dropping his dignity.", "Jenkins insists {player}'s receiving aura smells like jet fuel and confidence.", "Mo logged today's weather as 'partly cloudy with a 100% chance of {player} receiving nicely.'", "Leroy carved '{player} receives like a legend' into the ready room table. Again.", "Jenkins wrote a haiku about that receiving: 'Crate softly descends / {player} grins / Mo steals the pen.'", "Mo radioed 'next crate volunteers to be received by {player} only'. That's a policy now.", "Leroy just asked supply for a 'Receiver of Renown' patch for {player}.", "Jenkins claims he can feel the cargo sigh happily whenever {player} receives it.", "Mo's schedule: 0900 watch {player} receive cargo, 0915 tease Jenkins about it.", "Leroy calls {player}'s receiving style 'buttery smooth'. Jenkins now refuses to eat butter.", "Jenkins left a sticky note on the crate: 'Thanks for receiving me gently, {player}.'", "Mo wants to rename the salvage zone 'The {player} Receiving Lounge'.", "Leroy drew hearts on the map where {player} usually receives cargo. Tactical? Maybe.", "Jenkins petitioned command to play theme music every time {player} receives.", "Mo refuses to stop chuckling about the way {player} said 'receiving' over comms.", "Leroy says {player}'s receiving vibe is 'half heroics, half mischief'. Jenkins says 'all jealous'.", "Jenkins asked if {player} could autograph the crate before sending it to depots.", "Mo declared 'receiving is believing' after watching {player} today.", "Leroy reenacting {player}'s receiving on the ramp is the finest comedy we've had all week.", "Jenkins keeps practicing saying 'receiving' with the same swagger {player} has.", "Mo whispers, 'Every time {player} receives cargo, a wrench somewhere falls in love.'", "Leroy filed a noise complaint: 'Jenkins screaming while {player} receives is distracting.'", "Jenkins now greets crates with 'prepare to be received by {player}—lucky you.'", "Mo replaced the zone sign with 'Please announce yourself before {player} receives you.'", "Leroy says the salvage crate winked at {player}. Jenkins is skeptical but also jealous.", "Jenkins claims {player}'s receiving technique could calm a startled MANPAD crew.", "Mo has a coffee mug that reads 'I watched {player} receive cargo and all I got was this latte.'", "Leroy tried to choreograph a receiving dance for {player}; Jenkins tripped at step two.", "Jenkins keeps bragging he called dibs on being {player}'s receiving hype man.", "Mo scribbled 'receiving champion' under {player}'s name on the roster.", "Leroy says {player}'s receiving voice has more bass than the AWACS channel.", "Jenkins asked supply for velvet ropes to keep crowds away while {player} receives.", "Mo's new ringtone is {player} saying 'receiving'. Leroy set it as his alarm too.", "Leroy's advice to rookies: 'Just copy whatever {player} does when receiving.'", "Jenkins says he needs sunglasses to watch {player} receive because it's that dazzling.", "Mo keeps muttering 'receiving goals' every time {player} touches down in the zone.", "Leroy left chalk arrows around the FARP labeled 'This way to watch {player} receive.'", "Jenkins insists the crate asked for {player}'s comm frequency after that receive.", "Mo bet the maintenance crew that {player} could receive cargo upside down. Please don't try it.", "Leroy's latest call sign suggestion for {player}: 'Receiver Supreme'.", "Jenkins laminated a card that says 'Ask me about {player}'s receiving technique.'", "Mo says the wind socks lean toward {player} out of respect whenever receiving begins.", "Leroy drew a cartoon of {player} receiving cargo while Jenkins fans them with a checklist.", "Jenkins keeps replaying the cockpit tape of {player} saying 'receiving' on loop.", "Mo told supply to send extra polish for the pad because {player} only receives on shiny decks.", "Leroy swears he heard the crate whisper 'thanks, {player}' as it touched down.", "Jenkins offers motivational speeches to crates before {player} arrives, just to set the mood.", "Mo added 'compliment {player}'s receiving tone' to the preflight checklist.", "Leroy refuses to call it unloading anymore; it's 'the {player} receiving ritual'.", "Jenkins keeps practicing finger guns for when {player} calls 'receiving'.", "Mo doodled {player} surfing on a crate labeled 'Receiving Champion'.", "Leroy renamed the F10 menu option to 'Let {player} receive it'. QA is furious.", "Jenkins says whenever {player} receives cargo, somewhere a sim pilot sheds a proud tear.", "Mo now greets every crate with 'Ready to be received {player}-style?'.", "Leroy told the intel guys to log {player}'s receiving pattern as a morale asset.", "Jenkins claims {player}'s receiving aura smells like hydraulic fluid and heroics.", "Mo keeps a chalkboard tally titled '{player}'s Receives vs Jenkins' Complaints'. Receives win.", "Leroy is convinced {player}'s receiving callouts add five knots to every rotorcraft nearby.", "Jenkins practices saying 'nice receiving' in the mirror so he doesn't squeak on comms.", "Mo decorated the salvage zone with disco lights for the next time {player} receives.", "Leroy asked PAO for a documentary called 'Receiving with {player}'.", "Jenkins swears {player}'s receiving cadence syncs perfectly with the base siren. Spooky.", "Mo now ends every debrief with 'and that's how {player} receives cargo, folks.'", "Leroy wrote a limerick about {player} receiving; Jenkins begged him not to recite it.", "Jenkins told the new guy 'if {player} says receiving, salute the crate.'", "Mo keeps drawing diagrams titled 'Ideal Receiving Cones' with {player} stick figures.", "Leroy asked meteorology for a forecast of '{player} receiving with 100% sass'.", "Jenkins says hearing {player} say 'receiving' cured his fear of autorotations.", "Mo replaced the salvage beacon tone with {player} humming the receiving tune.", "Leroy told Jenkins, 'If you can't receive like {player}, at least clap rhythmically.'", "Jenkins is workshopping a catchphrase: '{player} receives, Mo believes, Leroy deceives.'", "Mo says the only thing smoother than {player}'s receiving is Leroy's questionable pickup lines.", "Leroy wants to build a statue of {player} holding a crate; Jenkins suggested maybe start with a sticker.", "Jenkins insists {player}'s receiving voice lowers enemy morale by 10%. Science-ish.", "Mo has a bingo card of {player}'s receiving compliments; he's already got blackout.", "Leroy now ends every briefing with 'remember, let {player} receive first'.", "Jenkins swears his headset auto-tunes whenever {player} says 'receiving'.", "Mo just said, 'If receiving had medals, {player} would need a bigger flight suit.'", "Leroy warns crates, 'If {player} receives you, expect fireworks and Jenkins squealing.'", "Jenkins' new mantra: 'Breathe in rotor wash, breathe out {player}'s receiving tips.'", "Mo says {player}'s receiving swagger should be issued with the flight manual.", "Leroy doodled {player} riding a crate labeled 'Receiving Express'—Mo framed it.", "Jenkins told logistics, 'Mark that crate FRAGILE, {player} receives with feelings.'", "Mo now pronounces 'receiving' with extra syllables whenever {player} is on station.", "Leroy thinks {player}'s receiving just added three morale points to the whole AO.", "Jenkins said he'd write a sonnet about {player}'s receiving if he knew what a sonnet was.", "Mo just asked if we could get {player} to receive the mail too, because wow.", "Leroy polished the landing zone so {player}'s next receiving feels fancy.", "Jenkins is holding up scorecards every time {player} says 'receiving'. The numbers keep climbing.", "Mo claims {player}'s receiving is now a controlled substance in three states.", "Leroy told everyone to clear the pad—'{player} needs room to receive with flair!'.", "Jenkins thinks {player}'s receiving tone should replace the standard 'cargo secure' call.", "Mo concluded today's briefing with 'Step 1: Let {player} receive. Step 2: Profit.'", "Leroy keeps whispering 'look how {player} receives' like it's a wildlife documentary.", "Jenkins renamed his playlist 'Songs to Receive Cargo Like {player}'.", "Mo's checklist scribble says 'Remember to compliment {player} after receiving'.", "Leroy just added 'receiving swagger' to the SOP because of {player}.", "Jenkins insists {player}'s receiving posture cured his back pain. Untested claim.", "Mo now uses '{player}-level receiving' as a unit of measurement for excellence.", "Leroy stuck a note on the crate: 'You were received by {player}. You're welcome.'", "Jenkins laughed so hard at {player}'s receiving banter that he nearly dropped his clipboard.", "Mo just declared {player} the patron saint of receiving, halo made of tie-down straps.", "Leroy vows to shout 'RECEIVE IT' every time {player} descends, purely for morale.", "Jenkins says {player}'s receiving swagger should be bottled and issued to recruits.", }, medevac_unload_aborted = "MEDEVAC: Unload aborted - {reason}. Land and hold for {seconds} seconds.", -- Mobile MASH messages medevac_mash_deployed = "Mobile MASH {mash_id} deployed at {grid}. Beacon: {freq}. Delivering MEDEVAC crews here earns salvage points.", medevac_mash_announcement = "Mobile MASH {mash_id} available at {grid}. Beacon: {freq}.", medevac_mash_destroyed = "Mobile MASH {mash_id} destroyed! No longer accepting deliveries.", mash_announcement = "MASH {name} operational at {grid}. Accepting MEDEVAC deliveries for salvage credit. Monitoring {freq} AM.", mash_vectors = "Nearest MASH: {name} at bearing {brg}°, range {rng} {rng_u}.", mash_no_zones = "No MASH zones available.", } --#endregion Messaging CTLD.Config = { -- === Instance & Access === CoalitionSide = coalition.side.BLUE, -- default coalition this instance serves (menus created for this side) CountryId = nil, -- optional explicit country id for spawned groups; falls back per coalition AllowedAircraft = { -- transport-capable unit type names (case-sensitive as in DCS DB) 'UH-1H','Mi-8MTV2','Mi-24P','SA342M','SA342L','SA342Minigun','Ka-50','Ka-50_3','AH-64D_BLK_II','UH-60L','CH-47Fbl1','CH-47F','Mi-17','GazelleAI' }, -- === Runtime & Messaging === -- Logging control: set the desired level of detail for env.info logging to DCS.log -- 0 = NONE - No logging at all (production servers) -- 1 = ERROR - Only critical errors and warnings -- 2 = INFO - Important state changes, initialization, cleanup (default for production) -- 3 = VERBOSE - Detailed operational info (zone validation, menus, builds, MEDEVAC events) -- 4 = DEBUG - Everything including hover checks, crate pickups, detailed troop spawns LogLevel = 1, -- lowered from DEBUG (4) to INFO (2) for production performance MessageDuration = 15, -- seconds for on-screen messages -- Debug toggles for detailed crate proximity logging (useful when tuning hover coach / ground autoload) DebugHoverCrates = false, DebugHoverCratesInterval = 1.0, -- seconds between hover debug log bursts (per aircraft) DebugHoverCratesStep = 25, -- log again when nearest crate distance changes by this many meters DebugGroundCrates = false, DebugGroundCratesInterval = 2.0, -- seconds between ground debug log bursts (per aircraft) DebugGroundCratesStep = 10, -- log again when nearest crate distance changes by this many meters -- === Menu & Catalog === UseGroupMenus = true, -- if true, F10 menus per player group; otherwise coalition-wide (leave this alone) CreateMenuAtMissionStart = false, -- creates empty root menu at mission start to reserve F10 position (populated on player spawn) RootMenuName = 'CTLD', -- name for the root F10 menu; menu ordering depends on script load order in mission editor UseCategorySubmenus = true, -- if true, organize crate requests by category submenu (menuCategory) UseBuiltinCatalog = false, -- start with the shipped catalog (true) or expect mission to load its own (false) -- === Transport Capacity === -- Default capacities for aircraft not listed in AircraftCapacities table -- Used as fallback for any transport aircraft without specific limits defined DefaultCapacity = { maxCrates = 4, -- reasonable middle ground maxTroops = 12, -- moderate squad size maxWeightKg = 2000, -- default weight capacity in kg (omit to disable weight modeling) }, -- Per-aircraft capacity limits (realistic cargo/troop capacities) -- Set maxCrates = 0 and maxTroops = 0 for attack helicopters with no cargo capability -- If an aircraft type is not listed here, it will use DefaultCapacity values -- maxWeightKg: optional weight capacity in kilograms (if omitted, only count limits apply) -- requireGround: optional override for ground requirement (true = must land, false = can load in hover/flight) -- maxGroundSpeed: optional override for max ground speed during loading (m/s) AircraftCapacities = { -- Small/Light Helicopters (very limited capacity) ['SA342M'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 }, -- Gazelle - tiny observation/scout helo ['SA342L'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 }, ['SA342Minigun'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 }, ['GazelleAI'] = { maxCrates = 1, maxTroops = 3, maxWeightKg = 400 }, -- Attack Helicopters (no cargo capacity - combat only) ['Ka-50'] = { maxCrates = 0, maxTroops = 0, maxWeightKg = 0 }, -- Black Shark - single seat attack ['Ka-50_3'] = { maxCrates = 0, maxTroops = 0, maxWeightKg = 0 }, -- Black Shark 3 ['AH-64D_BLK_II'] = { maxCrates = 0, maxTroops = 0, maxWeightKg = 0 }, -- Apache - attack/recon only ['Mi-24P'] = { maxCrates = 2, maxTroops = 8, maxWeightKg = 1000 }, -- Hind - attack helo but has small troop bay -- Light Utility Helicopters (moderate capacity) ['UH-1H'] = { maxCrates = 3, maxTroops = 11, maxWeightKg = 1800 }, -- Huey - classic light transport -- Medium Transport Helicopters (good capacity) ['Mi-8MTV2'] = { maxCrates = 5, maxTroops = 24, maxWeightKg = 4000 }, -- Hip - Russian medium transport ['Mi-17'] = { maxCrates = 5, maxTroops = 24, maxWeightKg = 4000 }, -- Hip variant ['UH-60L'] = { maxCrates = 4, maxTroops = 11, maxWeightKg = 4000 }, -- Black Hawk - medium utility -- Heavy Lift Helicopters (maximum capacity) ['CH-47Fbl1'] = { maxCrates = 10, maxTroops = 33, maxWeightKg = 12000 }, -- Chinook - heavy lift beast ['CH-47F'] = { maxCrates = 10, maxTroops = 33, maxWeightKg = 12000 }, -- Chinook variant -- Fixed Wing Transport (limited capacity) -- NOTE: C-130 has requireGround configurable - set to false if you want to allow in-flight loading (unrealistic but flexible) ['C-130'] = { maxCrates = 20, maxTroops = 92, maxWeightKg = 20000, requireGround = true, maxGroundSpeed = 1.0 }, -- C-130 Hercules - tactical airlifter (must be fully stopped) ['C-17A'] = { maxCrates = 30, maxTroops = 150, maxWeightKg = 77500, requireGround = true, maxGroundSpeed = 1.0 }, -- C-17 Globemaster III - strategic airlifter }, -- === Loading & Deployment Rules === RequireGroundForTroopLoad = true, -- must be landed to load troops (prevents loading while hovering) RequireGroundForVehicleLoad = true, -- must be landed to load vehicles (C-130/large transports) MaxGroundSpeedForLoading = 2.0, -- meters/second limit while loading (roughly 4 knots) -- Fast-rope deployment (allows troop unload while hovering at safe altitude) EnableFastRope = true, -- if true, troops can fast-rope from hovering helicopters FastRopeMaxHeight = 20, -- meters AGL: maximum altitude for fast-rope deployment FastRopeMinHeight = 5, -- meters AGL: minimum altitude for fast-rope deployment (too low = collision risk) -- Safety offsets to avoid spawning units too close to player aircraft BuildSpawnOffset = 40, -- meters: shift build point forward from the aircraft (0 = spawn centered on aircraft) TroopSpawnOffset = 25, -- meters: shift troop unload point forward from the aircraft DropCrateForwardOffset = 35, -- meters: drop loaded crates this far in front of the aircraft -- === Build & Crate Handling === BuildRequiresGroundCrates = true, -- required crates must be on the ground (not still carried) BuildRadius = 100, -- meters around build point to collect crates BuildDispersionRadius = 30, -- meters: randomize spawn positions within this radius (Build All mode only; 0 = disable) RestrictFOBToZones = false, -- only allow FOB recipes inside configured FOBZones AutoBuildFOBInZones = false, -- auto-build FOB recipes when required crates are inside a FOB zone CrateLifetime = 3600, -- seconds before crates auto-clean up; 0 = disable -- Build safety BuildConfirmEnabled = false, -- require a second confirmation within a short window before building BuildConfirmWindowSeconds = 30, -- seconds allowed between first and second "Build Here" press BuildCooldownEnabled = true, -- impose a cooldown before allowing another build by the same group BuildCooldownSeconds = 0, -- seconds of cooldown after a successful build per group -- === Pickup & Drop Zone Rules === RequirePickupZoneForCrateRequest = true, -- enforce that crate requests must be near a Supply (Pickup) Zone RequirePickupZoneForTroopLoad = true, -- troops can only be loaded while inside a Supply (Pickup) Zone PickupZoneMaxDistance = 10000, -- meters; nearest pickup zone must be within this distance to allow a request ForbidDropsInsidePickupZones = true, -- block crate drops while inside a Pickup Zone ForbidTroopDeployInsidePickupZones = true, -- block troop deploy while inside a Pickup Zone ForbidChecksActivePickupOnly = true, -- when true, restriction applies only to ACTIVE pickup zones; false blocks all configured pickup zones -- Dynamic Drop Zone settings DropZoneRadius = 500, -- meters: radius used when creating a Drop Zone via the admin menu at player position MinDropZoneDistanceFromPickup = 2000, -- meters: minimum distance from nearest Pickup Zone required to create a dynamic Drop Zone (0 to disable) MinDropDistanceActivePickupOnly = true, -- when true, only ACTIVE pickup zones are considered for the minimum distance check -- === Pickup Zone Spawn Placement === PickupZoneSpawnRandomize = true, -- spawn crates at a random point within the pickup zone (avoids stacking) PickupZoneSpawnEdgeBuffer = 20, -- meters: keep spawns at least this far inside the zone edge PickupZoneSpawnMinOffset = 75, -- meters: keep spawns at least this far from the exact center CrateSpawnMinSeparation = 7, -- meters: try not to place a new crate closer than this to an existing one CrateSpawnSeparationTries = 6, -- attempts to find a non-overlapping position before accepting best effort CrateClusterSpacing = 8, -- meters: spacing used when clustering crates within a bundle PickupZoneSmokeColor = trigger.smokeColor.Green, -- default smoke color when spawning crates at pickup zones -- Crate Smoke Settings -- NOTE: Individual smoke effects last ~5 minutes (DCS hardcoded, cannot be changed) -- These settings control whether/how often NEW smoke is spawned, not how long each smoke lasts CrateSmoke = { Enabled = true, -- spawn smoke when crates are created; if false, no smoke at all AutoRefresh = false, -- automatically spawn new smoke every RefreshInterval seconds RefreshInterval = 240, -- seconds: how often to spawn new smoke (only used if AutoRefresh = true) MaxRefreshDuration = 600, -- seconds: stop auto-refresh after this long (safety limit) OffsetMeters = 0, -- meters: horizontal offset from crate so helicopters don't hover in smoke OffsetRandom = true, -- if true, randomize horizontal offset direction; if false, always offset north OffsetVertical = 20, -- meters: vertical offset above ground level (helps smoke be more visible) }, -- === Autonomous Assets === -- Air-spawn settings for CTLD-built drones (AIRPLANE catalog entries like MQ-9 / WingLoong) DroneAirSpawn = { Enabled = true, -- when true, AIRPLANE catalog items that opt-in can spawn in the air at a set altitude AltitudeMeters = 5000, -- default spawn altitude ASL (meters) SpeedMps = 120 -- default initial speed in m/s }, JTAC = { Enabled = true, Verbose = false, -- when true, emit detailed JTAC registration & target scan logs AutoLase = { Enabled = true, SearchRadius = 8000, -- meters to scan for enemy targets RefreshSeconds = 15, -- seconds between active target updates IdleRescanSeconds = 30, -- seconds between scans when no target locked LostRetrySeconds = 10, -- wait before trying to reacquire after transport/line-of-sight loss TransportHoldSeconds = 10, -- defer lase loop while JTAC is in transport (group empty) }, Smoke = { Enabled = true, ColorBlue = trigger.smokeColor.Orange, ColorRed = trigger.smokeColor.Green, RefreshSeconds = 300, -- seconds between smoke refreshes on active targets OffsetMeters = 5, -- random offset radius for smoke placement }, LaserCodes = { '1688','1677','1666','1113','1115','1111' }, LockType = 'all', -- 'all' | 'vehicle' | 'troop' Announcements = { Enabled = true, Duration = 15, }, }, -- === Combat Automation === AttackAI = { Enabled = true, -- master switch for attack behavior TroopSearchRadius = 6000, -- meters: when deploying troops with Attack, search radius for targets/bases VehicleSearchRadius = 12000, -- meters: when building vehicles with Attack, search radius PrioritizeEnemyBases = true, -- if true, prefer enemy-held bases over ground units when both are in range -- Smart omniscient targeting: when true, LOS / DCS detection quirks are ignored for target *selection*. -- The script will always pick the nearest valid enemy/base within the configured radius and order a move -- toward it. DCS AI LOS still governs when units can actually fire once they get there. SmartTargeting = true, TroopAdvanceSpeedKmh = 20, -- movement speed for troops when ordered to attack VehicleAdvanceSpeedKmh = 35, -- movement speed for vehicles when ordered to attack }, -- === Visual Aids === -- Optional: draw zones on the F10 map using trigger.action.* markup (ME Draw-like) MapDraw = { Enabled = true, -- master switch for any map drawings created by this script DrawPickupZones = true, -- draw Pickup/Supply zones as shaded circles with labels DrawDropZones = true, -- optionally draw Drop zones DrawFOBZones = true, -- optionally draw FOB zones DrawMASHZones = true, -- optionally draw MASH (medical) zones DrawSalvageZones = true, -- optionally draw Salvage Collection zones FontSize = 18, -- label text size ReadOnly = true, -- prevent clients from removing the shapes ForAll = false, -- if true, draw shapes to all (-1) instead of coalition only (useful for testing/briefing) OutlineColor = {1, 1, 0, 0.85}, -- RGBA 0..1 for outlines (bright yellow) -- Optional per-kind fill overrides FillColors = { Pickup = {0, 1, 0, 0.15}, -- light green fill for Pickup zones Drop = {0, 0, 0, 0.25}, -- black fill for Drop zones FOB = {1, 1, 0, 0.15}, -- yellow fill for FOB zones MASH = {1, 0.75, 0.8, 0.25}, -- pink fill for MASH zones SalvageDrop = {1, 0, 1, 0.15}, -- magenta fill for Salvage zones }, LineType = 1, -- default line type if per-kind is not set (0 None, 1 Solid, 2 Dashed, 3 Dotted, 4 DotDash, 5 LongDash, 6 TwoDash) LineTypes = { -- override border style per zone kind Pickup = 3, -- dotted Drop = 2, -- dashed FOB = 4, -- dot-dash MASH = 1, -- solid SalvageDrop = 2, -- dashed }, -- Label placement tuning (simple): -- Effective extra offset from the circle edge = r * LabelOffsetRatio + LabelOffsetFromEdge LabelOffsetFromEdge = -50, -- meters beyond the zone radius to place the label (12 o'clock) LabelOffsetRatio = 0.5, -- fraction of the radius to add to the offset (e.g., 0.1 => +10% of r) LabelOffsetX = 200, -- meters: horizontal nudge; adjust if text appears left-anchored in your DCS build -- Per-kind label prefixes LabelPrefixes = { Pickup = 'Supply', Drop = 'Drop', FOB = 'FOB', MASH = 'MASH', SalvageDrop = 'Salvage', } }, -- === Inventory & Troops === -- Inventory system (per pickup zone and FOBs) Inventory = { Enabled = true, -- master switch for per-location stock control FOBStockFactor = 0.50, -- starting stock at newly built FOBs relative to pickup-zone initialStock ShowStockInMenu = true, -- append simple stock hints to menu labels (per current nearest zone) HideZeroStockMenu = false, -- removed: previously created an "In Stock Here" submenu; now disabled by default }, -- Troop type presets (menu-driven loadable teams) Troops = { DefaultType = 'AS', -- default troop type to use when no specific type is chosen -- Team definitions: loaded from catalog via _CTLD_TROOP_TYPES global -- If no catalog is loaded, empty table is used (and fallback logic applies) TroopTypes = {}, }, -- === Zone Tables === -- Mission makers should populate these arrays with zone definitions -- Each zone entry can be: { name = 'ZoneName' } or { name = 'ZoneName', flag = 9001, activeWhen = 0, smoke = color, radius = meters } Zones = { PickupZones = {}, -- Supply zones where crates/troops can be requested DropZones = {}, -- Optional Drop/AO zones FOBZones = {}, -- FOB zones (restrict FOB building to these if RestrictFOBToZones = true) MASHZones = {}, -- Medical zones for MEDEVAC crew delivery (MASH = Mobile Army Surgical Hospital) SalvageDropZones = {}, -- Salvage collection zones for sling-load salvage delivery }, -- === Sling-Load Salvage System === -- Spawn salvageable crates when enemy units are destroyed; deliver to collection zones for rewards SlingLoadSalvage = { Enabled = true, -- Manual salvage crates (pre-placed in mission editor) EnableManualCrates = true, -- Scan for and register pre-placed cargo statics as salvage ManualCratePrefix = 'SALVAGE-', -- Only cargo statics starting with this prefix are registered -- Spawn probability when enemy ground units die SpawnChance = { [coalition.side.BLUE] = 0.10, -- 20% chance when BLUE unit dies (RED can collect the salvage) [coalition.side.RED] = 0.10, -- 20% chance when RED unit dies (BLUE can collect the salvage) }, -- Weight classes with spawn probabilities and reward rates WeightClasses = { { name = 'Light', min = 500, max = 1000, probability = 0.50, rewardPer500kg = 0.5 }, -- 1-2 pts (reduced from 2) { name = 'Medium', min = 2501, max = 5000, probability = 0.30, rewardPer500kg = 1 }, -- 5-10 pts (reduced from 3) { name = 'Heavy', min = 5001, max = 8000, probability = 0.15, rewardPer500kg = 1.5 }, -- 15-24 pts (reduced from 5) { name = 'SuperHeavy', min = 8001, max = 12000, probability = 0.05, rewardPer500kg = 2 }, -- 32-48 pts (reduced from 8) }, -- Condition-based reward multipliers (based on crate health when delivered) ConditionMultipliers = { Undamaged = 1.5, -- >= 90% health Damaged = 1.0, -- 50-89% health HeavyDamage = 0.5, -- < 50% health }, CrateLifetime = 3600, -- 1 hour (seconds) WarningTimes = { 1800, 300 }, -- Warn at 30min and 5min remaining -- Visual indicators SpawnSmoke = false, SmokeDuration = 120, -- 2 minutes SmokeColor = trigger.smokeColor.Orange, MaxActiveCrates = 40, -- hard cap on simultaneously spawned salvage crates per coalition AdaptiveIntervals = { idle = 10, low = 20, medium = 25, high = 30 }, -- Spawn restrictions MinSpawnDistance = 25, -- meters from death location MaxSpawnDistance = 45, -- meters from death location NoSpawnNearPickupZones = true, NoSpawnNearPickupZoneDistance = 1000, -- meters NoSpawnNearAirbasesKm = 1, DetectionInterval = 5, -- seconds between salvage zone checks -- Cargo static types (DCS sling-loadable cargo) CargoTypes = { 'container_cargo', 'ammo_cargo', 'fueltank_cargo', 'barrels_cargo', 'uh1h_cargo', 'pipes_small_cargo', 'pipes_big_cargo', 'tetrapod_cargo', 'trunks_small_cargo', 'trunks_long_cargo', 'oiltank_cargo', 'f_bar_cargo', 'm117_cargo', }, -- Salvage Collection Zone defaults DefaultZoneRadius = 300, DynamicZoneLifetime = 5400, -- seconds a player-created zone stays active (0 disables auto-expiry) MaxDynamicZones = 6, -- cap player-created zones per coalition instance (oldest retire first) ZoneColors = { border = {1, 0.5, 0, 0.85}, -- orange border fill = {1, 0.5, 0, 0.15}, -- light orange fill }, }, } --#endregion Config -- ========================= -- FARP System Configuration -- ========================= -- Progressive FOB->FARP upgrade system with static object layouts CTLD.FARPConfig = { Enabled = true, -- Salvage costs for each stage upgrade StageCosts = { [1] = 3, -- FOB -> Stage 1 FARP (basic pad) [2] = 5, -- Stage 1 -> Stage 2 (operational fuel) [3] = 8, -- Stage 2 -> Stage 3 (full forward airbase) }, -- FARP static object provides services via DCS F8 Ground Crew menu -- These radius values are for visual reference only ServiceRadius = { [1] = 50, -- Stage 1: basic pad only [2] = 65, -- Stage 2: fuel depot added [3] = 80, -- Stage 3: full FARP with ammo }, -- Static object layouts for each FARP stage -- Format: { type = "DCS_Static_Name", x = offset_x, z = offset_z, heading = degrees, height = 0 } -- Positions are relative to FOB center point -- Layout: Square perimeter expanding outward -- NOTE: Functional FARP at Stage 3 is ~270m edge-to-edge, so Stages 1-2 must be outside that StageLayouts = { -- Stage 1: Inner Square Perimeter (3 salvage) - 150m from center (outside FARP footprint) [1] = { -- North side { type = "FARP Tent", x = 0, z = 150, heading = 180 }, { type = "Windsock", x = 40, z = 150, heading = 0 }, { type = "container_20ft", x = -40, z = 150, heading = 180 }, -- South side { type = "FARP Tent", x = 0, z = -150, heading = 0 }, { type = "GeneratorF", x = 40, z = -150, heading = 0 }, { type = "container_20ft", x = -40, z = -150, heading = 0 }, -- East side { type = "FARP Tent", x = 150, z = 0, heading = 270 }, { type = "container_20ft", x = 150, z = 35, heading = 270 }, -- West side { type = "FARP Tent", x = -150, z = 0, heading = 90 }, { type = "container_20ft", x = -150, z = -35, heading = 90 }, }, -- Stage 2: Outer Square Perimeter (5 salvage) - 200m from center, logistics/support [2] = { -- North side { type = "FARP Fuel Depot", x = -50, z = 200, heading = 180 }, { type = "FARP Fuel Depot", x = 50, z = 200, heading = 180 }, { type = "FARP Tent", x = 0, z = 200, heading = 180 }, { type = "FARP CP Blindage", x = 100, z = 200, heading = 180 }, -- South side { type = "FARP Ammo Dump Coating", x = -50, z = -200, heading = 0 }, { type = "FARP Ammo Dump Coating", x = 50, z = -200, heading = 0 }, { type = "container_40ft", x = 0, z = -200, heading = 0 }, { type = "Shelter", x = -100, z = -200, heading = 0 }, -- East side { type = "FARP Tent", x = 200, z = 50, heading = 270 }, { type = "FARP Tent", x = 200, z = -50, heading = 270 }, { type = "GeneratorF", x = 200, z = 0, heading = 270 }, -- West side { type = "FARP Tent", x = -200, z = 50, heading = 90 }, { type = "FARP Tent", x = -200, z = -50, heading = 90 }, { type = "Electric power box", x = -200, z = 0, heading = 90 }, -- Corner markers { type = "container_20ft", x = 180, z = 180, heading = 225 }, { type = "container_20ft", x = -180, z = 180, heading = 135 }, { type = "container_20ft", x = 180, z = -180, heading = 315 }, { type = "container_20ft", x = -180, z = -180, heading = 45 }, }, -- Stage 3: Uses functional FARP - no static layout needed, decorations added separately [3] = {}, }, } -- Immersive Hover Coach configuration (messages, thresholds, throttling) -- All user-facing text lives here; logic only fills placeholders. CTLD.HoverCoachConfig = { enabled = true, -- master switch for hover coaching feature coachOnByDefault = true, -- per-player default; players can toggle via F10 > Navigation > Hover Coach -- Pickup parameters maxCratesPerLoad = 6, -- maximum crates the aircraft can carry simultaneously autoPickupDistance = 25, -- meters max search distance for candidate crates thresholds = { arrivalDist = 1000, -- m: start guidance "You're close…" closeDist = 100, -- m: reduce speed / set AGL guidance precisionDist = 8, -- m: start precision hints captureHoriz = 15, -- m: horizontal sweet spot radius captureVert = 15, -- m: vertical sweet spot tolerance around AGL window aglMin = 5, -- m: hover window min AGL aglMax = 20, -- m: hover window max AGL maxGS = 8/3.6, -- m/s: 8 km/h for precision, used for errors captureGS = 4/3.6, -- m/s: 4 km/h capture requirement maxVS = 2.0, -- m/s: absolute vertical speed during capture driftResetDist = 13, -- m: if beyond, reset precision phase stabilityHold = 2.0 -- s: hold steady before loading }, throttle = { coachUpdate = 3.0, -- s between hint updates in precision generic = 3.0, -- s between non-coach messages repeatSame = 6.0 -- s before repeating same message key }, } -- ========================= -- Ground Auto-Load Configuration -- ========================= -- Automatic crate loading while landed (for pilots who prefer not to hover) CTLD.GroundAutoLoadConfig = { Enabled = true, -- master switch for ground auto-load feature LoadDelay = 25, -- seconds to hold position on ground before auto-loading GroundContactAGL = 3.5, -- meters AGL considered "on the ground" (matches MEDEVAC) MaxGroundSpeed = 2.0, -- m/s maximum ground speed during loading (~4 knots) SearchRadius = 35, -- meters to search for nearby crates AbortGrace = 2, -- seconds of movement/liftoff tolerated before aborting RequirePickupZone = true, -- MUST be inside a pickup zone to auto-load (prevents drop/re-pickup loops) AllowInFOBZones = true, -- also allow auto-load in FOB zones (once built) } CTLD.GroundLoadComms = { ProgressInterval = 5, Start = { "Loadmaster: Copy {count} crate(s). Give us {seconds}s to round up the rollers.", "Ramp boss says {seconds}s and L. Jenkins will have those {count} crate(s) chained down.", "Crew chief: {count} crate(s) inbound—stay planted for {seconds}s.", "Forklift mafia deputized Leroy to kidnap {count} crate(s) in {seconds}s.", "Ground crew brewing a plan: {count} crate(s) in {seconds}s.", "Cargo gnomes awake—{seconds}s to wrangle {count} crate(s).", "Engineers counting {count} crate(s); set a timer for {seconds}s.", "Deck boss: {seconds}s of zen before {count} crate(s) clack aboard.", "Log cell crunches numbers: {count} crate(s) move in {seconds}s.", "Supply sergeant wants {seconds}s to line up {count} crate(s).", "Palettes staged—{count} crate(s) climbing aboard after {seconds}s.", "Ramp trolls wave: {seconds}s pause, {count} crate(s) prize.", "Hook teams prepping—{count} crate(s) latched in {seconds}s.", "Handler: keep rotors calm for {seconds}s; {count} crate(s) en route.", "Deck boss hums while Jenkins L salts {count} crate(s) in {seconds}s.", "Logistics whisperer: {seconds}s to sweet-talk {count} crate(s).", "Crate wrangler: {count} boxen saddled after {seconds}s.", "Crew phones mom: {count} crate(s) adopt you in {seconds}s.", "Load team stretching—{seconds}s till {count} crate(s) leap aboard.", "Forklift rave: {count} crate(s) crowd-surfing in {seconds}s.", "Ammo guys promise {seconds}s to leash {count} crate(s).", "Supply goblins: {count} crate(s) conjured after {seconds}s.", "Winch crew rolling cables—{seconds}s countdown for {count} crate(s).", "Deck judge bangs gavel: {count} crate(s) filed in {seconds}s.", "Ramp DJ cues track—{seconds}s jam for {count} crate(s).", "Hangar rats: {count} crate(s) tango aboard in {seconds}s.", "Pit crew swapped tires; {seconds}s to fuel {count} crate(s).", "Clipboard ninja checking boxes—{count} crate(s) ready in {seconds}s.", "Dock boss sharpening pencils: {count} crate(s) manifest in {seconds}s.", "Groundlings choreograph {count} crate(s) ballet—{seconds}s rehearsal.", "Supply monks meditate {seconds}s to summon {count} crate(s).", "Winch whisperer: {count} crate(s) ascend in {seconds}s.", "Ramp champion bets {seconds}s for {count} crate(s).", "Crew lounge evacuated; {count} crate(s) arriving in {seconds}s.", "Load shack scoreboard: {seconds}s to snag {count} crate(s).", "Logi wizard scribbles runes—{count} crate(s) appear after {seconds}s.", "Deck sergeant orders {seconds}s freeze; {count} crate(s) inbound.", "Cargo penguins waddling—{seconds}s to herd {count} crate(s).", "Hangar bard plays; {count} crate(s) drop beat in {seconds}s.", "Ramp dragon yawns: {seconds}s before {count} crate(s) charred.", "Supply pirates shout—{count} crate(s) plundered in {seconds}s.", "Ground crew printing receipts—{seconds}s to notarize {count} crate(s).", "Forklift derby lights up; {count} crate(s) cross line in {seconds}s.", "Load ninja breathes—{seconds}s later {count} crate(s) vanish aboard.", "Deck boss bribes gravity; {count} crate(s) float up in {seconds}s.", "Ammo elves: {seconds}s swirl to gift-wrap {count} crate(s).", "Ramp philosopher ponders {count} crate(s) for {seconds}s.", "Crew chef prepping snacks; {count} crate(s) served in {seconds}s.", "Crate wrangler ties boots—{seconds}s to rope {count} crate(s).", "Paladin of pallets: {count} crate(s) blessed in {seconds}s.", "Load doc scribbles—{seconds}s to sign {count} crate(s).", "Ground squirrels stash {count} crate(s) after {seconds}s.", "Deck poet recites; {count} crate(s) respond in {seconds}s.", "Winch gremlin oils gears—{seconds}s for {count} crate(s).", "Ramp hype crew chants {seconds}s mantra for {count} crate(s).", "Supply DJ scratching—{count} crate(s) drop bass in {seconds}s.", "Cargo therapist assures {count} crate(s) in {seconds}s.", "Crew zookeeper wrangles {count} crate(s) herd—{seconds}s.", "Deck botanist grows {count} crate(s) vines in {seconds}s.", "Load astronomer charts {count} crate(s) orbit—{seconds}s.", "Ramp comedian promises laughs for {seconds}s then {count} crate(s).", "Hangar historian says {count} crate(s) arrive in {seconds}s per tradition.", "Supply drummer counts in {seconds}s for {count} crate(s).", "Deck meteorologist predicts {count} crate(s) storm in {seconds}s.", "Cargo architect sketches {count} crate(s) stacking plan—{seconds}s.", "Ramp coder debugs manifest; {count} crate(s) compile in {seconds}s.", "Load barista pulls espresso—{count} crate(s) perk up in {seconds}s.", "Ground bard writes sea shanty; {count} crate(s) join in {seconds}s.", "Supply prankster hides {count} crate(s); reveal in {seconds}s.", "Ramp alchemist mixes fuel—{count} crate(s) transmute after {seconds}s.", "Crate whisperer says hold {seconds}s for {count} crate(s).", "Deck detective tracks {count} crate(s) trail—{seconds}s ETA.", "Load beekeeper herds {count} crate(s) swarm—{seconds}s.", "Ground tailor stitches nets; {count} crate(s) fitted in {seconds}s.", "Supply DJ rewinds—{seconds}s then {count} crate(s) drop.", "Ramp cloud-gazer sees {count} crate(s) in {seconds}s forecast.", "Load punster drafts {count} crate(s) jokes—{seconds}s needed.", "Deck volcanologist warns {count} crate(s) eruption in {seconds}s.", "Cargo puppeteer choreographs {count} crate(s); show in {seconds}s.", "Ground cartographer maps {count} crate(s) journey—{seconds}s.", "Ramp mathematician solves {count} crate(s) problem—{seconds}s.", "Load meteor chaser counts {seconds}s till {count} crate(s) strike.", "Supply astronomer spots {count} crate(s) constellation—{seconds}s.", "Deck lifeguard whistles; {count} crate(s) swim aboard in {seconds}s.", "Cargo sommelier decants {count} crate(s)—need {seconds}s to breathe.", "Ramp locksmith picks {count} crate(s) locks—{seconds}s.", "Load carpenter measures twice; {count} crate(s) cut loose in {seconds}s.", "Ground geologist drills plan—{count} crate(s) surface in {seconds}s.", "Supply fireman slides pole; {count} crate(s) rescued in {seconds}s.", "Ramp hacker breaches {count} crate(s) firewall—{seconds}s.", "Load illusionist shuffles {count} crate(s)—{seconds}s reveal.", "Deck astronomer winks: {count} crate(s) align in {seconds}s.", "Cargo mixologist shakes {count} crate(s); {seconds}s pour time.", "Ramp weatherman says {count} crate(s) drizzle in {seconds}s.", "Load surveyor levels deck—{count} crate(s) land in {seconds}s.", "Ground sculptor chisels path; {count} crate(s) glide in {seconds}s.", "Supply DJ double-drops; {count} crate(s) drop after {seconds}s.", "Deck clockmaker rewinds {seconds}s, {count} crate(s) tick in.", "Cargo cart racer drifts up with {count} crate(s) in {seconds}s.", "Ramp ringmaster cues circus; {count} crate(s) center ring in {seconds}s.", }, Progress = { "Crew chief: {remaining}s on the clock—don't wiggle.", "Ramp boss tapping boot while Jenkins L calls {remaining}s remaining.", "Leroy J. humming; {remaining}s until hooks click.", "Forklift tires chirp—{remaining}s before stack settles.", "Cargo chains rattling, {remaining}s left.", "Handler flashes thumbs-up once Leroy yells go in {remaining}s.", "Deck boss juggling paperwork—{remaining}s.", "Ground crew sipping caf, {remaining}s reminder.", "Winch motors whining: {remaining}s.", "Clipboard ninja says {remaining}s until signatures.", "Ramp trolls mid chant—{remaining}s.", "Load doc verifying straps—{remaining}s.", "Forklift derby lap {remaining}s.", "Ammo goblins grumble {remaining}s.", "Supply bard hits chorus in {remaining}s.", "Deck meteorologist reads {remaining}s forecast.", "Cargo AI recalculating—{remaining}s.", "Ground gremlin twisting wrenches for {remaining}s.", "Ramp conductor waves baton—{remaining}s of tempo.", "Load punster drafting joke; {remaining}s left.", "Deck alchemist stirring {remaining}s.", "Crate wrangler double-knots—{remaining}s.", "Forklift jazz solo ends in {remaining}s.", "Supply DJ building drop—{remaining}s.", "Ramp philosopher meditates {remaining}s.", "Load botanist waters nets—{remaining}s.", "Deck coder compiling manifest—{remaining}s.", "Ground astronomer counts {remaining}s shooting stars.", "Cargo weathervane spins {remaining}s.", "Loader handshake pending {remaining}s.", "Ramp poet editing stanza—{remaining}s.", "Load bartender shakes drink—{remaining}s of chill.", "Deck zookeeper calms crates—{remaining}s.", "Ground sculptor chisels wedge—{remaining}s.", "Supply tailor hemming slings—{remaining}s.", "Ramp locksmith turning tumblers—{remaining}s.", "Load whisperer soothing pallets for {remaining}s.", "Deck drummer counting down {remaining}s.", "Cargo painter adds racing stripes—{remaining}s.", "Ground beekeeper herding boxes—{remaining}s.", "Ramp ninja mid flip—{remaining}s.", "Load DJ scratching vinyl for {remaining}s.", "Deck geologist sampling dust—{remaining}s.", "Cargo puppeteer angles strings—{remaining}s.", "Ground interpreter translating crate beeps—{remaining}s.", "Ramp comedian holding punchline {remaining}s.", "Load surfer riding forklift forks—{remaining}s.", "Deck data nerd buffering {remaining}s.", "Cargo snowplow clearing pebbles—{remaining}s.", "Ground pyrotechnician keeps sparks at bay {remaining}s.", "Ramp snorkeler holding breath {remaining}s.", "Load astronomer calibrates scope—{remaining}s.", "Deck spelunker exploring skid row—{remaining}s.", "Cargo beekeeper suits up—{remaining}s.", "Ground carpenter setting chalk lines—{remaining}s.", "Ramp wizard muttering {remaining}s spell.", "Load falconer whistles—{remaining}s before talons release.", "Deck tuba blares sustain for {remaining}s.", "Cargo juggler keeps crates aloft {remaining}s.", "Ground chemist titrates patience—{remaining}s.", "Ramp puppeteer cues strings—{remaining}s.", "Load archaeologist brushes dust—{remaining}s.", "Deck racer redlines stopwatch {remaining}s.", "Cargo coder spams F5 for {remaining}s.", "Ground gardener trims net corners—{remaining}s.", "Ramp DJ layering loops—{remaining}s.", "Load glaciologist monitors ice melt—{remaining}s.", "Deck prankster hides cones for {remaining}s.", "Cargo scribe inks manifest—{remaining}s.", "Ground wanderer paces {remaining}s.", "Ramp baker timing souffle—{remaining}s.", "Load therapist tells crates to breathe {remaining}s.", "Deck hype squad chanting {remaining}s.", "Cargo spelunker checks tie-down caverns—{remaining}s.", "Ground sherpa hauls straps—{remaining}s.", "Ramp rebel flicks toothpick {remaining}s.", "Load fortune teller sees {remaining}s in cards.", "Deck quatermaster double-counts {remaining}s.", "Cargo dinosaur roaring softly {remaining}s.", "Ground mech tunes hydraulics—{remaining}s.", "Ramp botanist sniffs fuel—{remaining}s.", "Load journalist scribbles {remaining}s update.", "Deck gamer farming XP for {remaining}s.", "Cargo archivist files forms—{remaining}s.", "Ground referee watches chalk line—{remaining}s.", "Ramp kite flyer reels string—{remaining}s.", "Load detective dusts prints—{remaining}s.", "Deck prank caller rings tower for {remaining}s.", "Cargo shoemaker taps soles—{remaining}s.", "Ground chandler pours wax—{remaining}s.", "Ramp falcon loops {remaining}s.", "Load diver equalizes ears {remaining}s.", "Deck astronomer rechecks alignment—{remaining}s.", "Cargo DJ rewinds sample {remaining}s.", "Ground quartermaster ties ledger—{remaining}s.", "Ramp magpie collecting shiny bolts—{remaining}s.", "Load muralist adds stencil—{remaining}s.", "Deck tech updates firmware—{remaining}s.", "Cargo babysitter hushes pallets {remaining}s.", "Ground marshal gives steady-hand signal for {remaining}s.", "Hey! Watch what you're doing with those crates! {remaining}s left.", "Hey! You can't put that there! Over there instead! {remaining}s left.", "Hey! Is your name Leroy! Because you better be getting those crates loaded! {remaining}s left.", "Jenkins!!! Get those crates loaded! {remaining}s left.", "Leroy!!! Stop daydreaming and get those crates loaded! {remaining}s left.", "Come on Leroy, those crates won't load themselves! {remaining}s left.", "Hurry up Jenkins, we got a bird waiting! {remaining}s left.", "Get a move on Leroy, those crates ain't gonna load themselves! {remaining}s left.", "You call that loading Jenkins? {remaining}s left.", "Pick up the pace Leroy! {remaining}s left.", "Faster Jenkins! {remaining}s left.", "Let's hustle Leroy! {remaining}s left.", "Time's a-tickin' Jenkins! {remaining}s left.", "Chop-chop Leroy! {remaining}s left.", "Jenkins! Stop playing with the cargo! Those dildo's belong to Mo! {remaining}s left.", "Leroy here sir! We got that cargo right where you wanted it! {remaining}s left.", "Jenkins! Get back to work! Mo's complaining! {remaining}s left.", }, Complete = { "Crew chief: {count} crate(s) strapped and smiling—clear to lift.", "Ramp boss reports {count} crate(s) locked tight by Jenkins L.", "Loadmaster: {count} crate(s) tucked in like kittens.", "Forklift mafia salutes—{count} crate(s) delivered.", "Deck boss stamped {count} crate(s) good to go.", "Cargo goblins vanished—Leroy swears he secured {count} crate(s).", "Winch team claims victory—{count} crate(s) aboard.", "Clipboard ninja checked {count} boxes.", "Ramp trolls cheer: {count} crate(s) riding shotgun.", "Handler: {count} crate(s) bolted; throttle up.", "Deck poet pens ode to {count} crate(s) now yours.", "Supply gnomes wave bye to {count} crate(s).", "Ground crew says {count} crate(s) ready for adventure.", "Ramp DJ drops beat—{count} crate(s) locked in rhythm.", "Load doc signs release: {count} crate(s).", "Deck alchemist transmuted paperwork—{count} crate(s).", "Cargo therapist declares {count} crate(s) emotionally stable.", "Forklift derby trophy goes to {count} crate(s) now aboard.", "Ramp philosopher satisfied—{count} crate(s) exist on deck.", "Load botanist pruned nets—{count} crate(s) bloom there.", "Deck coder returned true: {count} crate(s).", "Ground bard ends tune with {count} crate(s) crescendo.", "Ramp prankster can't hide {count} crate(s)—they're on board.", "Cargo beekeeper counts {count} crate(s) in hive.", "Deck meteorologist confirms {count} crate(s) high pressure.", "Load painter signs mural of {count} crate(s) strapped.", "Ground tailor hemmed slings—{count} crate(s) fitted.", "Ramp locksmith snapped padlocks on {count} crate(s).", "Cargo DJ fades track—{count} crate(s) secure.", "Deck archaeologist labels {count} crate(s) artifact.", "Load comedian retires bit; {count} crate(s) landing.", "Ground sculptor polishes {count} crate(s) corners.", "Ramp astronomer charts {count} crate(s) orbit now stable.", "Cargo puppeteer bows—{count} crate(s) performance done.", "Deck detective solved case of {count} crate(s).", "Load shark fins down: {count} crate(s) fed to cargo bay.", "Ground sherpa drops pack—{count} crate(s) summit achieved.", "Ramp hacker logs off—{count} crate(s) uploaded.", "Cargo barista served {count} crate(s) double-shot of tie downs.", "Deck referee whistles end—{count} crate(s) win.", "Load fencer sheathes sword—{count} crate(s) defended.", "Ground medic clears {count} crate(s) to travel.", "Ramp monk bows: {count} crate(s) enlightened.", "Cargo kite now tethered—{count} crate(s).", "Deck astronomer applauds {count} crate(s) alignment.", "Load geologist marks {count} crate(s) strata complete.", "Ground gardener plants {count} crate(s) firmly.", "Ramp puppet master cuts strings—{count} crate(s) stay.", "Cargo DJ signs off—{count} crate(s) final mix.", "Deck beekeeper seals hive with {count} crate(s).", "Load mathematician tallies {count} crate(s) exact.", "Ground fireworks canceled—{count} crate(s) safe.", "Ramp storm chaser says {count} crate(s) in the eye.", "Cargo sculptor chisels notch—{count} crate(s) nested.", "Deck tailor stitches last knot on {count} crate(s).", "Load wizard snaps fingers—{count} crate(s) appear strapped.", "Ground referee raises flag: {count} crate(s) legal.", "Ramp brewer clinks mugs—{count} crate(s) on tap.", "Cargo philosopher logs {count} crate(s) as truth.", "Deck DJ loops outro—{count} crate(s) seated.", "Load detective closes file—{count} crate(s) accounted.", "Ground lifeguard thumbs up—{count} crate(s) afloat.", "Ramp spelunker resurfaces with {count} crate(s).", "Cargo dancer nails finale—{count} crate(s).", "Deck poet rhymes {count} crate(s) with fate.", "Load dragon goes back to sleep—{count} crate(s) fed.", "Ground chemist labels vials—{count} crate(s) stable.", "Ramp tailor satisfied stitchwork on {count} crate(s).", "Cargo quarterback yells touchdown—{count} crate(s).", "Deck glaciologist notes {count} crate(s) frozen in place.", "Load eagle roosts—{count} crate(s) in nest.", "Ground DJ cues victory sting—{count} crate(s) done.", "Ramp botanist logs {count} crate(s) in flora guide.", "Cargo surfer throws shaka—{count} crate(s) ride smooth.", "Deck juggler bows—{count} crate(s) landed.", "Load translator confirms {count} crate(s) say thanks.", "Ground weatherman clears skies—{count} crate(s) shining.", "Ramp trickster hides clipboard: {count} crate(s) can't hide.", "Cargo archivist files {count} crate(s) under awesome.", "Deck beekeeper high-fives {count} crate(s) bees.", "Load marathoner crosses finish with {count} crate(s).", "Ground astronomer stamps {count} crate(s) star chart.", "Ramp baker presents {count} crate(s) pie fresh.", "Cargo diver surfaces cheering {count} crate(s).", "Deck data nerd graphs {count} crate(s) success.", "Load hypnotist snaps fingers—{count} crate(s) obey.", "Ground marshal rolls wand—{count} crate(s) staged.", "Ramp timekeeper stops watch at {count} crate(s).", "Cargo composer final chord—{count} crate(s).", "Deck quartermaster locks ledger: {count} crate(s).", "Load astronaut gives thumbs up from cargo bay—{count} crate(s).", "Ground ninja vanishes leaving {count} crate(s).", "Ramp botanist labels {count} crate(s) species secure.", "Cargo conductor yells all aboard—{count} crate(s).", "Deck muralist signs name under {count} crate(s).", "Load shepherd counts {count} crate(s) asleep.", "Ground pirate buries hatchet—{count} crate(s) share plunder.", "Ramp gamer hits save—{count} crate(s) progress locked.", "Cargo weaver ties final knot on {count} crate(s).", "Deck captain stamps log—{count} crate(s) embarked.", } } -- ========================= -- MEDEVAC Configuration -- ========================= --#region MEDEVAC Config CTLD.MEDEVAC = { Enabled = true, -- Crew spawning -- Per-coalition spawn probabilities for asymmetric scenarios CrewSurvivalChance = { [coalition.side.BLUE] = .50, -- probability (0.0-1.0) that BLUE crew survives to spawn MEDEVAC request. 1.0 = 100% (testing), 0.02 = 2% (production) [coalition.side.RED] = .50, -- probability (0.0-1.0) that RED crew survives to spawn MEDEVAC request }, ManPadSpawnChance = { [coalition.side.BLUE] = 0.1, -- probability (0.0-1.0) that BLUE crew spawns with a MANPADS soldier. 1.0 = 100% (testing), 0.1 = 10% (production) [coalition.side.RED] = 0.1, -- probability (0.0-1.0) that RED crew spawns with a MANPADS soldier }, CrewSpawnDelay = 300, -- seconds after death before crew spawns (gives battle time to clear). 300 = 5 minutes CrewAnnouncementDelay = 60, -- seconds after spawn before announcing mission to players (verify crew survival). 60 = 1 minute CrewTimeout = 3600, -- 1 hour max wait before crew is KIA (after spawning) CrewSpawnOffset = 25, -- meters from death location (toward nearest enemy) CrewDefaultSize = 2, -- default crew size if not specified in catalog CrewDefendSelf = true, -- crews will return fire if engaged -- Crew protection during announcement delay CrewImmortalDuringDelay = true, -- make crew immortal (invulnerable) during announcement delay to prevent early death CrewInvisibleDuringDelay = true, -- make crew invisible to AI during announcement delay (won't be targeted by enemy) CrewImmortalAfterAnnounce = false, -- if true, crew stays immortal even after announcing mission (easier gameplay) KeepCrewInvisibleForLifetime = true, -- if true, keep crew invisible to AI for entire mission lifetime -- Smoke signals PopSmokeOnSpawn = true, -- crew pops smoke when they first spawn PopSmokeOnApproach = true, -- crew pops smoke when rescue helo approaches PopSmokeOnApproachDistance = 8000, -- meters - distance at which crew detects approaching helo SmokeCooldown = 900, -- seconds between smoke pops (default 900 = 15 minutes) - prevents spam when helo circles SmokeColor = { -- smoke colors per coalition [coalition.side.BLUE] = trigger.smokeColor.Blue, [coalition.side.RED] = trigger.smokeColor.Red, }, SmokeOffsetMeters = 0, -- horizontal offset from crew position (meters) so helicopters don't hover in smoke SmokeOffsetRandom = true, -- randomize horizontal offset direction (true) or always offset north (false) SmokeOffsetVertical = 20, -- vertical offset above ground level (meters) for better visibility -- Greeting messages when crew detects rescue helo GreetingMessages = { "Stranded Crew: We see you, boy that thing is loud! Follow the smoke!", "Stranded Crew: We hear you coming.. yep, we see you.. bring it on down to the smoke!", "Stranded Crew: Whew! We sure are glad you're here! Over here by the smoke!", "Stranded Crew: About damn time! We're over here at the smoke!", "Stranded Crew: Thank God! We thought you forgot about us! Follow the smoke!", "Stranded Crew: Hey! We're the good looking ones by the smoke!", "Stranded Crew: Copy that, we have visual! Popping smoke now!", "Stranded Crew: Roger, we hear your rotors! Follow the smoke and come get us!", "Stranded Crew: Finally! My feet are killing me out here! We're at the smoke!", "Stranded Crew: That's the prettiest sound we've heard all day! Head for the smoke!", "Stranded Crew: Is that you or are the enemy reinforcements? Just kidding, get down here at the smoke!", "Stranded Crew: We've been working on our tans, come check it out! Smoke's popped!", "Stranded Crew: Hope you brought snacks, we're starving! Follow the smoke in!", "Stranded Crew: Your Uber has arrived? No, YOU'RE our Uber! We're at the smoke!", "Stranded Crew: Could you be any louder? The whole country knows we're here now! At least follow the smoke!", "Stranded Crew: Next time, could you not take so long? My coffee got cold! Smoke's up!", "Stranded Crew: We see you! Don't worry, we only look this bad! Head for the smoke!", "Stranded Crew: Inbound helo spotted! Someone owes me 20 bucks! Smoke is marking our position!", "Stranded Crew: Hey taxi! We're at the corner of Blown Up Avenue and Oh Crap Street! Follow the smoke!", "Stranded Crew: You're a sight for sore eyes! Literally, there's so much dust out here! Smoke's popped!", "Stranded Crew: Visual contact confirmed! Get your ass down here to the smoke!", "Stranded Crew: Oh thank hell, a bird! We're ready to get the fuck outta here! Smoke's marking us!", "Stranded Crew: We hear you! Follow the smoke and the smell of desperation!", "Stranded Crew: Rotors confirmed! Popping smoke now! Don't leave us hanging!", "Stranded Crew: That you up there? About time! We've been freezing out here! Look for the smoke!", "Stranded Crew: Helo inbound! We've got the salvage and the trauma, come get both! Smoke's up!", "Stranded Crew: Eyes on rescue bird! Someone tell me this isn't a mirage! Follow the smoke!", "Stranded Crew: We hear those beautiful rotors! Land this thing before we cry! Smoke marks the spot!", "Stranded Crew: Confirmed visual! If you leave without us, we're keeping the salvage! Smoke's popped!", "Stranded Crew: Choppers overhead! Finally! We were about to start walking! Head for the smoke!", "Stranded Crew: That's our ride! Everyone look alive and try not to smell too bad! We're at the smoke!", "Stranded Crew: Helo spotted! Quick, somebody look professional! Smoke's marking our position!", "Stranded Crew: You're here! We'd hug you but we're covered in dirt and shame! Follow the smoke!", "Stranded Crew: Bird inbound! Popping smoke! Someone owes us overtime for this shit!", "Stranded Crew: Visual on rescue! Get down here before the enemy spots you too! Smoke's up!", "Stranded Crew: We see you! Follow the smoke and broken dreams!", "Stranded Crew: Incoming helo! Thank fuck! We're ready to leave this lovely hellscape! Smoke marks us!", "Stranded Crew: Eyes on bird! We've got salvage, stories, and a desperate need for AC! Look for the smoke!", "Stranded Crew: That you? Get down here! We've been standing here like idiots for hours! Smoke's popped!", "Stranded Crew: Helo visual! Popping smoke! Anyone got room for some very tired, very angry crew?", "Stranded Crew: We see you up there! Don't you dare fly past us! Follow the smoke!", "Stranded Crew: Rescue inbound! Finally! We were starting to plan a walk home! Smoke's marking us!", "Stranded Crew: Contact! We have eyes on you! Come get us before we change our minds about this whole military thing! Smoke's up!", "Stranded Crew: Helo confirmed! Smoke's up! Let's get this reunion started!", "Stranded Crew: You beautiful bastard! We see you! Get down here to the smoke!", "Stranded Crew: Visual on rescue! We're ready! Let's get out before our luck runs out! Follow the smoke!", "Stranded Crew: Bird spotted! Smoke deployed! Hurry before we attract more attention!", "Stranded Crew: There you are! What took so long? Never mind, just land at the smoke!", "Stranded Crew: We see you! Follow the smoke and the sound of relieved cursing!", "Stranded Crew: Helo inbound! Everyone grab your shit! We're leaving this place! Smoke marks the LZ!", "Stranded Crew: Is that our ride or just someone sightseeing? Either way, smoke's up!", "Stranded Crew: We've got eyes on you! Come to the smoke before we lose our minds!", "Stranded Crew: Tally ho! That's military speak for 'follow the damn smoke'!", "Stranded Crew: You're late! But we'll forgive you if you land at the smoke!", "Stranded Crew: Helo overhead! Popping smoke! This better not be a drill!", "Stranded Crew: Contact confirmed! Smoke's marking us! Don't make us wait!", "Stranded Crew: We hear rotors! Please be friendly! Smoke's up either way!", "Stranded Crew: Bird inbound! Smoke deployed! Let's make this quick!", "Stranded Crew: Visual on helo! Follow the smoke to the worst day of our lives!", "Stranded Crew: You found us! Smoke's marking the spot! Gold star for you!", "Stranded Crew: Rescue bird spotted! Smoke's up! We're the desperate ones!", "Stranded Crew: We see you! Land at the smoke before we start charging rent!", "Stranded Crew: Helo visual! Smoke deployed! This isn't a vacation spot!", "Stranded Crew: That's you! Finally! Follow the smoke to glory!", "Stranded Crew: Eyes on rescue! Smoke marks our misery! Come fix it!", "Stranded Crew: We hear you! Smoke's popped! Let's end this nightmare!", "Stranded Crew: Contact! Visual! Smoke! All the good stuff! Get down here!", "Stranded Crew: Rescue inbound! Smoke's up! We've rehearsed this moment!", "Stranded Crew: You're here! Smoke's marking us! Don't screw this up!", "Stranded Crew: Helo confirmed! Follow the smoke to the saddest party ever!", "Stranded Crew: We see you! Smoke's deployed! Land before we cry!", "Stranded Crew: Bird spotted! Smoke marks us! We're the ones waving frantically!", "Stranded Crew: Visual contact! Smoke's up! This is not a joke!", "Stranded Crew: You made it! Follow the smoke! We've got beer money! (Lies, but follow the smoke anyway!)", "Stranded Crew: Helo inbound! Smoke deployed! Pick us up before our wives find out!", "Stranded Crew: We hear you! Smoke's marking our stupidity! Come save us from ourselves!", "Stranded Crew: Contact! Smoke's up! We promise we're worth the fuel!", "Stranded Crew: Rescue bird! Smoke marks the spot! This is awkward for everyone!", "Stranded Crew: You're here! Smoke deployed! We'll explain everything later!", "Stranded Crew: Visual on helo! Follow the smoke to disappointment and gratitude!", "Stranded Crew: We see you! Smoke's up! Let's never speak of this again!", "Stranded Crew: Helo spotted! Smoke marks us! We're the embarrassed ones!", "Stranded Crew: Contact confirmed! Smoke deployed! This wasn't in the manual!", "Stranded Crew: You found us! Smoke's up! Someone's getting a promotion!", "Stranded Crew: Bird inbound! Follow the smoke to heroes and idiots!", "Stranded Crew: We hear you! Smoke's marking us! Please don't tell command!", "Stranded Crew: Visual! Smoke deployed! We'll buy you drinks forever!", "Stranded Crew: Helo confirmed! Smoke's up! Best day of our lives right here!", "Stranded Crew: You're here! Follow the smoke! We're never leaving base again!", "Stranded Crew: Contact! Smoke marks us! This is our rock bottom!", "Stranded Crew: Rescue inbound! Smoke deployed! We're upgrading your Yelp review!", "Stranded Crew: We see you! Smoke's up! Land before the enemy does!", "Stranded Crew: Bird spotted! Follow the smoke! We've learned our lesson!", "Stranded Crew: Visual on helo! Smoke's marking us! This is so embarrassing!", "Stranded Crew: You made it! Smoke deployed! We owe you everything!", "Stranded Crew: Helo inbound! Smoke marks the spot! Let's go home!", "Stranded Crew: We hear you! Follow the smoke! We're the lucky ones!", "Stranded Crew: Contact confirmed! Smoke's up! Thank you, thank you, thank you!", "Stranded Crew: Rescue bird! Smoke deployed! You're our favorite person ever!", }, -- Request airlift messages (initial mission announcement) RequestAirLiftMessages = { "Stranded Crew: This is {vehicle} crew at {grid}. Need pickup ASAP! We have {salvage} salvage to collect.", "Stranded Crew: Yo, this is {vehicle} survivors at {grid}. Come get us before the bad guys do! {salvage} salvage available.", "Stranded Crew: {vehicle} crew reporting from {grid}. We're alive but our ride isn't. {salvage} salvage ready for extraction.", "Stranded Crew: Mayday! {vehicle} crew at {grid}. Send taxi, will pay in salvage! ({salvage} units available)", "Stranded Crew: This is what's left of {vehicle} crew at {grid}. Pick us up and grab the {salvage} salvage while you're at it!", "Stranded Crew: {vehicle} survivors here at {grid}. We've got {salvage} salvage and a bad attitude. Come get us!", "Stranded Crew: Former {vehicle} operators at {grid}. Vehicle's toast but we salvaged {salvage} units. Need immediate evac!", "Stranded Crew: {vehicle} crew broadcasting from {grid}. Situation: homeless. Salvage: {salvage} units. Mood: not great.", "Stranded Crew: This is {vehicle} at {grid}. Well, WAS {vehicle}. Now it's scrap. Got {salvage} salvage though!", "Stranded Crew: Hey! {vehicle} crew at {grid}! Our insurance definitely doesn't cover this. {salvage} salvage available.", "Stranded Crew: {vehicle} survivors reporting. Grid {grid}. Status: walking. Salvage: {salvage}. Pride: wounded.", "Stranded Crew: To whom it may concern: {vehicle} crew at {grid} requests immediate pickup. {salvage} salvage awaiting recovery.", "Stranded Crew: {vehicle} down at {grid}. Crew status: annoyed but alive. Salvage count: {salvage}. Hurry up!", "Stranded Crew: This is a priority call from {vehicle} crew at {grid}. We got {salvage} salvage and zero patience left!", "Stranded Crew: {vehicle} operators at {grid}. The vehicle gave up, we didn't. {salvage} salvage ready to go!", "Stranded Crew: Urgent! {vehicle} crew stranded at {grid}. Got {salvage} salvage and a serious need for extraction!", "Stranded Crew: {vehicle} here, well, parts of it anyway. Crew at {grid}. Salvage: {salvage}. Morale: questionable.", "Stranded Crew: {vehicle} down at {grid}. We're fine, vehicle's dead. {salvage} salvage secured. Come get us before we walk home!", "Stranded Crew: Calling all angels! {vehicle} crew at {grid} needs a lift. Bringing {salvage} salvage as payment!", "Stranded Crew: {vehicle} crew broadcasting from scenic {grid}. Collected {salvage} salvage. Would not recommend this location!", "Stranded Crew: This is {vehicle} at {grid}. Vehicle status: spectacular fireball (was). Crew status: could use a ride. Salvage: {salvage}.", "Stranded Crew: {vehicle} survivors at {grid}. We've got {salvage} salvage and stories you won't believe. Extract us!", "Stranded Crew: Former {vehicle} crew at {grid}. Current occupants of a smoking crater. {salvage} salvage available!", "Stranded Crew: {vehicle} operators requesting immediate evac from {grid}. Salvage secured: {salvage} units. Bring beer.", "Stranded Crew: This is {vehicle} crew. Location: {grid}. Situation: not ideal. Salvage: {salvage}. Need: helicopter. NOW.", "Stranded Crew: {grid}, party of {crew_size} from {vehicle}. Got {salvage} salvage and nowhere to go. Send help!", "Stranded Crew: {vehicle} down at {grid}. Crew bailed, grabbed {salvage} salvage, now standing here like idiots. Pick us up!", "Stranded Crew: Emergency broadcast from {vehicle} crew at {grid}. {salvage} salvage ready. Our ride? Not so much.", "Stranded Crew: {vehicle} at {grid}. Status report: vehicle's a loss, crew's intact, {salvage} salvage secured. Send taxi!", "Stranded Crew: Hey command! {vehicle} crew at {grid}. We saved {salvage} salvage but couldn't save the vehicle. Priorities!", "Stranded Crew: This is {vehicle} broadcasting from {grid}. Crew's good, vehicle's bad, {salvage} salvage available. Get us outta here!", "Stranded Crew: {vehicle} survivors at {grid} with {salvage} salvage. We're sunburned, pissed off, and ready for extraction!", "Stranded Crew: Attention: {vehicle} crew at {grid} requires pickup. {salvage} salvage recovered. Hurry before we become salvage too!", "Stranded Crew: {vehicle} here at {grid}. The good news: {salvage} salvage. The bad news: everything else. Send help!", "Stranded Crew: From the smoking remains of {vehicle} at {grid}, we bring you {salvage} salvage and a request for immediate evac!", "Stranded Crew: {vehicle} crew calling from {grid}. Vehicle's done, crew's done waiting. {salvage} salvage ready. Move it!", "Stranded Crew: This is {vehicle} at {grid}. Collected {salvage} salvage while our ride went up in flames. Worth it?", "Stranded Crew: {vehicle} operators at {grid}. Got {salvage} salvage and a newfound appreciation for walking. Please send helo!", "Stranded Crew: {grid} here. {vehicle} crew reporting. Salvage count: {salvage}. Ride count: zero. Help count: needed!", "Stranded Crew: {vehicle} down at {grid}! Crew up and ready with {salvage} salvage! Someone come get us already!", "Stranded Crew: This is {vehicle} broadcasting on guard. Position {grid}. {salvage} salvage secured. Crew status: tired of your shit, send pickup!", "Stranded Crew: {vehicle} crew at {grid} here. We've got {salvage} salvage, bad sunburns, and a dying radio battery. Hurry!", "Stranded Crew: Emergency call from {grid}! {vehicle} crew alive with {salvage} salvage. Vehicle? Not so lucky. Extract ASAP!", "Stranded Crew: {vehicle} at {grid}. Mission status: FUBAR. Crew status: alive. Salvage status: {salvage} units ready. Send bird!", "Stranded Crew: This is {vehicle} crew. We're at {grid} with {salvage} salvage and zero transportation. Someone fix that!", "Stranded Crew: {vehicle} survivors broadcasting from {grid}. Got the salvage ({salvage} units), lost the vehicle. Fair trade?", "Stranded Crew: Urgent from {grid}! {vehicle} crew here with {salvage} salvage and rapidly depleting patience. Pick us up!", "Stranded Crew: {vehicle} down at {grid}. Crew condition: grumpy but mobile. Salvage available: {salvage}. Ride home: none.", "Stranded Crew: This is {vehicle} calling from {grid}. We're standing in the middle of nowhere with {salvage} salvage. Sound fun?", "Stranded Crew: {vehicle} crew at {grid}. Salvage recovered: {salvage}. Pride recovered: maybe later. Need pickup now!", "Stranded Crew: SOS from {grid}! {vehicle} crew requesting airlift! {salvage} salvage secured! This is not a drill!", "Stranded Crew: {vehicle} survivors at {grid}. Vehicle kaput. Crew intact. {salvage} salvage ready. Send chopper!", "Stranded Crew: This is {vehicle} crew at {grid}. We walked away from the wreck with {salvage} salvage. Now what?", "Stranded Crew: Priority message! {vehicle} down at {grid}! Crew needs evac! {salvage} salvage available!", "Stranded Crew: {vehicle} at {grid}. The vehicle didn't make it but we did. {salvage} salvage waiting. Send help!", "Stranded Crew: Distress call from {grid}! {vehicle} crew needs immediate pickup! {salvage} salvage on site!", "Stranded Crew: {vehicle} operators broadcasting from {grid}. Status: stranded. Payload: {salvage} salvage. Request: extraction!", "Stranded Crew: This is {vehicle} crew. Grid: {grid}. Vehicle: destroyed. Salvage: {salvage}. Spirit: broken. Send pickup!", "Stranded Crew: {vehicle} down at {grid}. We've got {salvage} salvage and a story that'll make you cringe. Extract us!", "Stranded Crew: Emergency! {vehicle} crew at {grid}! Vehicle lost! {salvage} salvage recovered! Need airlift stat!", "Stranded Crew: {vehicle} survivors reporting from {grid}. {salvage} salvage secured. Vehicle unsalvageable. We're not!", "Stranded Crew: This is {vehicle} at {grid}. Crew escaped with {salvage} salvage. Need immediate extraction before enemy finds us!", "Stranded Crew: {vehicle} crew broadcasting from {grid}. Got {salvage} salvage. Lost everything else. Please respond!", "Stranded Crew: Mayday from {grid}! {vehicle} crew needs rescue! {salvage} salvage available! Don't leave us here!", "Stranded Crew: {vehicle} operators at {grid}. Salvage count: {salvage}. Morale count: negative. Pickup count: zero so far!", "Stranded Crew: This is {vehicle} crew at {grid}. We managed to save {salvage} salvage. Can you save us?", "Stranded Crew: {vehicle} down at {grid}! Crew on foot with {salvage} salvage! Send taxi before we start hitchhiking!", "Stranded Crew: Emergency call! {vehicle} crew at {grid}! {salvage} salvage ready! Vehicle not! We need help!", "Stranded Crew: {vehicle} survivors broadcasting from {grid}. We're alive, vehicle's not, {salvage} salvage secured. What now?", "Stranded Crew: This is {vehicle} at {grid}. Crew status: homeless. Salvage status: {salvage} units. Transportation status: needed!", "Stranded Crew: {vehicle} crew calling from {grid}. We've got {salvage} salvage and no way home. Fix that!", "Stranded Crew: Priority rescue needed! {vehicle} at {grid}! {salvage} salvage secured! Crew waiting!", "Stranded Crew: {vehicle} operators from {grid}. Vehicle destroyed. Salvage recovered: {salvage}. Us recovered: not yet!", "Stranded Crew: This is {vehicle} crew. Location: {grid}. Salvage: {salvage}. Transportation: missing. Patience: running out!", "Stranded Crew: {vehicle} down at {grid}! We escaped with {salvage} salvage! Send extraction before our luck runs out!", "Stranded Crew: Emergency broadcast from {grid}! {vehicle} crew needs airlift! {salvage} salvage ready for recovery!", "Stranded Crew: {vehicle} survivors at {grid}. Got {salvage} salvage. Need helicopter. Preferably soon. Please?", "Stranded Crew: This is {vehicle} at {grid}. Vehicle: totaled. Crew: intact. Salvage: {salvage}. Ride: requested!", "Stranded Crew: {vehicle} crew broadcasting from {grid}. We saved {salvage} salvage from the wreck. Now save us!", "Stranded Crew: Urgent! {vehicle} at {grid}! Crew needs extraction! {salvage} salvage available! Respond ASAP!", "Stranded Crew: {vehicle} operators from {grid}. Salvage secured: {salvage}. Everything else: lost. Help requested!", "Stranded Crew: This is {vehicle} crew at {grid}. {salvage} salvage recovered. Now we need to be recovered!", "Stranded Crew: {vehicle} down at {grid}! Crew survived with {salvage} salvage! Vehicle didn't! Send pickup!", "Stranded Crew: Emergency call from {grid}! {vehicle} crew requesting immediate evac! {salvage} salvage on hand!", "Stranded Crew: {vehicle} survivors broadcasting from {grid}. Status: stranded. Cargo: {salvage} salvage. Mood: desperate!", "Stranded Crew: This is {vehicle} at {grid}. We walked away from disaster with {salvage} salvage. Don't make us walk home!", "Stranded Crew: {vehicle} crew calling from {grid}. Vehicle: gone. Salvage: {salvage}. Hope: fading. Send help!", "Stranded Crew: Priority message! {vehicle} at {grid}! Crew needs pickup! {salvage} salvage ready! Time is critical!", "Stranded Crew: {vehicle} operators from {grid}. We've got {salvage} salvage and no vehicle. Math doesn't work. Send helo!", "Stranded Crew: This is {vehicle} crew at {grid}. Salvage recovered: {salvage}. Pride recovered: TBD. Pickup needed: definitely!", "Stranded Crew: {vehicle} down at {grid}! Crew intact with {salvage} salvage! Vehicle scattered across 50 meters! Extract us!", "Stranded Crew: Emergency from {grid}! {vehicle} crew needs airlift! {salvage} salvage secured! Don't forget about us!", "Stranded Crew: {vehicle} survivors at {grid}. We managed to grab {salvage} salvage. Can you manage to grab us?", "Stranded Crew: This is {vehicle} broadcasting from {grid}. Crew safe. Vehicle unsafe. {salvage} salvage ready. Pickup overdue!", "Stranded Crew: {vehicle} crew at {grid}. We've got {salvage} salvage and regrets. Send extraction before we have more regrets!", "Stranded Crew: Urgent call from {grid}! {vehicle} crew stranded! {salvage} salvage on site! Need immediate pickup!", "Stranded Crew: {vehicle} operators from {grid}. Salvage count: {salvage}. Vehicle count: zero. Help count: requested!", }, -- Load messages (shown when crew boards helicopter - initial contact) LoadMessages = { "Crew: Alright, we're in! Get us the hell out of here!", "Crew: Loaded up! Thank God you showed up!", "Crew: We're aboard! Let's not hang around!", "Crew: All accounted for! Move it, move it!", "Crew: Everyone's in! Punch it!", "Crew: Secure! Get airborne before they spot us!", "Crew: We're good! Nice flying, now let's go!", "Crew: Loaded! You're our hero, let's bounce!", "Crew: In the bird! Hit the gas!", "Crew: Everyone's aboard! Go go go!", "Crew: Mounted up! Don't wait for an invitation!", "Crew: We're in! Holy shit, that was close!", "Crew: All souls aboard! Time to leave!", "Crew: Secure! Best thing I've seen all day!", "Crew: Loaded! You magnificent bastard!", "Crew: We're good to go! Pedal to the metal!", "Crew: All in! Get us home, please!", "Crew: Aboard! This is not a drill, GO!", "Crew: Everyone's in! You're a lifesaver!", "Crew: Locked and loaded! Wait, wrong phrase... just go!", "Crew: All personnel aboard! Outstanding work!", "Crew: We're in! Never been happier to see a helicopter!", "Crew: Boarding complete! Let's get the fuck out of here!", "Crew: Secure! You deserve a medal for this!", "Crew: Everyone's aboard! Enemy's probably watching!", "Crew: All in! Don't let us keep you!", "Crew: Mounted! Nice flying, seriously!", "Crew: Loaded up! First round's on us!", "Crew: We're in! Best Uber rating ever!", "Crew: All aboard! You're a goddamn angel!", "Crew: Secure! Nicest thing anyone's done for us!", "Crew: Everyone's in! Time's wasting!", "Crew: Boarding complete! You rock!", "Crew: All souls accounted for! Let's roll!", "Crew: We're good! Get altitude, fast!", "Crew: Loaded! I could kiss you!", "Crew: Everyone's aboard! Don't wait around!", "Crew: All in! Unbelievable timing!", "Crew: Secure! You're the best!", "Crew: Mounted up! We owe you big time!", "Crew: All aboard! Rotors up, let's go!", "Crew: We're in! Perfect execution!", "Crew: Loaded! Smoothest pickup ever!", "Crew: Everyone's good! Haul ass!", "Crew: All accounted for! Spectacular flying!", "Crew: Secure! Get us out of this hellhole!", "Crew: We're aboard! Don't stick around!", "Crew: All in! You're incredible!", "Crew: Loaded up! Time to jet!", "Crew: Everyone's secure! Outstanding!", "Crew: All aboard! Best day ever!", "Crew: We're good! Thank fucking God!", "Crew: Loaded! You beautiful human being!", "Crew: All personnel in! Fly fly fly!", "Crew: Secure! Can't thank you enough!", "Crew: Everyone's aboard! Green light!", "Crew: All in! You're a legend!", "Crew: Loaded! Sweet baby Jesus, let's go!", "Crew: We're aboard! Best rescue ever!", "Crew: All accounted for! Move out!", "Crew: Secure! You saved our asses!", "Crew: Everyone's in! Don't wait!", "Crew: All aboard! Brilliant work!", "Crew: Loaded up! We're getting married!", "Crew: We're good! Absolutely perfect!", "Crew: All in! Hit the throttle!", "Crew: Secure! You're amazing!", "Crew: Everyone's aboard! Let's leave!", "Crew: All accounted for! Superb!", "Crew: Loaded! Get us home safe!", "Crew: We're in! Textbook pickup!", "Crew: All aboard! Go go go!", "Crew: Secure! We love you!", "Crew: Everyone's good! Don't linger!", "Crew: All in! Professional as hell!", "Crew: Loaded up! Time to skedaddle!", "Crew: We're aboard! You're the GOAT!", "Crew: All souls in! Get moving!", "Crew: Secure! We're naming our kids after you!", "Crew: Everyone's aboard! Clear to leave!", "Crew: All in! Never doubt yourself!", "Crew: Loaded! You're a fucking hero!", "Crew: We're good! Exceptional timing!", "Crew: All accounted for! Hats off!", "Crew: Secure! Best pilot ever!", "Crew: Everyone's in! Throttle up!", "Crew: All aboard! You're the man!", "Crew: Loaded up! Pure excellence!", "Crew: We're aboard! Flawless!", "Crew: All in! Get us airborne!", "Crew: Secure! Impressive stuff!", "Crew: Everyone's good! Don't delay!", "Crew: All accounted for! Top notch!", "Crew: Loaded! Words can't express our thanks!", "Crew: We're in! You're certified awesome!", "Crew: All aboard! Time to split!", "Crew: Secure! We're forever grateful!", "Crew: Everyone's aboard! Wheels up!", "Crew: All in! Couldn't be better!", "Crew: Loaded up! You're the best pilot we know!", "Crew: We're good! Clear skies ahead!", "Crew: All souls aboard! Let's book it!", "Crew: Secure! You're our guardian angel!", }, -- Loading messages (shown periodically during boarding process) LoadingMessages = { "Crew: Hold still, we're getting in...", "Crew: Watch your head! Coming through!", "Crew: Almost there, keep it steady...", "Crew: Just a sec, getting situated...", "Crew: Loading up, hang tight...", "Crew: Careful with Jenkins, he's bleeding pretty bad...", "Crew: Someone grab the salvage!", "Crew: Easy does it, wounded coming aboard...", "Crew: Keep it level, we're climbing in...", "Crew: Steady now, injured personnel...", "Crew: Oh God, there's so much blood...", "Crew: Medic! Where's the first aid kit?", "Crew: Hold position, almost loaded...", "Crew: Watch the rotor wash!", "Crew: Someone's unconscious, careful!", "Crew: Getting the wounded in first...", "Crew: Steady as she goes...", "Crew: Holy hell, Mike's leg is fucked up...", "Crew: Hurry, he's losing blood fast!", "Crew: Nice and easy, don't rush...", "Crew: Everyone watch your step...", "Crew: Loading wounded, give us a second...", "Crew: Jesus, that's a lot of shrapnel...", "Crew: Keep those rotors spinning!", "Crew: Almost done, standby...", "Crew: Careful, compound fracture here!", "Crew: Someone's in shock, move it!", "Crew: Loading gear, then we're good...", "Crew: Stay put, we're working...", "Crew: Damn, this guy's a mess...", "Crew: Getting everyone situated...", "Crew: Nice flying, keep it steady...", "Crew: Hold still while we board...", "Crew: Watch that head wound!", "Crew: Everyone stay calm...", "Crew: Getting the critical cases first...", "Crew: Standby, loading continues...", "Crew: Someone's got a sucking chest wound!", "Crew: Keep that bird steady, sir!", "Crew: Almost there, patience...", "Crew: Wounded first, then equipment...", "Crew: Oh fuck, internal bleeding...", "Crew: Stay with us, buddy!", "Crew: Loading process underway...", "Crew: Keep those engines running!", "Crew: Careful with his arm, it's shattered!", "Crew: Getting everyone secured...", "Crew: Hold your position, pilot!", "Crew: Someone's not breathing right...", "Crew: Almost done loading...", "Crew: Watch your footing!", "Crew: Traumatic amputation, careful!", "Crew: Everyone grab something!", "Crew: Standby, still boarding...", "Crew: Nice hover, keep it up...", "Crew: Getting the gear stowed...", "Crew: Oh man, burns everywhere...", "Crew: Stay conscious, stay with me!", "Crew: Loading in progress...", "Crew: Excellent flying, seriously...", "Crew: Watch out for that wound!", "Crew: Everyone move carefully...", "Crew: He's going into shock!", "Crew: Almost finished boarding...", "Crew: Keep it stable, we're working...", "Crew: Jesus, look at his face...", "Crew: Getting everyone in...", "Crew: Hold that position!", "Crew: Someone's barely conscious...", "Crew: Loading continues, standby...", "Crew: Perfect hover, captain!", "Crew: Careful, severe trauma here...", "Crew: Everyone's moving slow...", "Crew: Hold on, still loading...", "Crew: Damn good flying, pilot!", "Crew: Watch the blood slick!", "Crew: Getting situated here...", "Crew: He needs a hospital NOW...", "Crew: Almost done, keep steady...", "Crew: Loading wounded personnel...", "Crew: Stay with us, soldier!", "Crew: Keep those rotors turning...", "Crew: Careful, major injuries...", "Crew: Everyone board carefully...", "Crew: Hold position, nearly done...", "Crew: Oh God, the smell...", "Crew: Loading critical cases...", "Crew: Steady now, pilot...", "Crew: Someone's in bad shape...", "Crew: Almost loaded up...", "Crew: Nice hover, excellent control...", "Crew: Watch the shrapnel wounds!", "Crew: Everyone move slowly...", "Crew: He's bleeding out!", "Crew: Getting everyone aboard...", "Crew: Hold that hover!", "Crew: Severe burns, careful!", "Crew: Loading in progress, standby...", "Crew: Perfect positioning, sir...", "Crew: Watch those injuries!", "Crew: Everyone take it easy...", "Crew: Almost finished here...", }, -- Unloading messages (shown when delivering crew to MASH) UnloadingMessages = { "Crew: Hold steady, do not lift - stretchers are rolling out!", "Crew: Stay put, we're getting the wounded offloaded!", "Crew: Keep us grounded, medics are still working inside!", "Crew: We're at MASH! Thank you so much!", "Crew: Finally! Get these guys to the docs!", "Crew: Medical team, we need help here!", "Crew: We made it! Get the wounded inside!", "Crew: MASH arrival! These guys need immediate attention!", "Crew: Unloading! Someone call the surgeons!", "Crew: We're here! Priority casualties!", "Crew: Made it alive! You're incredible!", "Crew: MASH delivery! Critical patients!", "Crew: Get the medics! We got wounded!", "Crew: Arrived! These guys are in bad shape!", "Crew: We're down! Medical emergency!", "Crew: At MASH! Someone help these men!", "Crew: Delivered! Thank God for you!", "Crew: We made it! Get stretchers!", "Crew: Arrival confirmed! Wounded aboard!", "Crew: Finally here! Need doctors NOW!", "Crew: MASH drop-off! Several critical!", "Crew: We're safe! Get the medical team!", "Crew: Landed! These boys need surgery!", "Crew: Delivery complete! You saved lives today!", "Crew: At medical! Urgent care needed!", "Crew: We're here! Someone's coding!", "Crew: MASH arrival! Serious trauma cases!", "Crew: Made it! Outstanding flying!", "Crew: Delivered safely! Medical assist required!", "Crew: We're down! Get the surgical team!", "Crew: At MASH! Multiple wounded!", "Crew: Arrived! These guys won't last long!", "Crew: Delivery! We owe you everything!", "Crew: MASH landing! Emergency cases!", "Crew: We made it! Immediate medical attention!", "Crew: Here safe! Call the surgeons!", "Crew: Delivered! Some really bad injuries!", "Crew: At medical! They need help fast!", "Crew: We're here! You're a hero!", "Crew: MASH drop! Priority patients!", "Crew: Arrived alive! Medical emergency!", "Crew: Delivery complete! Get them inside!", "Crew: We made it! Someone's critical!", "Crew: At MASH! Severe casualties!", "Crew: Landed safely! Thank you!", "Crew: Delivered! Medical team needed!", "Crew: We're here! These guys are fucked up!", "Crew: MASH arrival! Get the doctors!", "Crew: Made it! They're losing blood!", "Crew: Arrived! Urgent surgical cases!", "Crew: We're down! Multiple trauma!", "Crew: At medical! You saved our asses!", "Crew: Delivery! Several critical injuries!", "Crew: MASH landing! They need OR stat!", "Crew: We made it! Heavy casualties!", "Crew: Here safely! Medical response!", "Crew: Delivered! Some won't make it without surgery!", "Crew: At MASH! Emergency personnel needed!", "Crew: Arrived! These boys need immediate care!", "Crew: We're here! Call triage!", "Crew: MASH drop-off! Serious wounds!", "Crew: Made it alive! Outstanding work!", "Crew: Delivered safely! Get the medics!", "Crew: We're down! They're in rough shape!", "Crew: At medical! Priority one casualties!", "Crew: Arrived! You're a lifesaver!", "Crew: Delivery complete! Medical emergency!", "Crew: MASH landing! Critical patients!", "Crew: We made it! Someone's not breathing well!", "Crew: Here! Get them to surgery!", "Crew: Delivered! Severe trauma aboard!", "Crew: At MASH! They need doctors now!", "Crew: Arrived safely! You're amazing!", "Crew: We're here! Multiple serious injuries!", "Crew: MASH drop! Get the surgical team!", "Crew: Made it! Thank fucking God!", "Crew: Delivered! Several need immediate surgery!", "Crew: We're down! Medical assist!", "Crew: At medical! These guys are critical!", "Crew: Arrived! You deserve a medal!", "Crew: Delivery! Heavy casualties!", "Crew: MASH landing! Emergency patients!", "Crew: We made it! Get help quick!", "Crew: Here safely! Brilliant flying!", "Crew: Delivered! Someone's in bad shape!", "Crew: At MASH! Urgent care!", "Crew: Arrived alive! Medical emergency!", "Crew: We're here! They need triage!", "Crew: MASH drop-off! You saved lives!", "Crew: Made it! These boys need help!", "Crew: Delivered safely! Call the doctors!", "Crew: We're down! Priority casualties!", "Crew: At medical! You're our hero!", "Crew: Arrived! Severe wounds here!", "Crew: Delivery complete! Get medical personnel!", "Crew: MASH landing! Critical condition!", "Crew: We made it! They're barely hanging on!", "Crew: Here! Immediate medical attention!", "Crew: Delivered! Someone's dying!", "Crew: At MASH! Get the OR ready!", "Crew: Arrived safely! We can't thank you enough!", "Crew: We're here! Emergency surgery needed!", "Crew: MASH drop! Multiple trauma!", "Crew: Made it alive! Exceptional flying!", "Crew: Delivered! They need help now!", "Crew: We're down! Medical response required!", }, -- Unload completion messages (shown when offload finishes) UnloadCompleteMessages = { "MASH: Offload complete! Medical teams have the wounded!", "MASH: Patients transferred! You're cleared to lift!", "MASH: All casualties delivered! Incredible flying!", "MASH: They're inside! Mission accomplished!", "MASH: Every patient is in triage! Thank you!", "MASH: Transfer complete! Head back when ready!", "MASH: Doctors have them! Outstanding job!", "MASH: Wounded are inside! You saved them!", "MASH: Hand-off confirmed! You're good to go!", "MASH: Casualties secure! Medical team standing by!", "MASH: Delivery confirmed! Take a breather, pilot!", "MASH: All stretchers filled! We are done here!", "MASH: Hospital staff has the patients! Great work!", "MASH: Unload complete! You nailed that landing!", "MASH: MASH has control! You're clear, thank you!", "MASH: Every survivor is inside! Hell yes!", "MASH: Docs have them! Back to the fight when ready!", "MASH: Handoff complete! You earned the praise!", "MASH: Medical team secured the wounded! Legend!", "MASH: Transfer complete! Outstanding steady hover!", "MASH: They're in the OR! You rock, pilot!", "MASH: Casualties delivered! Spin it back up when ready!", "MASH: MASH confirms receipt! You're a lifesaver!", "MASH: Every patient is safe! Mission complete!", }, -- Enroute messages (periodic chatter with bearing/distance to MASH) EnrouteToMashMessages = { "Crew: Steady hands—{mash} sits at bearing {brg}°, {rng} {rng_u} ahead; patients are trying to nap.", "Crew: Nav board says {mash} is {brg}° for {rng} {rng_u}; keep it gentle so the IVs stay put.", "Crew: If you hold {brg}° for {rng} {rng_u}, {mash} will have hot coffee waiting—no promises on taste.", "Crew: Confirmed, {mash} straight off the nose at {brg}°, {rng} {rng_u}; wounded are counting on you.", "Crew: Stay on {brg}° for {rng} {rng_u} and we’ll roll into {mash} like heroes instead of hooligans.", "Crew: Tilt a hair left—{mash} lies {brg}° at {rng} {rng_u}; let’s not overshoot the hospital.", "Crew: Keep the climb smooth; {mash} is {brg}° at {rng} {rng_u} and the patients already look green.", "Crew: Plot shows {mash} bearing {brg}°, range {rng} {rng_u}; mother hen wants her chicks delivered.", "Crew: Hold that heading {brg}° and we’ll be on final to {mash} in {rng} {rng_u}; medics are on standby.", "Crew: Reminder—{mash} is {brg}° at {rng} {rng_u}; try not to buzz the command tent this run.", "Crew: Flight doc says keep turbulence down; {mash} sits {brg}° out at {rng} {rng_u}.", "Crew: Stay focused—{mash} ahead {brg}°, {rng} {rng_u}; every bump costs us more paperwork.", "Crew: We owe those medics a beer; {mash} is {brg}° for {rng} {rng_u}, so let’s get there in one piece.", "Crew: Update from ops: {mash} remains {brg}° at {rng} {rng_u}; throttle down before the pad sneaks up.", "Crew: Patients are asking if this thing comes with a smoother ride—{mash} {brg}°, {rng} {rng_u} to go.", "Crew: Keep your cool—{mash} is {brg}° at {rng} {rng_u}; med bay is laying out stretchers now.", "Crew: Good news, {mash} has fresh morphine; bad news, it’s {brg}° and {rng} {rng_u} away—step on it.", "Crew: Command wants ETA—tell them {mash} is {brg}° for {rng} {rng_u} and we’re hauling wounded and sass.", "Crew: That squeak you hear is the stretcher—stay on {brg}° for {rng} {rng_u} to {mash}.", "Crew: Don’t mind the swearing; we’re {rng} {rng_u} from {mash} on bearing {brg}° and the pain meds wore off.", "Crew: Eyes outside—{mash} sits {brg}° at {rng} {rng_u}; flak gunners better keep their heads down.", "Crew: Weather’s clear—{mash} is {brg}° out {rng} {rng_u}; let’s not invent new IFR procedures.", "Crew: Remember your autorotation drills? Neither do we. Fly {brg}° for {rng} {rng_u} to {mash} and keep her humming.", "Crew: The guy on stretcher two wants to know if {mash} is really {brg}° at {rng} {rng_u}; I told him yes, please prove me right.", "Crew: Rotor check good; {mash} bearing {brg}°, distance {rng} {rng_u}. Try to act like professionals.", "Crew: Stay low and fast—{mash} {brg}° {rng} {rng_u}; enemy radios are whining already.", "Crew: You’re doing great—just keep {brg}° for {rng} {rng_u} and {mash} will take the baton.", "Crew: Map scribble says {mash} is {brg}° and {rng} {rng_u}; let’s prove cartography still works.", "Crew: Pilot, the patients voted: less banking, more {mash}. Bearing {brg}°, {rng} {rng_u}.", "Crew: We cross the line into {mash} territory in {rng} {rng_u} at {brg}°; keep the blades happy.", "Crew: Hot tip—{mash} chefs saved us soup if we make {brg}° in {rng} {rng_u}; pretty sure it’s edible.", "Crew: Another bump like that and I’m filing a complaint; {mash} is {brg}° at {rng} {rng_u}, so aim true.", "Crew: The wounded in back just made side bets on landing—bearing {brg}°, range {rng} {rng_u} to {mash}.", "Crew: Stay on that compass—{mash} sits {brg}° at {rng} {rng_u}; medics already prepped the triage tent.", "Crew: Copy tower—{mash} runway metaphorically lies {brg}° and {rng} {rng_u} ahead; no victory rolls.", "Crew: Someone alert the chaplain—we’re {rng} {rng_u} out from {mash} on {brg}° and our patients could use jokes.", "Crew: Keep chatter clear—{mash} is {brg}° away at {rng} {rng_u}; let’s land before the morphine fades.", "Crew: They promised me coffee at {mash} if we stick {brg}° for {rng} {rng_u}; don’t ruin this.", "Crew: Plotting intercept—{mash} coordinates show {brg}°/{rng} {rng_u}; maintain this track.", "Crew: I know the gauges say fine but the guys in back disagree; {mash} {brg}°, {rng} {rng_u}.", "Crew: Remember, no barrel rolls; {mash} lies {brg}° at {rng} {rng_u}, and the surgeon will kill us if we’re late.", "Crew: Keep the skids level; {mash} is {brg}° and {rng} {rng_u} away begging for customers.", "Crew: We’re on schedule—{mash} sits {brg}° at {rng} {rng_u}; try not to invent new delays.", "Crew: Latest wind check says {mash} {brg}°, {rng} {rng_u}; adjust trim before the patients revolt.", "Crew: The medic in back just promised cookies if we hit {brg}° for {rng} {rng_u} to {mash}.", "Crew: Hold blades steady—{mash} is {brg}° at {rng} {rng_u}; stretcher straps can only do so much.", "Crew: Copy you’re bored, but {mash} is {brg}° for {rng} {rng_u}; no scenic detours today.", "Crew: If you overshoot {mash} by {rng} {rng_u} I’m telling command it was deliberate; target bearing {brg}°.", "Crew: Serious faces—we’re {rng} {rng_u} out from {mash} on {brg}° and these folks hurt like hell.", "Crew: Hey pilot, the guy with the busted leg says thanks—just keep {brg}° for {rng} {rng_u} to {mash}.", "Crew: That was a nice thermal—maybe avoid the next one; {mash} sits {brg}° at {rng} {rng_u}.", "Crew: Keep those eyes up; {mash} is {brg}° away {rng} {rng_u}; CAS flights are buzzing around.", "Crew: Reminder: {mash} won’t accept deliveries dumped on the lawn; {brg}° and {rng} {rng_u} to touchdown.", "Crew: Ops pinged again; told them we’re {rng} {rng_u} from {mash} on heading {brg}° and flying like pros.", "Crew: We promised the patients a soft landing; {mash} bearing {brg}°, distance {rng} {rng_u}.", "Crew: Keep the profile low—{mash} is {brg}° at {rng} {rng_u}; AAA spots are grumpy today.", "Crew: Message from tower: {mash} pad is clear; track {brg}° for {rng} {rng_u} and watch the dust.", "Crew: Someone in back just yanked an IV—slow the hell down; {mash} {brg}°, {rng} {rng_u}.", "Crew: We’re so close I can smell antiseptic—{mash} is {brg}° and {rng} {rng_u} from here.", "Crew: If we shave more time the medics might actually smile; {mash} lies {brg}° at {rng} {rng_u}.", "Crew: Friendly reminder—{mash} is {brg}° at {rng} {rng_u}; try not to park on their tent again.", "Crew: The patients voted you best pilot if we hit {mash} at {brg}° in {rng} {rng_u}; don’t blow the election.", "Crew: I’ve got morphine bets riding on you; {mash} sits {brg}° for {rng} {rng_u}.", "Crew: Keep your head in the game—{mash} {brg}°, {rng} {rng_u}; enemy gunners love tall rotor masts.", "Crew: That rattle is the litter, not the engine; {mash} is {brg}° and {rng} {rng_u} out.", "Crew: Flight lead wants a status—reported {mash} bearing {brg}°, {rng} {rng_u}; keep us honest.", "Crew: Patient three says thanks for not crashing—yet; {mash} {brg}°, {rng} {rng_u}.", "Crew: If you see the chaplain waving, you missed—{mash} sits {brg}° at {rng} {rng_u}.", "Crew: Med bay just radioed; they’re warming blankets. That’s {mash} {brg}° at {rng} {rng_u}.", "Crew: Stay locked on {brg}° for {rng} {rng_u}; {mash} already cleared a pad.", "Crew: Little turbulence ahead; {mash} bearing {brg}°, {rng} {rng_u}; grip it and grin.", "Crew: The guy on the stretcher wants to know if we’re lost—tell him {mash} {brg}°, {rng} {rng_u}.", "Crew: Hold altitude; {mash} is {brg}° away {rng} {rng_u} and the medics hate surprise autorotations.", "Crew: Confirming nav—{mash} at {brg}°, {rng} {rng_u}; you keep flying, we’ll keep them calm.", "Crew: If anyone asks, yes we’re inbound; {mash} sits {brg}° {rng} {rng_u} out.", "Crew: Think happy thoughts—{mash} is {brg}° at {rng} {rng_u}; patients can smell fear.", "Crew: Quit sightseeing—{mash} lies {brg}° and {rng} {rng_u}; let’s deliver the meat wagon.", "Crew: Keep that nose pointed {brg}°; {mash} is only {rng} {rng_u} away and my nerves are shot.", "Crew: We promised a fast ride; {mash} sits {brg}° at {rng} {rng_u}. No pressure.", "Crew: You’re lined up perfect—{mash} {brg}°, {rng} {rng_u}; now just keep it that way.", "Crew: The surgeon texted—he wants his patients now. {mash} bearing {brg}°, {rng} {rng_u}.", "Crew: The wounded are timing us; {mash} is {brg}° at {rng} {rng_u} so don’t dilly-dally.", "Crew: Another five minutes and {mash} will start nagging—hold {brg}° for {rng} {rng_u}.", "Crew: Keep the blade slap mellow; {mash} sits {brg}° at {rng} {rng_u}.", "Crew: Airspeed’s good; {mash} is {brg}° for {rng} {rng_u}; cue inspirational soundtrack.", "Crew: Patient four says if we keep {brg}° for {rng} {rng_u}, drinks are on him at {mash}.", "Crew: Don’t ask why the stretcher smells like smoke; just fly {brg}° {rng} {rng_u} to {mash}.", "Crew: Tower says we’re clear direct {mash}; bearing {brg}°, {rng} {rng_u}.", "Crew: If the engine coughs again we’re walking—{mash} sits {brg}° at {rng} {rng_u}; keep the RPM up.", "Crew: Calm voices only—{mash} sits {brg}° {rng} {rng_u}; the patients listen to tone more than words.", "Crew: Promise the guys in back we’ll hit {brg}° for {rng} {rng_u} and land like silk at {mash}.", "Crew: There’s a small bet you’ll flare too high; prove them wrong—{mash} {brg}°, {rng} {rng_u}.", "Crew: The medic wants you to skip the cowboy routine; {mash} lies {brg}° at {rng} {rng_u}.", "Crew: That vibration is fine; what’s not fine is missing {mash} at {brg}° in {rng} {rng_u}.", "Crew: Keep the collective steady—{mash} {brg}°, {rng} {rng_u}; we’re hauling precious cargo.", "Crew: Someone promised me a hot meal at {mash}; stay on {brg}° for {rng} {rng_u} and make it happen.", "Crew: The patients say if you wobble again they’re walking; {mash} {brg}°, {rng} {rng_u}.", "Crew: Hold that horizon—{mash} is {brg}° for {rng} {rng_u}; the doc already scrubbed in.", "Crew: Eyes on the prize—{mash} {brg}°, {rng} {rng_u}; don’t let the wind push us off.", "Crew: Finish strong; {mash} sits {brg}° {rng} {rng_u}. Wheels down and we’re heroes again.", }, -- Crew unit types per coalition (fallback if not specified in catalog) CrewUnitTypes = { [coalition.side.BLUE] = 'Soldier M4', [coalition.side.RED] = 'Paratrooper RPG-16', -- Try Russian paratrooper instead }, -- MANPADS unit types per coalition (one random crew member gets this weapon) ManPadUnitTypes = { [coalition.side.BLUE] = 'Soldier stinger', [coalition.side.RED] = 'SA-18 Igla manpad', }, -- Respawn settings RespawnOnPickup = true, -- if true, vehicle respawns when crew loaded into helo RespawnOffset = 15, -- meters from original death position RespawnSameHeading = true, -- preserve original heading -- Automatic pickup/unload settings AutoPickup = { Enabled = true, -- if true, crews will be picked up automatically when helicopter lands nearby MaxDistance = 30, -- meters - max distance for automatic crew pickup CheckInterval = 3, -- seconds between checks for landed helicopters RequireGroundContact = true, -- when true, helicopter must be firmly on the ground before crews move GroundContactAGL = 4, -- meters AGL threshold treated as “landed” for ground contact purposes MaxLandingSpeed = 2, -- m/s ground speed limit while parked; prevents chasing sliding helicopters LoadDelay = 15, -- seconds crews need to board after reaching helicopter (must stay landed) SettledAGL = 6.0, -- maximum AGL considered safely settled during boarding hold AirAbortGrace = 2, -- seconds of hover tolerated during boarding before aborting }, AutoUnload = { Enabled = true, -- if true, crews automatically unload when landed in MASH zone UnloadDelay = 15, -- seconds after landing before auto-unload triggers GroundContactAGL = 3.5, -- meters AGL treated as “on the ground” for auto-unload (taller skids/mod helos) SettledAGL = 6.0, -- maximum AGL considered safely settled for the unload hold to run (relative to terrain) MaxLandingSpeed = 2.0, -- m/s ground speed limit while holding to unload AirAbortGrace = 2, -- seconds of hover wiggle tolerated before aborting the unload hold }, EnrouteMessages = { Enabled = true, Interval = 123, -- seconds between in-flight status quips while MEDEVAC patients onboard }, -- Salvage system Salvage = { Enabled = true, PoolType = 'global', -- 'global' = coalition-wide pool DefaultValue = 1, -- default salvageValue if not in catalog ShowInStatus = true, -- show salvage points in F10 status menu AutoApply = true, -- auto-use salvage when out of stock (no manual confirmation) AllowAnyItem = true, -- can build items that never had inventory using salvage }, -- Map markers for downed crews MapMarkers = { Enabled = true, IconText = '🔴 MEDEVAC', -- prefix for marker text ShowGrid = true, -- include grid coordinates in marker ShowTimeRemaining = true, -- show expiration time in marker ShowSalvageValue = true, -- show salvage value in marker }, -- Warning messages before crew timeout Warnings = { { time = 900, message = 'MEDEVAC: {crew} at {grid} has 15 minutes remaining!' }, { time = 300, message = 'URGENT MEDEVAC: {crew} at {grid} will be KIA in 5 minutes!' }, }, MASHZoneRadius = 500, -- default radius for MASH zones MASHZoneColors = { border = {1, 1, 0, 0.85}, -- yellow border fill = {1, 0.75, 0.8, 0.25}, -- pink fill }, -- Mobile MASH (player-deployable via crates) MobileMASH = { Enabled = true, ZoneRadius = 500, -- radius of Mobile MASH zone in meters CrateRecipeKey = 'MOBILE_MASH', -- catalog key for building mobile MASH AnnouncementInterval = 1800, -- 30 mins between announcements BeaconFrequency = '30.0 FM', -- radio frequency for announcements Destructible = true, VehicleTypes = { [coalition.side.BLUE] = 'M-113', -- Medical variant for BLUE [coalition.side.RED] = 'BTR_D', -- Medical/transport variant for RED }, AutoIncrementName = true, -- "Mobile MASH 1", "Mobile MASH 2"... }, -- Statistics tracking Statistics = { Enabled = true, TrackByPlayer = false, -- if true, track per-player stats (not yet implemented) }, } -- ========================= -- Sling-Load Salvage Configuration (MOVED) -- ========================= --#region SlingLoadSalvage Config -- NOTE: SlingLoadSalvage configuration has been MOVED into CTLD.Config.SlingLoadSalvage -- so that it properly gets copied to each CTLD instance via DeepCopy/DeepMerge. -- The old CTLD.SlingLoadSalvage global definition here is removed to avoid confusion. -- See CTLD.Config.SlingLoadSalvage above for the actual configuration. --#endregion SlingLoadSalvage Config --=================================================================================================================================================== --#endregion MEDEVAC Config --#region State -- Internal state tables CTLD._instances = CTLD._instances or {} CTLD._crates = {} -- [crateName] = { key, zone, side, spawnTime, point } CTLD._troopsLoaded = {} -- [groupName] = { count, typeKey, weightKg } CTLD._loadedCrates = {} -- [groupName] = { total=n, totalWeightKg=w, byKey = { key -> count } } CTLD._loadedTroopTypes = {} -- [groupName] = { total=n, byType = { typeKey -> count }, labels = { typeKey -> label } } CTLD._deployedTroops = {} -- [groupName] = { typeKey, count, side, spawnTime, point, weightKg } CTLD._hoverState = {} -- [unitName] = { targetCrate=name, startTime=t } CTLD._unitLast = {} -- [unitName] = { x, z, t } CTLD._coachState = {} -- [unitName] = { lastKeyTimes = {key->time}, lastHint = "", phase = "", lastPhaseMsg = 0, target = crateName, holdStart = nil } CTLD._msgState = { } -- messaging throttle state: [scopeKey] = { lastKeyTimes = { key -> time } } CTLD._buildConfirm = {} -- [groupName] = time of first build request (awaiting confirmation) CTLD._buildCooldown = {} -- [groupName] = time of last successful build CTLD._NextMarkupId = 10000 -- global-ish id generator shared by instances for map drawings -- Spatial indexing for hover pickup performance CTLD._spatialGrid = CTLD._spatialGrid or {} -- [gridKey] = { crates = {name->meta}, troops = {name->meta} } CTLD._spatialGridSize = 500 -- meters per grid cell (tunable based on hover pickup distance) -- Inventory state CTLD._stockByZone = CTLD._stockByZone or {} -- [zoneName] = { [crateKey] = count } CTLD._inStockMenus = CTLD._inStockMenus or {} -- per-group filtered menu handles CTLD._jtacReservedCodes = CTLD._jtacReservedCodes or { [coalition.side.BLUE] = {}, [coalition.side.RED] = {}, [coalition.side.NEUTRAL] = {}, } -- MEDEVAC state CTLD._medevacCrews = CTLD._medevacCrews or {} -- [crewGroupName] = { vehicleType, side, spawnTime, position, salvageValue, markerID, originalHeading, requestTime, warningsSent } CTLD._salvagePoints = CTLD._salvagePoints or {} -- [coalition.side] = points (global pool) CTLD._mashZones = CTLD._mashZones or {} -- [zoneName] = { zone, side, isMobile, unitName (if mobile) } CTLD._mobileMASHCounter = CTLD._mobileMASHCounter or { [coalition.side.BLUE] = 0, [coalition.side.RED] = 0 } CTLD._medevacStats = CTLD._medevacStats or { -- [coalition.side] = { spawned, rescued, delivered, timedOut, killed, salvageEarned, vehiclesRespawned } [coalition.side.BLUE] = { spawned = 0, rescued = 0, delivered = 0, timedOut = 0, killed = 0, salvageEarned = 0, vehiclesRespawned = 0, salvageUsed = 0 }, [coalition.side.RED] = { spawned = 0, rescued = 0, delivered = 0, timedOut = 0, killed = 0, salvageEarned = 0, vehiclesRespawned = 0, salvageUsed = 0 }, } CTLD._medevacUnloadStates = CTLD._medevacUnloadStates or {} -- [groupName] = { startTime, delay, holdAnnounced, nextReminder } CTLD._medevacLoadStates = CTLD._medevacLoadStates or {} -- [groupName] = { startTime, delay, crewGroupName, crewData, holdAnnounced, nextReminder } CTLD._medevacEnrouteStates = CTLD._medevacEnrouteStates or {} -- [groupName] = { nextSend, lastIndex } -- Sling-Load Salvage state CTLD._salvageCrates = CTLD._salvageCrates or {} -- [crateName] = { side, weight, spawnTime, position, initialHealth, rewardValue, warningsSent, staticObject, crateClass } CTLD._salvageDropZones = CTLD._salvageDropZones or {} -- [zoneName] = { zone, side, active } CTLD._salvageStats = CTLD._salvageStats or { -- [coalition.side] = { spawned, delivered, expired, totalWeight, totalReward } [coalition.side.BLUE] = { spawned = 0, delivered = 0, expired = 0, totalWeight = 0, totalReward = 0 }, [coalition.side.RED] = { spawned = 0, delivered = 0, expired = 0, totalWeight = 0, totalReward = 0 }, } -- One-shot timer tracking for cleanup CTLD._pendingTimers = CTLD._pendingTimers or {} -- [timerId] = true -- FARP System state CTLD._farpData = CTLD._farpData or {} -- [fobZoneName] = { stage = 1/2/3, statics = {name1, name2...}, coalition = side } local function _distanceXZ(a, b) if not a or not b then return math.huge end local dx = (a.x or 0) - (b.x or 0) local dz = (a.z or 0) - (b.z or 0) return math.sqrt(dx * dx + dz * dz) end local function _buildSphereVolume(point, radius) local px = (point and point.x) or 0 local pz = (point and point.z) or 0 local py = (point and (point.y or point.alt)) if py == nil and land and land.getHeight then local ok, h = pcall(land.getHeight, { x = px, y = pz }) if ok and type(h) == 'number' then py = h end end py = py or 0 local volId = (world and world.VolumeType and world.VolumeType.SPHERE) or 0 return { id = volId, params = { point = { x = px, y = py, z = pz }, radius = radius or 0, } } end -- Check if a crate is being sling-loaded by scanning for nearby helicopters -- Static objects don't have inAir() method, so we check if any unit is carrying it local function _isCrateHooked(crateObj) if not crateObj then return false end -- For dynamic objects (vehicles), inAir() works if crateObj.inAir then local ok, result = pcall(function() return crateObj:inAir() end) if ok and result then return true end end -- For static objects: check if the crate itself is elevated above ground -- This indicates it's actually being carried, not just near a helicopter local cratePos = crateObj:getPoint() if not cratePos then return false end -- Get ground height at crate position local landHeight = land.getHeight({x = cratePos.x, y = cratePos.z}) if not landHeight then landHeight = 0 end -- If crate is more than 2 meters above ground, it's being carried -- (accounts for terrain variations and crate size) local heightAboveGround = cratePos.y - landHeight if heightAboveGround > 2 then return true end return false end local function _fmtTemplate(tpl, data) if not tpl or tpl == '' then return '' end -- Support placeholder keys with underscores (e.g., {zone_dist_u}) return (tpl:gsub('{([%w_]+)}', function(k) local v = data and data[k] -- If value is missing, leave placeholder intact to aid debugging if v == nil then return '{'..k..'}' end return tostring(v) end)) end function CTLD:_FindNearestFriendlyTransport(position, side, radius) if not position or not side then return nil end radius = radius or 600 local bestGroupName local bestDist = math.huge local sphere = _buildSphereVolume(position, radius) world.searchObjects(Object.Category.UNIT, sphere, function(obj) if not obj or (not obj.isExist or not obj:isExist()) then return true end if not obj.getCoalition or obj:getCoalition() ~= side then return true end local grp = obj.getGroup and obj:getGroup() if not grp then return true end local grpName = grp.getName and grp:getName() if not grpName then return true end local objPos = obj.getPoint and obj:getPoint() local dist = _distanceXZ(position, objPos) if dist < bestDist then bestDist = dist bestGroupName = grpName end return true end) if not bestGroupName then return nil end local mooseGrp = GROUP:FindByName(bestGroupName) return mooseGrp end function CTLD:_SendSalvageHint(meta, messageKey, data, position, cooldown) if not meta or not messageKey then return end cooldown = cooldown or 10 meta.hintCooldowns = meta.hintCooldowns or {} local hintKey = messageKey if data and data.zone then hintKey = hintKey .. ':' .. data.zone end local now = timer.getTime() local last = meta.hintCooldowns[hintKey] or 0 if (now - last) < cooldown then return end meta.hintCooldowns[hintKey] = now local template = self.Messages and self.Messages[messageKey] if not template then return end local text = _fmtTemplate(template, data or {}) if not text or text == '' then return end local recipient = self:_FindNearestFriendlyTransport(position, meta.side, 700) local recipientLabel if recipient then _msgGroup(recipient, text) recipientLabel = recipient.GetName and recipient:GetName() or 'nearest transport' else _msgCoalition(meta.side, text) recipientLabel = string.format('coalition-%s', meta.side == coalition.side.BLUE and 'BLUE' or 'RED') end local zoneLabel = (data and data.zone) and (' zone '..tostring(data.zone)) or '' _logInfo(string.format('[SlingLoadSalvage] Hint %s -> %s for crate %s%s', messageKey, recipientLabel or 'unknown recipient', data and data.id or 'unknown', zoneLabel)) end function CTLD:_CheckCrateZoneHints(crateName, meta, cratePos) if not meta or not cratePos then return end local zoneSets = { { list = self.PickupZones, active = self._ZoneActive and self._ZoneActive.Pickup, label = 'Pickup' }, { list = self.FOBZones, active = self._ZoneActive and self._ZoneActive.FOB, label = 'FOB' }, { list = self.DropZones, active = self._ZoneActive and self._ZoneActive.Drop, label = 'Drop' }, } for _, entry in ipairs(zoneSets) do local zones = entry.list or {} if #zones > 0 then for _, zone in ipairs(zones) do local zoneName = zone:GetName() local isActive = true if entry.active and zoneName then isActive = (entry.active[zoneName] ~= false) end if isActive and zone:IsVec3InZone(cratePos) then self:_SendSalvageHint(meta, 'slingload_salvage_wrong_zone', { id = crateName, zone = zoneName, zone_type = entry.label, }, cratePos, 15) return end end end end end --#endregion State -- ========================= -- Utilities -- ========================= --#region Utilities -- Select a random crate spawn point inside the zone while respecting separation rules. function CTLD:_computeCrateSpawnPoint(zone, opts) opts = opts or {} if not zone or not zone.GetPointVec3 then return nil end local centerVec = zone:GetPointVec3() if not centerVec then return nil end local center = { x = centerVec.x, z = centerVec.z } local rZone = self:_getZoneRadius(zone) local edgeBuf = math.max(0, opts.edgeBuffer or self.Config.PickupZoneSpawnEdgeBuffer or 10) local minOff = math.max(0, opts.minOffset or self.Config.PickupZoneSpawnMinOffset or 5) local extraPad = math.max(0, opts.additionalEdgeBuffer or 0) local rMax = math.max(0, (rZone or 150) - edgeBuf - extraPad) if rMax < 0 then rMax = 0 end local tries = math.max(1, opts.tries or self.Config.CrateSpawnSeparationTries or 6) local minSep = opts.minSeparation if minSep == nil then minSep = math.max(0, self.Config.CrateSpawnMinSeparation or 7) end local skipSeparation = opts.skipSeparationCheck == true local ignoreCrates = {} if opts.ignoreCrates then for name,_ in pairs(opts.ignoreCrates) do ignoreCrates[name] = true end end local preferred = opts.preferredPoint local usePreferred = (preferred ~= nil) local function candidate() if usePreferred then usePreferred = false return { x = preferred.x, z = preferred.z } end if (self.Config.PickupZoneSpawnRandomize == false) or rMax <= 0 then return { x = center.x, z = center.z } end local rr if rMax > minOff then rr = minOff + math.sqrt(math.random()) * (rMax - minOff) else rr = rMax end local th = math.random() * 2 * math.pi return { x = center.x + rr * math.cos(th), z = center.z + rr * math.sin(th) } end local function isClear(pt) if skipSeparation or minSep <= 0 then return true end for name, meta in pairs(CTLD._crates) do if not ignoreCrates[name] and meta and meta.side == self.Side and meta.point then local dx = (meta.point.x - pt.x) local dz = (meta.point.z - pt.z) if (dx*dx + dz*dz) < (minSep*minSep) then return false end end end return true end local chosen = candidate() if not chosen then return nil end if not isClear(chosen) then for _ = 1, tries - 1 do local c = candidate() if c and isClear(c) then chosen = c break end end end return chosen end -- Build a centered grid of offsets for cluster placement, keeping index 1 at the origin. function CTLD:_buildClusterOffsets(count, spacing) local offsets = {} if count <= 0 then return offsets, 0, 0 end offsets[1] = { x = 0, z = 0 } if count == 1 then return offsets, 1, 1 end local perRow = math.ceil(math.sqrt(count)) local rows = math.ceil(count / perRow) local positions = {} for r = 1, rows do for c = 1, perRow do local ox = (c - ((perRow + 1) / 2)) * spacing local oz = (r - ((rows + 1) / 2)) * spacing if math.abs(ox) > 0.01 or math.abs(oz) > 0.01 then positions[#positions + 1] = { x = ox, z = oz } end end end table.sort(positions, function(a, b) local da = a.x * a.x + a.z * a.z local db = b.x * b.x + b.z * b.z if da == db then if a.x == b.x then return a.z < b.z end return a.x < b.x end return da < db end) local idx = 2 for _,pos in ipairs(positions) do if idx > count then break end offsets[idx] = pos idx = idx + 1 end return offsets, perRow, rows end -- Safe deep copy: prefer MOOSE UTILS.DeepCopy when available; fallback to Lua implementation local function _deepcopy_fallback(obj, seen) if type(obj) ~= 'table' then return obj end seen = seen or {} if seen[obj] then return seen[obj] end local res = {} seen[obj] = res for k, v in pairs(obj) do res[_deepcopy_fallback(k, seen)] = _deepcopy_fallback(v, seen) end local mt = getmetatable(obj) if mt then setmetatable(res, mt) end return res end local function DeepCopy(obj) if _G.UTILS and type(UTILS.DeepCopy) == 'function' then return UTILS.DeepCopy(obj) end return _deepcopy_fallback(obj) end -- Deep-merge src into dst (recursively). Arrays/lists in src replace dst. local function DeepMerge(dst, src) if type(dst) ~= 'table' or type(src) ~= 'table' then return src end for k, v in pairs(src) do if type(v) == 'table' then local isArray = (rawget(v, 1) ~= nil) if isArray then dst[k] = DeepCopy(v) else dst[k] = DeepMerge(dst[k] or {}, v) end else dst[k] = v end end return dst end local function _trim(value) if type(value) ~= 'string' then return nil end return value:match('^%s*(.-)%s*$') end local function _addUniqueString(out, seen, value) local v = _trim(value) if not v or v == '' then return end if not seen[v] then seen[v] = true out[#out + 1] = v end end local function _collectTypesFromBuilder(builder) local out = {} if type(builder) ~= 'function' then return out end local ok, template = pcall(builder, { x = 0, y = 0, z = 0 }, 0) if not ok or type(template) ~= 'table' then return out end local units = template.units if type(units) ~= 'table' then return out end local seen = {} for _,unit in pairs(units) do if type(unit) == 'table' then _addUniqueString(out, seen, unit.type) end end return out end local _unitTypeCache = {} local function _tableHasEntries(tbl) if type(tbl) ~= 'table' then return false end for _,_ in pairs(tbl) do return true end return false end local function _tableSize(tbl) if type(tbl) ~= 'table' then return 0 end local count = 0 for _,_ in pairs(tbl) do count = count + 1 end return count end local function _isUnitDatabaseReady() local dbRoot = rawget(_G, 'db') if type(dbRoot) ~= 'table' then return false, 'missing' end local unitByType = dbRoot.unit_by_type if type(unitByType) ~= 'table' then return false, 'no_unit_by_type' end if _tableHasEntries(unitByType) then return true, 'ok' end if _tableHasEntries(dbRoot.units) or _tableHasEntries(dbRoot.Units) then -- Older builds expose data under units/Units before unit_by_type is populated return true, 'ok' end return false, 'empty' end local function _unitTypeExists(typeName) local key = _trim(typeName) if not key or key == '' then return false end if _unitTypeCache[key] ~= nil then return _unitTypeCache[key] end local exists = false local visited = {} local dbRoot = rawget(_G, 'db') -- Fast-path: common lookup table exposed by DCS if type(dbRoot) == 'table' and type(dbRoot.unit_by_type) == 'table' then if dbRoot.unit_by_type[key] ~= nil then _unitTypeCache[key] = true return true end end local function walk(tbl) if exists or type(tbl) ~= 'table' or visited[tbl] then return end visited[tbl] = true if tbl.type == key or tbl.Type == key or tbl.unitType == key or tbl.typeName == key or tbl.Name == key then exists = true return end for k,v in pairs(tbl) do if type(k) == 'string' and k == key then exists = true return end if type(v) == 'string' then if (k == 'type' or k == 'Type' or k == 'unitType' or k == 'typeName' or k == 'Name') and v == key then exists = true return end elseif type(v) == 'table' then walk(v) if exists then return end end end end if type(dbRoot) == 'table' then if dbRoot.units then walk(dbRoot.units) end if not exists and dbRoot.Units then walk(dbRoot.Units) end if not exists and dbRoot.unit_by_type then walk(dbRoot.unit_by_type) end end _unitTypeCache[key] = exists return exists end -- Spatial indexing helpers for performance optimization local function _getSpatialGridKey(x, z) local gridSize = CTLD._spatialGridSize or 500 local gx = math.floor(x / gridSize) local gz = math.floor(z / gridSize) return string.format("%d_%d", gx, gz) end local function _addToSpatialGrid(name, meta, itemType) if not meta or not meta.point then return end local key = _getSpatialGridKey(meta.point.x, meta.point.z) CTLD._spatialGrid[key] = CTLD._spatialGrid[key] or { crates = {}, troops = {} } if itemType == 'crate' then CTLD._spatialGrid[key].crates[name] = meta elseif itemType == 'troops' then CTLD._spatialGrid[key].troops[name] = meta end end local function _removeFromSpatialGrid(name, point, itemType) if not point then return end local key = _getSpatialGridKey(point.x, point.z) local cell = CTLD._spatialGrid[key] if cell then if itemType == 'crate' then cell.crates[name] = nil elseif itemType == 'troops' then cell.troops[name] = nil end -- Clean up empty cells if not next(cell.crates) and not next(cell.troops) then CTLD._spatialGrid[key] = nil end end end local function _getNearbyFromSpatialGrid(x, z, maxDistance) local gridSize = CTLD._spatialGridSize or 500 local cellRadius = math.ceil(maxDistance / gridSize) + 1 local centerGX = math.floor(x / gridSize) local centerGZ = math.floor(z / gridSize) local nearby = { crates = {}, troops = {} } for dx = -cellRadius, cellRadius do for dz = -cellRadius, cellRadius do local key = string.format("%d_%d", centerGX + dx, centerGZ + dz) local cell = CTLD._spatialGrid[key] if cell then for name, meta in pairs(cell.crates) do nearby.crates[name] = meta end for name, meta in pairs(cell.troops) do nearby.troops[name] = meta end end end end return nearby end local function _isIn(list, value) for _,v in ipairs(list or {}) do if v == value then return true end end return false end local function _vec3(x, y, z) return { x = x, y = y, z = z } end local function _distance3d(a, b) if not a or not b then return math.huge end local dx = (a.x or 0) - (b.x or 0) local dy = (a.y or 0) - (b.y or 0) local dz = (a.z or 0) - (b.z or 0) return math.sqrt(dx * dx + dy * dy + dz * dz) end local function _unitHasAttribute(unit, attr) if not unit or not attr then return false end local ok, res = pcall(function() return unit:hasAttribute(attr) end) return ok and res == true end local function _isDcsInfantry(unit) if not unit then return false end local tn = string.lower(unit:getTypeName() or '') if tn:find('infantry') or tn:find('soldier') or tn:find('paratrooper') or tn:find('manpad') then return true end return _unitHasAttribute(unit, 'Infantry') end local function _hasLineOfSight(fromPos, toPos) if not (fromPos and toPos) then return false end local p1 = _vec3(fromPos.x, (fromPos.y or 0) + 2.0, fromPos.z) local p2 = _vec3(toPos.x, (toPos.y or 0) + 2.0, toPos.z) local ok, visible = pcall(function() return land.isVisible(p1, p2) end) return ok and visible == true end local function _jtacTargetScore(unit) if not unit then return -1 end if _unitHasAttribute(unit, 'SAM SR') or _unitHasAttribute(unit, 'SAM TR') or _unitHasAttribute(unit, 'SAM CC') or _unitHasAttribute(unit, 'SAM LN') then return 120 end if _unitHasAttribute(unit, 'Air Defence') or _unitHasAttribute(unit, 'AAA') then return 100 end if _unitHasAttribute(unit, 'IR Guided SAM') or _unitHasAttribute(unit, 'SAM') then return 95 end if _unitHasAttribute(unit, 'Artillery') or _unitHasAttribute(unit, 'MLRS') then return 80 end if _unitHasAttribute(unit, 'Armor') or _unitHasAttribute(unit, 'Tanks') then return 70 end if _unitHasAttribute(unit, 'APC') or _unitHasAttribute(unit, 'IFV') then return 60 end if _isDcsInfantry(unit) then return 20 end return 40 end local function _jtacTargetScoreProfiled(unit, profile) -- Base score first local base = _jtacTargetScore(unit) local mult = 1.0 local attribs = { sam = _unitHasAttribute(unit, 'SAM') or _unitHasAttribute(unit, 'SAM SR') or _unitHasAttribute(unit, 'SAM TR') or _unitHasAttribute(unit, 'SAM LN') or _unitHasAttribute(unit, 'IR Guided SAM'), aaa = _unitHasAttribute(unit, 'Air Defence') or _unitHasAttribute(unit, 'AAA'), armor = _unitHasAttribute(unit, 'Armor') or _unitHasAttribute(unit, 'Tanks'), ifv = _unitHasAttribute(unit, 'APC') or _unitHasAttribute(unit, 'Infantry Fighting Vehicle'), arty = _unitHasAttribute(unit, 'Artillery') or _unitHasAttribute(unit, 'MLRS'), inf = _isDcsInfantry(unit) } if profile == 'threat' then if attribs.sam then mult = 1.6 elseif attribs.aaa then mult = 1.4 elseif attribs.armor then mult = 1.25 elseif attribs.ifv then mult = 1.15 elseif attribs.arty then mult = 1.1 elseif attribs.inf then mult = 0.8 end elseif profile == 'armor' then if attribs.armor then mult = 1.5 elseif attribs.ifv then mult = 1.3 elseif attribs.sam then mult = 1.25 elseif attribs.aaa then mult = 1.2 elseif attribs.arty then mult = 1.1 elseif attribs.inf then mult = 0.85 end elseif profile == 'soft' then if attribs.aaa then mult = 1.5 elseif attribs.arty then mult = 1.4 elseif attribs.inf then mult = 1.2 elseif attribs.ifv then mult = 1.1 elseif attribs.armor then mult = 1.0 elseif attribs.sam then mult = 0.9 end elseif profile == 'inf_last' then if attribs.inf then mult = 0.6 end else -- balanced; slight bump to SAM/AAA if attribs.sam then mult = 1.3 elseif attribs.aaa then mult = 1.2 end end return math.floor(base * mult + 0.5) end _msgGroup = function(group, text, t) if not group then return end MESSAGE:New(text, t or CTLD.Config.MessageDuration):ToGroup(group) end _msgCoalition = function(side, text, t) MESSAGE:New(text, t or CTLD.Config.MessageDuration):ToCoalition(side) end -- ========================= -- Logging Helpers -- ========================= -- Log levels: 0=NONE, 1=ERROR, 2=INFO, 3=VERBOSE, 4=DEBUG local LOG_NONE = 0 local LOG_ERROR = 1 local LOG_INFO = 2 local LOG_VERBOSE = 3 local LOG_DEBUG = 4 local _logLevelLabels = { [LOG_ERROR] = 'ERROR', [LOG_INFO] = 'INFO', [LOG_VERBOSE] = 'VERBOSE', [LOG_DEBUG] = 'DEBUG', } _log = function(level, msg) local logLevel = CTLD.Config and CTLD.Config.LogLevel or LOG_INFO if level > logLevel or level == LOG_NONE then return end local label = _logLevelLabels[level] or tostring(level) local text = string.format('[Moose_CTLD][%s] %s', label, tostring(msg)) if env and env.info then env.info(text) else print(text) end end _logError = function(msg) _log(LOG_ERROR, msg) end _logInfo = function(msg) _log(LOG_INFO, msg) end -- Treat VERBOSE as DEBUG-only to reduce noise unless LogLevel is 4 _logVerbose = function(msg) _log(LOG_DEBUG, msg) end _logDebug = function(msg) _log(LOG_DEBUG, msg) end -- Emits tagged messages regardless of configured LogLevel (used by explicit debug toggles) _logImmediate = function(tag, msg) local text = string.format('[Moose_CTLD][%s] %s', tag or 'DEBUG', tostring(msg)) if env and env.info then env.info(text) else print(text) end end local function _debugCrateSight(kind, params) if not params or not params.unit then return end CTLD._debugSightState = CTLD._debugSightState or {} local key = string.format('%s:%s', kind, params.unit) local state = CTLD._debugSightState[key] or {} local now = params.now or timer.getTime() local interval = params.interval or 1.0 local step = params.step or 10.0 local name = params.name or 'none' local distance = params.distance or math.huge local crateCount = params.count or 0 local troopCount = params.troops or 0 local shouldLog = false if not state.lastTime or interval <= 0 or (now - state.lastTime) >= interval then shouldLog = true end if state.lastName ~= name then shouldLog = true end if state.lastCount ~= crateCount or state.lastTroops ~= troopCount then shouldLog = true end if distance ~= math.huge then if not state.lastDist or math.abs(distance - state.lastDist) >= step then shouldLog = true end elseif state.lastDist ~= math.huge then shouldLog = true end if not shouldLog then return end local distText = (distance ~= math.huge) and string.format('d=%.1f', distance) or 'd=n/a' local summaryParts = { string.format('%d crate(s)', crateCount) } if troopCount and troopCount > 0 then table.insert(summaryParts, string.format('%d troop group(s)', troopCount)) end local summary = table.concat(summaryParts, ', ') local noteParts = {} if params.radius then table.insert(noteParts, string.format('radius=%dm', math.floor(params.radius))) end if params.note then table.insert(noteParts, params.note) end local noteText = (#noteParts > 0) and (' [' .. table.concat(noteParts, ' ') .. ']') or '' local targetLabel = params.targetLabel or 'nearest' local typeHint = params.typeHint and (' type=' .. params.typeHint) or '' _logImmediate(kind, string.format('Unit %s tracking %s; %s=%s %s%s%s', params.unit, summary, targetLabel, name, distText, typeHint, noteText)) state.lastTime = now state.lastName = name state.lastDist = distance state.lastCount = crateCount state.lastTroops = troopCount CTLD._debugSightState[key] = state end function CTLD:_collectEntryUnitTypes(entry) local collected = {} local seen = {} if type(entry) ~= 'table' then return collected end _addUniqueString(collected, seen, entry.unitType) if type(entry.unitTypes) == 'table' then for _,v in ipairs(entry.unitTypes) do _addUniqueString(collected, seen, v) end end if entry.build then local fromBuilder = _collectTypesFromBuilder(entry.build) for _,v in ipairs(fromBuilder) do _addUniqueString(collected, seen, v) end end return collected end function CTLD:_validateCatalogUnitTypes() if self._catalogValidated then return end if self.Config and self.Config.SkipCatalogValidation then return end local dbReady, dbReason = _isUnitDatabaseReady() if not dbReady then if not self._catalogValidationDebugLogged then self._catalogValidationDebugLogged = true local dbRoot = rawget(_G, 'db') local unitByTypeType = dbRoot and type(dbRoot.unit_by_type) or 'nil' local unitsType = dbRoot and type(dbRoot.units) or 'nil' local unitsAltType = dbRoot and type(dbRoot.Units) or 'nil' local sampleKey = 'Soldier M4' local sampleValue = (dbRoot and type(dbRoot.unit_by_type) == 'table') and dbRoot.unit_by_type[sampleKey] or nil _logDebug(string.format('Catalog validation DB probe: reason=%s db=%s unit_by_type=%s units=%s Units=%s sample[%s]=%s', tostring(dbReason), type(dbRoot), unitByTypeType, unitsType, unitsAltType, sampleKey, tostring(sampleValue))) end if dbReason == 'missing' or dbReason == 'no_unit_by_type' then _logInfo('Catalog validation skipped: DCS mission scripting environment does not expose the global unit database (db/unit_by_type)') self._catalogValidated = true return end self._catalogValidationRetries = (self._catalogValidationRetries or 0) + 1 local retry = self._catalogValidationRetries local retryLimit = 60 if retry > retryLimit then _logError('Catalog validation skipped: DCS unit database not available after repeated attempts') self._catalogValidated = true self._catalogValidationScheduled = nil return end if timer and timer.scheduleFunction and timer.getTime then if not self._catalogValidationScheduled then self._catalogValidationScheduled = true local delay = math.min(10, 1 + retry) local instance = self timer.scheduleFunction(function() instance._catalogValidationScheduled = nil instance._catalogValidated = nil instance:_validateCatalogUnitTypes() return nil end, {}, timer.getTime() + delay) end if retry == 1 or (retry % 5 == 0) then _logInfo(string.format('Catalog validation deferred: DCS unit database not ready yet (retry %d/%d)', retry, retryLimit)) end else if retry == 1 then _logInfo('Catalog validation deferred: DCS unit database not ready and timer API unavailable') end if retry >= 3 then _logError('Catalog validation skipped: cannot access DCS unit database or schedule retries') self._catalogValidated = true end end return end if self._catalogValidationRetries and self._catalogValidationRetries > 0 then _unitTypeCache = {} end self._catalogValidationRetries = 0 local missing = {} local function markMissing(typeName, source) local key = _trim(typeName) if not key or key == '' then return end local list = missing[key] if not list then list = {} missing[key] = list end for _,ref in ipairs(list) do if ref == source then return end end list[#list + 1] = source end for key,entry in pairs(self.Config.CrateCatalog or {}) do local types = self:_collectEntryUnitTypes(entry) for _,unitType in ipairs(types) do if not _unitTypeExists(unitType) then markMissing(unitType, 'crate:'..tostring(key)) end end end local troopDefs = (self.Config.Troops and self.Config.Troops.TroopTypes) or {} for label,def in pairs(troopDefs) do local function check(list, suffix) for _,unitType in ipairs(list or {}) do if not _unitTypeExists(unitType) then markMissing(unitType, string.format('troop:%s:%s', tostring(label), suffix)) end end end check(def.unitsBlue, 'blue') check(def.unitsRed, 'red') check(def.units, 'fallback') end if next(missing) then for typeName, sources in pairs(missing) do _logError(string.format('Catalog validation: unknown unit type "%s" referenced by %s', typeName, table.concat(sources, ', '))) end else _logInfo('Catalog validation: all referenced unit types resolved in DCS database') end self._catalogValidated = true end -- ========================= -- Zone and Unit Utilities -- ========================= local function _findZone(z) if z.name then local mz = ZONE:FindByName(z.name) if mz then return mz end end if z.coord then local r = z.radius or 150 -- Create a Vec2 in a way that works even if MOOSE VECTOR2 class isn't available local function _mkVec2(x, z) if VECTOR2 and VECTOR2.New then return VECTOR2:New(x, z) end -- DCS uses Vec2 with fields x and y return { x = x, y = z } end local v = _mkVec2(z.coord.x, z.coord.z) return ZONE_RADIUS:New(z.name or ('CTLD_ZONE_'..math.random(10000,99999)), v, r) end return nil end local function _getUnitType(unit) local ud = unit and unit:GetDesc() or nil return ud and ud.typeName or unit and unit:GetTypeName() end -- Get aircraft capacity limits for crates and troops -- Returns { maxCrates, maxTroops, maxWeightKg } for the given unit -- Falls back to DefaultCapacity if aircraft type not specifically configured local function _getAircraftCapacity(unit) if not unit then return { maxCrates = CTLD.Config.DefaultCapacity.maxCrates or 4, maxTroops = CTLD.Config.DefaultCapacity.maxTroops or 12, maxWeightKg = CTLD.Config.DefaultCapacity.maxWeightKg or 2000 } end local unitType = _getUnitType(unit) local capacities = CTLD.Config.AircraftCapacities or {} local specific = capacities[unitType] if specific then return { maxCrates = specific.maxCrates or 0, maxTroops = specific.maxTroops or 0, maxWeightKg = specific.maxWeightKg or 0 } end -- Fallback to defaults local defaults = CTLD.Config.DefaultCapacity or {} return { maxCrates = defaults.maxCrates or 4, maxTroops = defaults.maxTroops or 12, maxWeightKg = defaults.maxWeightKg or 2000 } end -- Check if a unit is in the air (flying/hovering, not landed) -- Based on original CTLD logic: uses DCS InAir() API plus velocity threshold -- Returns: true if airborne, false if landed/grounded local function _isUnitInAir(unit) if not unit then return false end -- First check: DCS API InAir() - if it says we're on ground, trust it if not unit:InAir() then return false end -- Second check: velocity threshold (handles edge cases where InAir() is true but we're stationary on ground) -- Less than 0.05 m/s (~0.1 knots) = essentially stopped = consider landed -- NOTE: AI can hold perfect hover, so only apply this check for player-controlled units local vel = unit:GetVelocity() if vel and unit:GetPlayerName() then local vx = vel.x or 0 local vz = vel.z or 0 local groundSpeed = math.sqrt((vx * vx) + (vz * vz)) -- horizontal speed in m/s if groundSpeed < 0.05 then return false -- stopped on ground end end return true -- airborne end -- Get ground speed in m/s for a unit local function _getGroundSpeed(unit) if not unit then return 0 end local vel = unit:GetVelocity() if not vel or not vel.x or not vel.z then return 0 end return math.sqrt(vel.x * vel.x + vel.z * vel.z) end -- Calculate height above ground level for a unit (meters) local function _getUnitAGL(unit) if not unit then return math.huge end local pos = unit:GetPointVec3() if not pos then return math.huge end local terrain = 0 if land and land.getHeight then local success, h = pcall(land.getHeight, { x = pos.x, y = pos.z }) if success and type(h) == 'number' then terrain = h end end return pos.y - terrain end local function _nearestZonePoint(unit, list) if not unit or not unit:IsAlive() then return nil end -- Get unit position using DCS API to avoid dependency on MOOSE point methods local uname = unit:GetName() local du = Unit.getByName and Unit.getByName(uname) or nil if not du or not du:getPoint() then return nil end local up = du:getPoint() local ux, uz = up.x, up.z local best, bestd = nil, nil for _, z in ipairs(list or {}) do local mz = _findZone(z) local zx, zz if z and z.name and trigger and trigger.misc and trigger.misc.getZone then local tz = trigger.misc.getZone(z.name) if tz and tz.point then zx, zz = tz.point.x, tz.point.z end end if (not zx) and mz and mz.GetPointVec3 then local zp = mz:GetPointVec3() -- Try to read numeric fields directly to avoid method calls if zp and type(zp) == 'table' and zp.x and zp.z then zx, zz = zp.x, zp.z end end if (not zx) and z and z.coord then zx, zz = z.coord.x, z.coord.z end if zx and zz then local dx = (zx - ux) local dz = (zz - uz) local d = math.sqrt(dx*dx + dz*dz) if (not bestd) or d < bestd then best, bestd = mz, d end end end if not best then return nil, nil end return best, bestd end -- Check if a unit is inside a Pickup Zone. Returns (inside:boolean, zone, dist, radius) function CTLD:_isUnitInsidePickupZone(unit, activeOnly) if not unit or not unit:IsAlive() then return false, nil, nil, nil end local zone, dist if activeOnly then zone, dist = self:_nearestActivePickupZone(unit) else local defs = self.Config and self.Config.Zones and self.Config.Zones.PickupZones or {} zone, dist = _nearestZonePoint(unit, defs) end if not zone or not dist then return false, nil, nil, nil end local r = self:_getZoneRadius(zone) if not r then return false, zone, dist, nil end return dist <= r, zone, dist, r end -- Helper: get nearest ACTIVE pickup zone (by configured list), respecting CTLD's active flags function CTLD:_collectActivePickupDefs() local out = {} local added = {} -- Track added zone names to prevent duplicates -- From config-defined zones local defs = (self.Config and self.Config.Zones and self.Config.Zones.PickupZones) or {} for _, z in ipairs(defs) do local n = z.name if (not n) or self._ZoneActive.Pickup[n] ~= false then table.insert(out, z) if n then added[n] = true end end end -- From MOOSE zone objects if present (skip if already added from config) if self.PickupZones and #self.PickupZones > 0 then for _, mz in ipairs(self.PickupZones) do if mz and mz.GetName then local n = mz:GetName() if self._ZoneActive.Pickup[n] ~= false and not added[n] then table.insert(out, { name = n }) added[n] = true end end end end return out end function CTLD:_nearestActivePickupZone(unit) return _nearestZonePoint(unit, self:_collectActivePickupDefs()) end local function _defaultCountryForSide(side) if not (country and country.id) then return nil end if side == coalition.side.BLUE then return country.id.USA or country.id.CJTF_BLUE elseif side == coalition.side.RED then return country.id.RUSSIA or country.id.CJTF_RED elseif side == coalition.side.NEUTRAL then return country.id.UN or country.id.CJTF_NEUTRAL or country.id.USA end return nil end local function _coalitionAddGroup(side, category, groupData, ctldConfig) -- Enforce side/category in groupData just to be safe groupData.category = category local countryId = ctldConfig and ctldConfig.CountryId if not countryId then countryId = _defaultCountryForSide(side) if ctldConfig then ctldConfig.CountryId = countryId end end if countryId then groupData.country = countryId end -- Apply air-spawn altitude adjustment for AIRPLANE category if DroneAirSpawn is enabled if category == Group.Category.AIRPLANE and ctldConfig and ctldConfig.DroneAirSpawn and ctldConfig.DroneAirSpawn.Enabled then if groupData.units and #groupData.units > 0 then local altAGL = ctldConfig.DroneAirSpawn.AltitudeMeters or 3048 local speed = ctldConfig.DroneAirSpawn.SpeedMps or 120 for _, unit in ipairs(groupData.units) do -- Get terrain height at spawn location local terrainHeight = land.getHeight({x = unit.x, y = unit.y}) -- Set altitude ASL (Above Sea Level) unit.alt = terrainHeight + altAGL unit.speed = speed -- Ensure unit has appropriate spawn type set unit.alt_type = "BARO" -- Barometric altitude end end end local addCountry = countryId or side return coalition.addGroup(addCountry, category, groupData) end local function _spawnStaticCargo(side, point, cargoType, name) local static = { name = name, type = cargoType, x = point.x, y = point.z, heading = 0, canCargo = true, } return coalition.addStaticObject(side, static) end local function _vec3FromUnit(unit) local p = unit:GetPointVec3() return { x = p.x, y = p.y, z = p.z } end -- Update DCS internal cargo weight based on loaded crates and troops -- This affects aircraft performance (hover, fuel consumption, speed, etc.) local function _updateCargoWeight(group) if not group then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local gname = group:GetName() local totalWeight = 0 -- Add weight from loaded crates local crateData = CTLD._loadedCrates[gname] if crateData and crateData.totalWeightKg then totalWeight = totalWeight + crateData.totalWeightKg end -- Add weight from loaded troops local troopData = CTLD._troopsLoaded[gname] if troopData and troopData.weightKg then totalWeight = totalWeight + troopData.weightKg end -- Call DCS API to set internal cargo weight (affects flight model) local unitName = unit:GetName() if unitName and trigger and trigger.action and trigger.action.setUnitInternalCargo then pcall(function() trigger.action.setUnitInternalCargo(unitName, totalWeight) end) end end -- Unique id generator for map markups (lines/circles/text) local function _nextMarkupId() CTLD._NextMarkupId = (CTLD._NextMarkupId or 10000) + 1 return CTLD._NextMarkupId end local function _spawnCrateSmoke(position, color, config, crateId) if not position or not color then return end -- Parse config with defaults local enabled = true local autoRefresh = false local refreshInterval = 240 local maxRefreshDuration = 600 local offsetMeters = 5 local offsetRandom = true local offsetVertical = 2 if config then enabled = (config.Enabled ~= false) -- default true autoRefresh = (config.AutoRefresh == true) refreshInterval = tonumber(config.RefreshInterval) or 240 maxRefreshDuration = tonumber(config.MaxRefreshDuration) or 600 offsetMeters = tonumber(config.OffsetMeters) or 5 offsetRandom = (config.OffsetRandom ~= false) -- default true offsetVertical = tonumber(config.OffsetVertical) or 2 end if not enabled then return end -- Compute ground-adjusted position with offsets local sx, sz = position.x, position.z local sy = position.y or 0 if sy == 0 and land and land.getHeight then local ok, h = pcall(land.getHeight, { x = sx, y = sz }) if ok and type(h) == 'number' then sy = h end end -- Apply lateral and vertical offsets local ox, oz = 0, 0 if offsetMeters > 0 then local angle = offsetRandom and (math.random() * 2 * math.pi) or 0 ox = offsetMeters * math.cos(angle) oz = offsetMeters * math.sin(angle) end local smokePos = { x = sx + ox, y = sy + offsetVertical, z = sz + oz } -- Emit smoke now local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z) if coord and coord.Smoke then if color == trigger.smokeColor.Green then coord:SmokeGreen() elseif color == trigger.smokeColor.Red then coord:SmokeRed() elseif color == trigger.smokeColor.White then coord:SmokeWhite() elseif color == trigger.smokeColor.Orange then coord:SmokeOrange() elseif color == trigger.smokeColor.Blue then coord:SmokeBlue() else coord:SmokeGreen() end else trigger.action.smoke(smokePos, color) end -- Record smoke meta for global refresh loop instead of per-crate timer if autoRefresh and crateId and refreshInterval > 0 and maxRefreshDuration > 0 then CTLD._crates = CTLD._crates or {} local meta = CTLD._crates[crateId] if meta then meta._smoke = meta._smoke or {} if not meta._smoke.enabled then meta._smoke.enabled = true end meta._smoke.auto = true meta._smoke.startTime = timer.getTime() meta._smoke.nextTime = timer.getTime() + refreshInterval meta._smoke.interval = refreshInterval meta._smoke.maxDuration = maxRefreshDuration meta._smoke.color = color meta._smoke.offsetMeters = offsetMeters meta._smoke.offsetRandom = offsetRandom meta._smoke.offsetVertical = offsetVertical -- Ensure background ticker(s) are running if CTLD._ensureBackgroundTasks then CTLD:_ensureBackgroundTasks() end end end end -- Clean up smoke refresh schedule for a crate local function _cleanupCrateSmoke(crateId) if not crateId then return end -- Clear legacy per-crate schedule if present CTLD._smokeRefreshSchedules = CTLD._smokeRefreshSchedules or {} if CTLD._smokeRefreshSchedules[crateId] then if CTLD._smokeRefreshSchedules[crateId].funcId then pcall(timer.removeFunction, CTLD._smokeRefreshSchedules[crateId].funcId) end CTLD._smokeRefreshSchedules[crateId] = nil end -- Clear new smoke meta so the global loop stops refreshing if CTLD._crates and CTLD._crates[crateId] then CTLD._crates[crateId]._smoke = nil end end -- Central schedule registry helpers function CTLD:_registerSchedule(key, funcId) self._schedules = self._schedules or {} if self._schedules[key] then pcall(timer.removeFunction, self._schedules[key]) end self._schedules[key] = funcId end function CTLD:_cancelSchedule(key) if self._schedules and self._schedules[key] then pcall(timer.removeFunction, self._schedules[key]) self._schedules[key] = nil end end -- Track one-shot timers for cleanup local function _trackOneShotTimer(id) if id and CTLD._pendingTimers then CTLD._pendingTimers[id] = timer.getTime() + 300 -- Store timestamp for cleanup end return id end -- Remove timer from tracking immediately when it fires local function _untrackTimer(id) if id and CTLD._pendingTimers then CTLD._pendingTimers[id] = nil end end -- Clean up one-shot timers when they execute local function _wrapOneShotCallback(callback, timerId) return function(...) local result = callback(...) -- If callback returns nil or not a number, it's one-shot - remove from tracking if not result or type(result) ~= 'number' then _untrackTimer(timerId) end return result end end local function _removeMenuHandle(menu) if not menu or type(menu) ~= 'table' then return end local function _menuIsRegistered(m) if not MENU_INDEX then return true end if not m.Group or not m.MenuText then return true end local okPath, path = pcall(function() return MENU_INDEX:ParentPath(m.ParentMenu, m.MenuText) end) if not okPath or not path then return false end local okHas, registered = pcall(function() return MENU_INDEX:HasGroupMenu(m.Group, path) end) if not okHas then return false end return registered == m end if menu.Remove and _menuIsRegistered(menu) then local ok, err = pcall(function() menu:Remove() end) if not ok then _logVerbose(string.format('[MenuCleanup] Failed to remove menu %s: %s', tostring(menu.MenuText), tostring(err))) end end if menu.Destroy then pcall(function() menu:Destroy() end) end if menu.Delete then pcall(function() menu:Delete() end) end end local function _countTableEntries(t) if not t then return 0 end local n = 0 for _ in pairs(t) do n = n + 1 end return n end local function _cleanupGroupMenus(ctld, groupName) if not (ctld and groupName) then return end if ctld.MenusByGroup and ctld.MenusByGroup[groupName] then _removeMenuHandle(ctld.MenusByGroup[groupName]) ctld.MenusByGroup[groupName] = nil end if CTLD._inStockMenus and CTLD._inStockMenus[groupName] then for _, menu in pairs(CTLD._inStockMenus[groupName]) do _removeMenuHandle(menu) end CTLD._inStockMenus[groupName] = nil end end local function _clearPerGroupCaches(groupName) if not groupName then return end local caches = { CTLD._troopsLoaded, CTLD._loadedCrates, CTLD._loadedTroopTypes, CTLD._deployedTroops, CTLD._buildConfirm, CTLD._buildCooldown, CTLD._medevacUnloadStates, CTLD._medevacLoadStates, CTLD._medevacEnrouteStates, CTLD._coachOverride, } for _, tbl in ipairs(caches) do if tbl then tbl[groupName] = nil end end if CTLD._msgState then CTLD._msgState['GRP:'..groupName] = nil end -- Note: One-shot timers are now self-cleaning via wrapper, but we log for visibility _logVerbose(string.format('[CTLD] Cleared caches for group %s', groupName)) end local function _clearPerUnitCachesForGroup(group) if not group then return end local units local ok, res = pcall(function() return group:GetUnits() end) if ok and type(res) == 'table' then units = res else local okUnit, unit = pcall(function() return group:GetUnit(1) end) if okUnit and unit then units = { unit } end end if not units then return end for _, unit in ipairs(units) do if unit then local uname = unit.GetName and unit:GetName() if uname then if CTLD._hoverState then CTLD._hoverState[uname] = nil end if CTLD._unitLast then CTLD._unitLast[uname] = nil end if CTLD._coachState then CTLD._coachState[uname] = nil end if CTLD._groundLoadState then CTLD._groundLoadState[uname] = nil end end end end end local function _groupHasAliveTransport(group, allowedTypes) if not (group and allowedTypes) then return false end local units local ok, res = pcall(function() return group:GetUnits() end) if ok and type(res) == 'table' then units = res else local okUnit, unit = pcall(function() return group:GetUnit(1) end) if okUnit and unit then units = { unit } end end if not units then return false end for _, unit in ipairs(units) do if unit and unit.IsAlive and unit:IsAlive() then local typ = _getUnitType(unit) if typ and _isIn(allowedTypes, typ) then return true end end end return false end function CTLD:_cleanupTransportGroup(group, groupName) local gname = groupName if not gname and group and group.GetName then gname = group:GetName() end if not gname then return end _cleanupGroupMenus(self, gname) _clearPerGroupCaches(gname) if group then _clearPerUnitCachesForGroup(group) else local mooseGroup = nil if GROUP and GROUP.FindByName then local ok, res = pcall(function() return GROUP:FindByName(gname) end) if ok then mooseGroup = res end end if mooseGroup then _clearPerUnitCachesForGroup(mooseGroup) end end -- Cleanup JTAC registry if this group had JTAC registered if self._jtacRegistry and self._jtacRegistry[gname] then self:_cleanupJTACEntry(gname) end _logDebug(string.format('[MenuCleanup] Cleared CTLD state for group %s', gname)) end function CTLD:_removeDynamicSalvageZone(zoneName, reason) if not zoneName then return end if self.SalvageDropZones then for idx = #self.SalvageDropZones, 1, -1 do local zone = self.SalvageDropZones[idx] if zone and zone.GetName and zone:GetName() == zoneName then table.remove(self.SalvageDropZones, idx) end end end if self._ZoneDefs and self._ZoneDefs.SalvageDropZones then self._ZoneDefs.SalvageDropZones[zoneName] = nil end if self._ZoneActive and self._ZoneActive.SalvageDrop then self._ZoneActive.SalvageDrop[zoneName] = nil end if self._DynamicSalvageZones then self._DynamicSalvageZones[zoneName] = nil end if self._DynamicSalvageQueue then for idx = #self._DynamicSalvageQueue, 1, -1 do if self._DynamicSalvageQueue[idx] == zoneName then table.remove(self._DynamicSalvageQueue, idx) end end end self:_removeZoneDrawing('SalvageDrop', zoneName) _logInfo(string.format('[SlingLoadSalvage] Removed dynamic salvage zone %s (%s)', zoneName, reason or 'cleanup')) local ok, err = pcall(function() self:DrawZonesOnMap() end) if not ok then _logError(string.format('[SlingLoadSalvage] DrawZonesOnMap failed after removing %s: %s', zoneName, tostring(err))) end end function CTLD:_enforceDynamicSalvageZoneLimit() local cfg = self.Config and self.Config.SlingLoadSalvage or nil if not cfg or not cfg.Enabled then return end local zones = self._DynamicSalvageZones if not zones then return end local lifetime = tonumber(cfg.DynamicZoneLifetime or 0) or 0 local maxZones = tonumber(cfg.MaxDynamicZones or 0) or 0 local now = timer and timer.getTime and timer.getTime() or 0 if lifetime > 0 then local expired = {} for name, meta in pairs(zones) do if meta then local expiresAt = meta.expiresAt if not expiresAt and meta.createdAt then expiresAt = meta.createdAt + lifetime end if expiresAt and now >= expiresAt then table.insert(expired, name) end end end for _, zname in ipairs(expired) do self:_removeDynamicSalvageZone(zname, 'expired') end end if maxZones > 0 and self._DynamicSalvageQueue then while #self._DynamicSalvageQueue > maxZones do local oldest = table.remove(self._DynamicSalvageQueue, 1) if oldest and zones[oldest] then self:_removeDynamicSalvageZone(oldest, 'max-cap') end end end end -- Global smoke refresh ticker (single loop for all crates) function CTLD:_ensureGlobalSmokeTicker() if self._schedules and self._schedules.smokeTicker then return end local function tick() local now = timer.getTime() if CTLD and CTLD._crates then for name, meta in pairs(CTLD._crates) do if meta and meta._smoke and meta._smoke.auto and meta.point then local s = meta._smoke if (now - (s.startTime or now)) > (s.maxDuration or 0) then meta._smoke = nil elseif now >= (s.nextTime or 0) then -- Spawn another puff local pos = { x = meta.point.x, y = 0, z = meta.point.z } if land and land.getHeight then local ok, h = pcall(land.getHeight, { x = pos.x, y = pos.z }) if ok and type(h) == 'number' then pos.y = h end end _spawnCrateSmoke(pos, s.color or trigger.smokeColor.Green, { Enabled = true, AutoRefresh = false, -- avoid recursion; we manage nextTime here OffsetMeters = s.offsetMeters or 0, OffsetRandom = s.offsetRandom ~= false, OffsetVertical = s.offsetVertical or 0, }, name) s.nextTime = now + (s.interval or 240) end end end end return timer.getTime() + 10 -- tick every 10s end local id = timer.scheduleFunction(tick, nil, timer.getTime() + 10) self:_registerSchedule('smokeTicker', id) end -- Periodic GC to prune stale messaging/coach entries and smoke meta function CTLD:_ensurePeriodicGC() if self._schedules and self._schedules.periodicGC then return end local function gcTick() local now = timer.getTime() -- Coach state: remove units that no longer exist if CTLD and CTLD._coachState then for uname, _ in pairs(CTLD._coachState) do local u = Unit.getByName(uname) if not u then CTLD._coachState[uname] = nil end end end -- Message throttle state: remove dead/missing groups if CTLD and CTLD._msgState then for scope, _ in pairs(CTLD._msgState) do local gname = string.match(scope, '^GRP:(.+)$') if gname then local g = Group.getByName(gname) if not g then CTLD._msgState[scope] = nil end end end end -- Smoke meta: prune crates without points or exceeded duration if CTLD and CTLD._crates then for name, meta in pairs(CTLD._crates) do if meta and meta._smoke then local s = meta._smoke if (not meta.point) or ((now - (s.startTime or now)) > (s.maxDuration or 0)) then meta._smoke = nil end end end end -- Enforce MEDEVAC crew limit (keep last 100 requests) if CTLD and CTLD._medevacCrews then local crewCount = 0 local crewList = {} for crewName, crewData in pairs(CTLD._medevacCrews) do crewCount = crewCount + 1 table.insert(crewList, { name = crewName, time = crewData.requestTime or 0 }) end if crewCount > 100 then table.sort(crewList, function(a, b) return a.time < b.time end) local toRemove = crewCount - 100 for i = 1, toRemove do local crewName = crewList[i].name local crewData = CTLD._medevacCrews[crewName] if crewData and crewData.markerID then pcall(function() trigger.action.removeMark(crewData.markerID) end) end CTLD._medevacCrews[crewName] = nil end env.info(string.format('[CTLD][GC] Pruned %d old MEDEVAC crew entries', toRemove)) end end -- Enforce salvage crate limit (keep last 50 active crates per side) if CTLD and CTLD._salvageCrates then local crateBySide = { [coalition.side.BLUE] = {}, [coalition.side.RED] = {} } for crateName, crateData in pairs(CTLD._salvageCrates) do if crateData.side then table.insert(crateBySide[crateData.side], { name = crateName, time = crateData.spawnTime or 0 }) end end for side, crates in pairs(crateBySide) do if #crates > 50 then table.sort(crates, function(a, b) return a.time < b.time end) local toRemove = #crates - 50 for i = 1, toRemove do local crateName = crates[i].name local crateData = CTLD._salvageCrates[crateName] if crateData and crateData.staticObject and crateData.staticObject.destroy then pcall(function() crateData.staticObject:destroy() end) end CTLD._salvageCrates[crateName] = nil end local sideName = (side == coalition.side.BLUE and 'BLUE') or 'RED' env.info(string.format('[CTLD][GC] Pruned %d old %s salvage crates', toRemove, sideName)) end end end -- Clean up stale pending timer references based on timestamp if CTLD and CTLD._pendingTimers then local now = timer.getTime() local timerCount = 0 local cleaned = 0 for timerId, expireTime in pairs(CTLD._pendingTimers) do timerCount = timerCount + 1 -- Remove timers that should have fired more than 60 seconds ago if type(expireTime) == 'number' and now > expireTime + 60 then CTLD._pendingTimers[timerId] = nil cleaned = cleaned + 1 end end if cleaned > 0 then env.info(string.format('[CTLD][GC] Cleaned %d stale timer references (total: %d)', cleaned, timerCount)) end -- Emergency cleanup if we still have too many if timerCount > 300 then env.info(string.format('[CTLD][GC] Emergency clearing %d timer references', timerCount)) CTLD._pendingTimers = {} end end -- Force garbage collection collectgarbage('step', 1000) return timer.getTime() + 300 -- every 5 minutes end local id = timer.scheduleFunction(gcTick, nil, timer.getTime() + 300) self:_registerSchedule('periodicGC', id) end function CTLD:_ensureBackgroundTasks() if self._bgStarted then return end self._bgStarted = true self:_ensureGlobalSmokeTicker() self:_ensurePeriodicGC() self:_ensureAdaptiveBackgroundLoop() self:_ensureSlingLoadEventHandler() self:_startHourlyDiagnostics() end function CTLD:_startHoverScheduler() local coachCfg = CTLD.HoverCoachConfig or {} if not coachCfg.enabled or self.HoverSched then return end local interval = coachCfg.interval or 0.75 local startDelay = coachCfg.startDelay or interval local gcCounter = 0 self.HoverSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() self:ScanHoverPickup() end) if not ok then _logError('HoverSched ScanHoverPickup error: '..tostring(err)) end -- Incremental GC every 50 iterations (~37 seconds at 0.75s interval) gcCounter = gcCounter + 1 if gcCounter >= 50 then collectgarbage('step', 100) gcCounter = 0 end end, {}, startDelay, interval) end function CTLD:_startGroundLoadScheduler() local groundCfg = CTLD.GroundAutoLoadConfig or {} if not groundCfg.Enabled or self.GroundLoadSched then return end local interval = 1.0 -- check every second for ground load conditions local gcCounter = 0 self.GroundLoadSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() self:ScanGroundAutoLoad() end) if not ok then _logError('GroundLoadSched ScanGroundAutoLoad error: '..tostring(err)) end -- Incremental GC every 60 iterations (60 seconds) gcCounter = gcCounter + 1 if gcCounter >= 60 then collectgarbage('step', 100) gcCounter = 0 end end, {}, interval, interval) end -- Adaptive background loop consolidating salvage checks and periodic pruning function CTLD:_ensureAdaptiveBackgroundLoop() if self._schedules and self._schedules.backgroundLoop then return end local function backgroundTick() local now = timer.getTime() -- Salvage crate housekeeping local cfg = self.Config.SlingLoadSalvage local activeCrates = 0 if cfg and cfg.Enabled then for _, meta in pairs(CTLD._salvageCrates) do if meta and meta.side == self.Side then activeCrates = activeCrates + 1 end end -- Run the standard checker to handle delivery/expiration local ok, err = pcall(function() self:_CheckSlingLoadSalvageCrates() end) if not ok then _logError('[SlingLoadSalvage] backgroundTick error: '..tostring(err)) end -- Stale crate cleanup: destroy any crate that lost its static object reference for cname, meta in pairs(CTLD._salvageCrates) do if meta and (not meta.staticObject or (meta.staticObject.destroy and not meta.staticObject:isExist())) then CTLD._salvageCrates[cname] = nil end end -- Dynamic salvage zone lifetime enforcement self:_enforceDynamicSalvageZoneLimit() end -- Hover coach cleanup: remove entries for missing units if CTLD._coachState then for uname, _ in pairs(CTLD._coachState) do if not Unit.getByName(uname) then CTLD._coachState[uname] = nil end end end -- Ensure the hover scan scheduler matches active transport presence local hasTransports = false for gname, _ in pairs(self.MenusByGroup or {}) do local grp = nil if GROUP and GROUP.FindByName then local ok, res = pcall(function() return GROUP:FindByName(gname) end) if ok then grp = res end end if grp and grp:IsAlive() then hasTransports = true break end if not grp and Group and Group.getByName then local ok, dcsGrp = pcall(function() return Group.getByName(gname) end) if ok and dcsGrp and dcsGrp:isExist() then hasTransports = true break end end end if hasTransports then if (not self.HoverSched) and self._startHoverScheduler then pcall(function() self:_startHoverScheduler() end) end else if self.HoverSched and self.HoverSched.Stop then pcall(function() self.HoverSched:Stop() end) end self.HoverSched = nil end -- Determine next wake interval based on active salvage crates local baseInterval = (cfg and cfg.DetectionInterval) or 5 local adaptive = (cfg and cfg.AdaptiveIntervals) or {} local nextInterval if activeCrates == 0 then nextInterval = adaptive.idle or math.max(baseInterval * 2, 10) elseif activeCrates <= 20 then nextInterval = adaptive.low or math.max(baseInterval * 2, 10) elseif activeCrates <= 35 then nextInterval = adaptive.medium or math.max(baseInterval * 3, 15) else nextInterval = adaptive.high or math.max(baseInterval * 4, 20) end nextInterval = math.min(nextInterval, 30) CTLD._lastSalvageInterval = nextInterval return now + nextInterval end local id = timer.scheduleFunction(function() local nextTime = backgroundTick() return nextTime end, nil, timer.getTime() + 2) self:_registerSchedule('backgroundLoop', id) end function CTLD:_ensureSlingLoadEventHandler() -- No event handler needed - we use inAir() checks like original CTLD.lua if self._slingHandlerRegistered then return end self._slingHandlerRegistered = true end function CTLD:_startHourlyDiagnostics() if not (timer and timer.scheduleFunction) then return end if self._schedules and self._schedules.hourlyDiagnostics then return end local function diagTick() local salvageCount = 0 for _, _ in ipairs(self.SalvageDropZones or {}) do salvageCount = salvageCount + 1 end local menuCount = _countTableEntries(self.MenusByGroup) local dynamicCount = _countTableEntries(self._DynamicSalvageZones) local sideLabel = (self.Side == coalition.side.BLUE and 'BLUE') or (self.Side == coalition.side.RED and 'RED') or (self.Side == coalition.side.NEUTRAL and 'NEUTRAL') or tostring(self.Side) -- Comprehensive memory usage stats local cratesCount = _countTableEntries(CTLD._crates) local medevacCrewsCount = _countTableEntries(CTLD._medevacCrews) local salvageCratesCount = _countTableEntries(CTLD._salvageCrates) local coachStateCount = _countTableEntries(CTLD._coachState) local hoverStateCount = _countTableEntries(CTLD._hoverState) local pendingTimersCount = _countTableEntries(CTLD._pendingTimers) local msgStateCount = _countTableEntries(CTLD._msgState) env.info(string.format('[CTLD][SoakTest][%s] salvageZones=%d dynamicZones=%d menus=%d', sideLabel, salvageCount, dynamicCount, menuCount)) env.info(string.format('[CTLD][Memory][%s] crates=%d medevacCrews=%d salvageCrates=%d coachState=%d hoverState=%d pendingTimers=%d msgState=%d', sideLabel, cratesCount, medevacCrewsCount, salvageCratesCount, coachStateCount, hoverStateCount, pendingTimersCount, msgStateCount)) return timer.getTime() + 3600 end local id = timer.scheduleFunction(function() return diagTick() end, nil, timer.getTime() + 3600) self:_registerSchedule('hourlyDiagnostics', id) end local function _ctldHelperGet() local ctldClass = _G._MOOSE_CTLD or CTLD if not ctldClass then env.info('[CTLD] Runtime helper unavailable: CTLD not loaded') return nil end return ctldClass end local function _ctldSideName(side) if side == coalition.side.BLUE then return 'BLUE' end if side == coalition.side.RED then return 'RED' end if side == coalition.side.NEUTRAL then return 'NEUTRAL' end return tostring(side or 'nil') end local function _ctldFormatSeconds(secs) if not secs or secs <= 0 then return '0s' end local minutes = math.floor(secs / 60) local seconds = math.floor(secs % 60) if minutes > 0 then return string.format('%dm%02ds', minutes, seconds) end return string.format('%ds', seconds) end if not _G.CTLD_DumpRuntimeStats then function _G.CTLD_DumpRuntimeStats() local ctldClass = _ctldHelperGet() if not ctldClass then return end local now = timer and timer.getTime and timer.getTime() or 0 local salvageBySide = {} local oldestBySide = {} for name, meta in pairs(ctldClass._salvageCrates or {}) do if meta and meta.side then salvageBySide[meta.side] = (salvageBySide[meta.side] or 0) + 1 if meta.spawnTime then local age = now - meta.spawnTime if age > (oldestBySide[meta.side] or 0) then oldestBySide[meta.side] = age end end end end local medevacCount = 0 for _ in pairs(ctldClass._medevacCrews or {}) do medevacCount = medevacCount + 1 end env.info(string.format('[CTLD] Active salvage crates: BLUE=%d RED=%d', salvageBySide[coalition.side.BLUE] or 0, salvageBySide[coalition.side.RED] or 0)) env.info(string.format('[CTLD] Oldest salvage crate age: BLUE=%s RED=%s', _ctldFormatSeconds(oldestBySide[coalition.side.BLUE] or 0), _ctldFormatSeconds(oldestBySide[coalition.side.RED] or 0))) env.info(string.format('[CTLD] Active MEDEVAC crews: %d', medevacCount)) local totalSchedules = 0 local instanceCount = 0 for _, inst in ipairs(ctldClass._instances or {}) do instanceCount = instanceCount + 1 if inst._schedules then for _ in pairs(inst._schedules) do totalSchedules = totalSchedules + 1 end end for key, value in pairs(inst) do if type(value) == 'table' and value.Stop and key:match('Sched') then totalSchedules = totalSchedules + 1 end end end env.info(string.format('[CTLD] Instances: %d, scheduler objects (approx): %d', instanceCount, totalSchedules)) env.info(string.format('[CTLD] Last salvage loop interval: %s', _ctldFormatSeconds(ctldClass._lastSalvageInterval or 0))) end end if not _G.CTLD_DumpCrateAges then function _G.CTLD_DumpCrateAges() local ctldClass = _ctldHelperGet() if not ctldClass then return end local crates = {} local now = timer and timer.getTime and timer.getTime() or 0 local lifetime = (ctldClass.Config and ctldClass.Config.SlingLoadSalvage and ctldClass.Config.SlingLoadSalvage.CrateLifetime) or 0 for name, meta in pairs(ctldClass._salvageCrates or {}) do local age = meta.spawnTime and (now - meta.spawnTime) or 0 table.insert(crates, { name = name, side = meta.side, age = age, remaining = math.max(0, lifetime - age), weight = meta.weight or 0, }) end table.sort(crates, function(a, b) return a.age > b.age end) env.info(string.format('[CTLD] Listing %d salvage crates (lifetime=%ss)', #crates, tostring(lifetime))) for i = 1, math.min(#crates, 25) do local c = crates[i] env.info(string.format('[CTLD] #%02d %s side=%s weight=%dkg age=%s remaining=%s', i, c.name, _ctldSideName(c.side), c.weight, _ctldFormatSeconds(c.age), _ctldFormatSeconds(c.remaining))) end end end if not _G.CTLD_ListSchedules then function _G.CTLD_ListSchedules() local ctldClass = _ctldHelperGet() if not ctldClass then return end local instances = ctldClass._instances or {} if #instances == 0 then env.info('[CTLD] No CTLD instances registered') return end for idx, inst in ipairs(instances) do local sideLabel = _ctldSideName(inst.Side) env.info(string.format('[CTLD] Instance #%d side=%s', idx, sideLabel)) if inst._schedules then for key, funcId in pairs(inst._schedules) do env.info(string.format(' [timer] key=%s funcId=%s', tostring(key), tostring(funcId))) end end for key, value in pairs(inst) do if type(value) == 'table' and value.Stop and key:match('Sched') then local running = 'unknown' if type(value.IsRunning) == 'function' then local ok, res = pcall(value.IsRunning, value) if ok then running = tostring(res) end end env.info(string.format(' [sched] key=%s running=%s', tostring(key), running)) end end end end end -- Spawn smoke for MEDEVAC crews with offset system -- position: {x, y, z} table -- smokeColor: trigger.smokeColor enum value -- config: MEDEVAC config table (for offset settings) local function _spawnMEDEVACSmoke(position, smokeColor, config) if not position or not smokeColor then return end -- Apply smoke offset system local smokePos = { x = position.x, y = land.getHeight({x = position.x, y = position.z}), z = position.z } local offsetMeters = (config and config.SmokeOffsetMeters) or 5 local offsetRandom = (not config or config.SmokeOffsetRandom ~= false) -- default true local offsetVertical = (config and config.SmokeOffsetVertical) or 2 if offsetMeters > 0 then local angle = 0 -- North by default if offsetRandom then angle = math.random() * 2 * math.pi -- Random direction end smokePos.x = smokePos.x + offsetMeters * math.cos(angle) smokePos.z = smokePos.z + offsetMeters * math.sin(angle) end smokePos.y = smokePos.y + offsetVertical -- Spawn smoke using MOOSE COORDINATE (better appearance) or fallback to trigger.action.smoke local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z) if coord and coord.Smoke then if smokeColor == trigger.smokeColor.Green then coord:SmokeGreen() elseif smokeColor == trigger.smokeColor.Red then coord:SmokeRed() elseif smokeColor == trigger.smokeColor.White then coord:SmokeWhite() elseif smokeColor == trigger.smokeColor.Orange then coord:SmokeOrange() elseif smokeColor == trigger.smokeColor.Blue then coord:SmokeBlue() else coord:SmokeRed() -- default end else trigger.action.smoke(smokePos, smokeColor) end end -- Resolve a zone's center (vec3) and radius (meters). -- Accepts a MOOSE ZONE object returned by _findZone/ZONE:FindByName/ZONE_RADIUS:New function CTLD:_getZoneCenterAndRadius(mz) if not mz then return nil, nil end local name = mz.GetName and mz:GetName() or nil -- Prefer Mission Editor zone data if available if name and trigger and trigger.misc and trigger.misc.getZone then local z = trigger.misc.getZone(name) if z and z.point and z.radius then local p = { x = z.point.x, y = z.point.y or 0, z = z.point.z } return p, z.radius end end -- Fall back to MOOSE zone center local pv = mz.GetPointVec3 and mz:GetPointVec3() or nil local p = pv and { x = pv.x, y = pv.y or 0, z = pv.z } or nil -- Try to fetch a configured radius from our zone defs local r if name and self._ZoneDefs then local d = self._ZoneDefs.PickupZones and self._ZoneDefs.PickupZones[name] or self._ZoneDefs.DropZones and self._ZoneDefs.DropZones[name] or self._ZoneDefs.FOBZones and self._ZoneDefs.FOBZones[name] or self._ZoneDefs.MASHZones and self._ZoneDefs.MASHZones[name] if d and d.radius then r = d.radius end end r = r or (mz.GetRadius and mz:GetRadius()) or 150 return p, r end -- Draw a circle and label for a zone on the F10 map for this coalition. -- kind: 'Pickup' | 'Drop' | 'FOB' | 'MASH' function CTLD:_drawZoneCircleAndLabel(kind, mz, opts) if not (trigger and trigger.action and trigger.action.circleToAll and trigger.action.textToAll) then return end opts = opts or {} local p, r = self:_getZoneCenterAndRadius(mz) if not p or not r then return end local side = (opts.ForAll and -1) or self.Side local outline = opts.OutlineColor or {0,1,0,0.85} local fill = opts.FillColor or {0,1,0,0.15} local lineType = opts.LineType or 1 local readOnly = (opts.ReadOnly ~= false) local fontSize = opts.FontSize or 18 local labelPrefix = opts.LabelPrefix or 'Zone' local zname = (mz.GetName and mz:GetName()) or '(zone)' local circleId = _nextMarkupId() local textId = _nextMarkupId() trigger.action.circleToAll(side, circleId, p, r, outline, fill, lineType, readOnly, "") local label = string.format('%s: %s', labelPrefix, zname) -- Place label centered above the circle (12 o'clock). Horizontal nudge via LabelOffsetX. -- Simple formula: extra offset from edge = r * ratio + fromEdge local extra = (r * (opts.LabelOffsetRatio or 0.0)) + (opts.LabelOffsetFromEdge or 30) local nx = p.x + (opts.LabelOffsetX or 0) local nz = p.z - (r + (extra or 0)) local textPos = { x = nx, y = 0, z = nz } trigger.action.textToAll(side, textId, textPos, {1,1,1,0.9}, {0,0,0,0}, fontSize, readOnly, label) -- Track ids so they can be cleared later self._MapMarkup = self._MapMarkup or { Pickup = {}, Drop = {}, FOB = {}, MASH = {}, SalvageDrop = {} } self._MapMarkup[kind] = self._MapMarkup[kind] or {} self._MapMarkup[kind][zname] = { circle = circleId, text = textId } end function CTLD:ClearMapDrawings() if not (self._MapMarkup and trigger and trigger.action and trigger.action.removeMark) then return end for _, byName in pairs(self._MapMarkup) do for _, ids in pairs(byName) do if ids.circle then pcall(trigger.action.removeMark, ids.circle) end if ids.text then pcall(trigger.action.removeMark, ids.text) end end end self._MapMarkup = { Pickup = {}, Drop = {}, FOB = {}, MASH = {}, SalvageDrop = {} } end function CTLD:_updateMobileMASHDrawing(mashId) local data = CTLD._mashZones and CTLD._mashZones[mashId] if not data or data.side ~= self.Side or not data.isMobile then return end if not (self.Config.MapDraw and self.Config.MapDraw.Enabled and self.Config.MapDraw.DrawMASHZones) then return end local zoneName = data.displayName or mashId if self._ZoneActive.MASH[zoneName] == false then return end -- Remove old drawing self:_removeZoneDrawing('MASH', zoneName) -- Redraw at new position local md = self.Config.MapDraw local opts = { OutlineColor = md.OutlineColor, LineType = (md.LineTypes and md.LineTypes.MASH) or md.LineType or 1, FillColor = (md.FillColors and md.FillColors.MASH) or nil, FontSize = md.FontSize, ReadOnly = (md.ReadOnly ~= false), LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.MASH) or 'MASH', LabelOffsetX = md.LabelOffsetX, LabelOffsetFromEdge = md.LabelOffsetFromEdge, LabelOffsetRatio = md.LabelOffsetRatio, ForAll = (md.ForAll == true), } if data.zone then self:_drawZoneCircleAndLabel('MASH', data.zone, opts) end end function CTLD:_removeZoneDrawing(kind, zname) if not (self._MapMarkup and self._MapMarkup[kind] and self._MapMarkup[kind][zname]) then return end local ids = self._MapMarkup[kind][zname] if ids.circle then pcall(trigger.action.removeMark, ids.circle) end if ids.text then pcall(trigger.action.removeMark, ids.text) end self._MapMarkup[kind][zname] = nil end -- Public: set a specific zone active/inactive by kind and name function CTLD:SetZoneActive(kind, name, active, silent) if not (kind and name) then return end local k = (kind == 'Pickup' or kind == 'Drop' or kind == 'FOB' or kind == 'MASH') and kind or nil if not k then return end self._ZoneActive = self._ZoneActive or { Pickup = {}, Drop = {}, FOB = {}, MASH = {} } self._ZoneActive[k][name] = (active ~= false) -- Update drawings for this one zone only if self.Config.MapDraw and self.Config.MapDraw.Enabled then -- Find the MOOSE zone object by name local list = (k=='Pickup' and self.PickupZones) or (k=='Drop' and self.DropZones) or (k=='FOB' and self.FOBZones) or (k=='MASH' and self.MASHZones) or {} local mz for _,z in ipairs(list or {}) do if z and z.GetName and z:GetName() == name then mz = z break end end if self._ZoneActive[k][name] then if mz then local md = self.Config.MapDraw local opts = { OutlineColor = md.OutlineColor, FillColor = (md.FillColors and md.FillColors[k]) or nil, LineType = (md.LineTypes and md.LineTypes[k]) or md.LineType or 1, FontSize = md.FontSize, ReadOnly = (md.ReadOnly ~= false), LabelOffsetX = md.LabelOffsetX, LabelOffsetFromEdge = md.LabelOffsetFromEdge, LabelOffsetRatio = md.LabelOffsetRatio, LabelPrefix = ((md.LabelPrefixes and md.LabelPrefixes[k]) or (k=='Pickup' and md.LabelPrefix) or (k..' Zone')) } self:_drawZoneCircleAndLabel(k, mz, opts) end else self:_removeZoneDrawing(k, name) end end -- Optional messaging local stateStr = self._ZoneActive[k][name] and 'ACTIVATED' or 'DEACTIVATED' _logVerbose(string.format('Zone %s %s (%s)', tostring(name), stateStr, k)) if not silent then local msgKey = self._ZoneActive[k][name] and 'zone_activated' or 'zone_deactivated' _eventSend(self, nil, self.Side, msgKey, { kind = k, zone = name }) end end function CTLD:DrawZonesOnMap() local md = self.Config and self.Config.MapDraw or {} if not md.Enabled then return end -- Clear previous drawings before re-drawing self:ClearMapDrawings() local opts = { OutlineColor = md.OutlineColor, LineType = md.LineType, FontSize = md.FontSize, ReadOnly = (md.ReadOnly ~= false), LabelPrefix = md.LabelPrefix or 'Zone', LabelOffsetX = md.LabelOffsetX, LabelOffsetFromEdge = md.LabelOffsetFromEdge, LabelOffsetRatio = md.LabelOffsetRatio, ForAll = (md.ForAll == true), } if md.DrawPickupZones then for _,mz in ipairs(self.PickupZones or {}) do local name = mz:GetName() if self._ZoneActive.Pickup[name] ~= false then opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.Pickup) or md.LabelPrefix or 'Pickup Zone' opts.LineType = (md.LineTypes and md.LineTypes.Pickup) or md.LineType or 1 opts.FillColor = (md.FillColors and md.FillColors.Pickup) or nil self:_drawZoneCircleAndLabel('Pickup', mz, opts) end end end if md.DrawDropZones then for _,mz in ipairs(self.DropZones or {}) do local name = mz:GetName() if self._ZoneActive.Drop[name] ~= false then opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.Drop) or 'Drop Zone' opts.LineType = (md.LineTypes and md.LineTypes.Drop) or md.LineType or 1 opts.FillColor = (md.FillColors and md.FillColors.Drop) or nil self:_drawZoneCircleAndLabel('Drop', mz, opts) end end end if md.DrawFOBZones then for _,mz in ipairs(self.FOBZones or {}) do local name = mz:GetName() if self._ZoneActive.FOB[name] ~= false then opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.FOB) or 'FOB Zone' opts.LineType = (md.LineTypes and md.LineTypes.FOB) or md.LineType or 1 opts.FillColor = (md.FillColors and md.FillColors.FOB) or nil self:_drawZoneCircleAndLabel('FOB', mz, opts) end end end if md.DrawMASHZones then for _,mz in ipairs(self.MASHZones or {}) do local name = mz:GetName() if self._ZoneActive.MASH[name] ~= false then opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.MASH) or 'MASH' opts.LineType = (md.LineTypes and md.LineTypes.MASH) or md.LineType or 1 opts.FillColor = (md.FillColors and md.FillColors.MASH) or nil self:_drawZoneCircleAndLabel('MASH', mz, opts) end end if CTLD._mashZones then for mashId, data in pairs(CTLD._mashZones) do if data and data.side == self.Side and data.isMobile then local zoneName = data.displayName or mashId if self._ZoneActive.MASH[zoneName] ~= false then opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.MASH) or 'MASH' opts.LineType = (md.LineTypes and md.LineTypes.MASH) or md.LineType or 1 opts.FillColor = (md.FillColors and md.FillColors.MASH) or nil local zoneObj = data.zone if not (zoneObj and zoneObj.GetPointVec3 and zoneObj.GetRadius) then local pos = data.position or { x = 0, z = 0 } if ZONE_RADIUS and VECTOR2 then local v2 = (VECTOR2 and VECTOR2.New) and VECTOR2:New(pos.x, pos.z) or { x = pos.x, y = pos.z } zoneObj = ZONE_RADIUS:New(zoneName, v2, data.radius or 500) else -- Create zone that references data.position directly for live updates zoneObj = {} function zoneObj:GetName() return zoneName end function zoneObj:GetPointVec3() local currentPos = data.position or { x = 0, z = 0 } return { x = currentPos.x, y = 0, z = currentPos.z } end function zoneObj:GetRadius() return data.radius or 500 end end data.zone = zoneObj end if zoneObj then self:_drawZoneCircleAndLabel('MASH', zoneObj, opts) end end end end end end if md.DrawSalvageZones then for _,mz in ipairs(self.SalvageDropZones or {}) do local name = mz:GetName() if self._ZoneActive.SalvageDrop[name] ~= false then opts.LabelPrefix = (md.LabelPrefixes and md.LabelPrefixes.SalvageDrop) or 'Salvage Zone' opts.LineType = (md.LineTypes and md.LineTypes.SalvageDrop) or md.LineType or 1 opts.FillColor = (md.FillColors and md.FillColors.SalvageDrop) or self.Config.SlingLoadSalvage.ZoneColors.fill self:_drawZoneCircleAndLabel('SalvageDrop', mz, opts) end end end end -- Unit preference detection and unit-aware formatting local function _getPlayerIsMetric(unit) local ok, isMetric = pcall(function() local pname = unit and unit.GetPlayerName and unit:GetPlayerName() or nil if pname and CTLD and CTLD._playerUnitPrefs then local pref = CTLD._playerUnitPrefs[pname] if pref == 'metric' then return true end if pref == 'imperial' then return false end end if pname and type(SETTINGS) == 'table' and SETTINGS.Set then local ps = SETTINGS:Set(pname) if ps and ps.IsMetric then return ps:IsMetric() end end if _SETTINGS and _SETTINGS.IsMetric then return _SETTINGS:IsMetric() end return true end) return (ok and isMetric) and true or false end function CTLD:_SetGroupUnitPreference(group, mode) if not group or not group:IsAlive() then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then _msgGroup(group, 'No active player unit to bind preference.') return end local pname = unit.GetPlayerName and unit:GetPlayerName() or nil if not pname or pname == '' then _msgGroup(group, 'Unit preference requires a player-controlled slot.') return end if mode ~= 'metric' and mode ~= 'imperial' and mode ~= nil then _msgGroup(group, 'Invalid units selection requested.') return end self._playerUnitPrefs = self._playerUnitPrefs or {} if mode then self._playerUnitPrefs[pname] = mode else self._playerUnitPrefs[pname] = nil end local label if mode == 'metric' then label = 'metric (meters)' elseif mode == 'imperial' then label = 'imperial (nautical miles / feet)' else label = 'mission default' end _msgGroup(group, string.format('CTLD units preference set to %s for %s.', label, pname)) end function CTLD:_ShowGroupUnitPreference(group) if not group or not group:IsAlive() then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then _msgGroup(group, 'No active player unit to inspect preference.') return end local pname = unit.GetPlayerName and unit:GetPlayerName() or nil if not pname or pname == '' then _msgGroup(group, 'Unit preference requires a player-controlled slot.') return end local prefs = self._playerUnitPrefs or {} local explicit = prefs[pname] local effective = _getPlayerIsMetric(unit) and 'metric (meters)' or 'imperial (nautical miles / feet)' local source = explicit and 'CTLD preference' or 'mission default' if explicit == 'metric' then effective = 'metric (meters)' elseif explicit == 'imperial' then effective = 'imperial (nautical miles / feet)' end _msgGroup(group, string.format('%s units setting: %s (source: %s).', pname, effective, source)) end local function _round(n, prec) local m = 10^(prec or 0) return math.floor(n * m + 0.5) / m end local function _fmtDistance(meters, isMetric) if isMetric then local v = math.max(0, _round(meters, 0)) return v, 'm' else local ft = meters * 3.28084 -- snap to 5 ft increments for readability ft = math.max(0, math.floor((ft + 2.5) / 5) * 5) return ft, 'ft' end end local function _fmtRange(meters, isMetric) meters = math.max(0, meters or 0) if isMetric then if meters >= 1000 then local km = meters / 1000 local prec = (km >= 10) and 0 or 1 return _round(km, prec), 'km' end return _round(meters, 0), 'm' else local nm = meters / 1852 local prec = (nm >= 10) and 0 or 1 return _round(nm, prec), 'NM' end end local function _fmtSpeed(mps, isMetric) if isMetric then return _round(mps, 1), 'm/s' else local fps = mps * 3.28084 return math.max(0, math.floor(fps + 0.5)), 'ft/s' end end local function _fmtAGL(meters, isMetric) return _fmtDistance(meters, isMetric) end -- Coalition utility: return opposite side (BLUE<->RED); NEUTRAL returns RED by default local function _enemySide(side) if coalition and coalition.side then if side == coalition.side.BLUE then return coalition.side.RED end if side == coalition.side.RED then return coalition.side.BLUE end end return coalition.side.RED end -- Find nearest enemy-held base within radius; returns {point=vec3, name=string, dist=meters} function CTLD:_findNearestEnemyBase(point, radius) local enemy = _enemySide(self.Side) local ok, bases = pcall(function() if coalition and coalition.getAirbases then return coalition.getAirbases(enemy) end return {} end) if not ok or not bases then return nil end local best for _,ab in ipairs(bases) do local p = ab:getPoint() local dx = (p.x - point.x); local dz = (p.z - point.z) local d = math.sqrt(dx*dx + dz*dz) if d <= radius and ((not best) or d < best.dist) then best = { point = { x = p.x, z = p.z }, name = ab:getName() or 'Base', dist = d } end end return best end -- Find nearest enemy ground group centroid within radius; returns {point=vec3, group=GROUP|nil, dcsGroupName=string, dist=meters, type=string} function CTLD:_findNearestEnemyGround(point, radius) local enemy = _enemySide(self.Side) local best -- Use MOOSE SET_GROUP to enumerate enemy ground groups local set = SET_GROUP:New():FilterCoalitions(enemy):FilterCategories(Group.Category.GROUND):FilterActive(true):FilterStart() set:ForEachGroup(function(g) local alive = g:IsAlive() if alive then local c = g:GetCoordinate() if c then local v3 = c:GetVec3() local dx = (v3.x - point.x); local dz = (v3.z - point.z) local d = math.sqrt(dx*dx + dz*dz) if d <= radius and ((not best) or d < best.dist) then -- Try to infer a type label from first unit local ut = 'unit' local u1 = g:GetUnit(1) if u1 then ut = _getUnitType(u1) or ut end best = { point = { x = v3.x, z = v3.z }, group = g, dcsGroupName = g:GetName(), dist = d, type = ut } end end end end) return best end -- Order a ground group by name to move toward target point at a given speed (km/h). Uses MOOSE route when available. function CTLD:_orderGroundGroupToPointByName(groupName, targetPoint, speedKmh) if not groupName or not targetPoint then return end -- Pure-MOOSE movement: schedule a small delay so the dynamic group has -- time to be fully registered in the MOOSE database before we attempt -- to route it. DCS AI will handle targeting when enemies come into LOS; -- we only care about advancing toward the chosen objective area. local delay = 2 -- seconds local dest = { x = targetPoint.x, z = targetPoint.z } timer.scheduleFunction(function() local mg local ok = pcall(function() mg = GROUP:FindByName(groupName) end) if not (ok and mg and mg:IsAlive()) then _logError(string.format("ATTACK AI: Failed to find group '%s' for routing", groupName or 'nil')) return end _logDebug(string.format("ATTACK AI: Routing group '%s' to target (%.1f, %.1f) at %d km/h", groupName, dest.x, dest.z, speedKmh or 25)) local vec2 if VECTOR2 and VECTOR2.New then vec2 = VECTOR2:New(dest.x, dest.z) else vec2 = { x = dest.x, y = dest.z } end local success = pcall(function() -- Set ROE to allow engaging targets if mg.OptionROEOpenFire then mg:OptionROEOpenFire() _logDebug(string.format("ATTACK AI: Set ROE OpenFire for '%s'", groupName)) end -- Set alarm state to Auto (alert and ready) if mg.OptionAlarmStateAuto then mg:OptionAlarmStateAuto() _logDebug(string.format("ATTACK AI: Set AlarmState Auto for '%s'", groupName)) end -- Create a temporary zone at the target point for TaskRouteToZone -- This is the proven method used by DynamicGroundBattle plugin local targetCoord = COORDINATE:New(dest.x, 0, dest.z) local tempZone = ZONE_RADIUS:New("CTLD_TEMP_TARGET_" .. groupName, targetCoord:GetVec2(), 100) -- Use TaskRouteToZone with randomization (same as working DGB plugin) mg:TaskRouteToZone(tempZone, true) _logDebug(string.format("ATTACK AI: TaskRouteToZone issued for '%s' to (%.1f, %.1f)", groupName, dest.x, dest.z)) end) if not success then _logError(string.format("ATTACK AI: Failed to issue route commands for group '%s'", groupName)) end end, {}, timer.getTime() + delay) end -- Assign attack behavior to a newly spawned ground group by name function CTLD:_assignAttackBehavior(groupName, originPoint, isVehicle) if not (self.Config.AttackAI and self.Config.AttackAI.Enabled) then _logDebug(string.format("ATTACK AI: Disabled or not configured for group '%s'", groupName or 'nil')) return end _logDebug(string.format("ATTACK AI: Assigning attack behavior to group '%s' (%s)", groupName or 'nil', isVehicle and 'vehicle' or 'troops')) local radius = isVehicle and (self.Config.AttackAI.VehicleSearchRadius or 5000) or (self.Config.AttackAI.TroopSearchRadius or 3000) local prioBase = (self.Config.AttackAI.PrioritizeEnemyBases ~= false) local speed = isVehicle and (self.Config.AttackAI.VehicleAdvanceSpeedKmh or 35) or (self.Config.AttackAI.TroopAdvanceSpeedKmh or 20) local player = 'Player' _logDebug(string.format("ATTACK AI: Search radius=%.0fm, prioritizeBase=%s, speed=%d km/h", radius, tostring(prioBase), speed)) -- Try to infer last requesting player from crate/troop context is complex; caller should pass announcements separately when needed. -- Target selection -- SmartTargeting: always use omniscient nearest-target logic within radius, ignoring LOS. -- We still optionally prioritize bases, but we no longer allow LOS/detection quirks to -- prevent movement when enemies truly exist in the search area. local target local pickedBase local smart = (self.Config.AttackAI and self.Config.AttackAI.SmartTargeting ~= false) if prioBase then local base = self:_findNearestEnemyBase(originPoint, radius) if base then target = { point = base.point, name = base.name, kind = 'base', dist = base.dist } pickedBase = base _logDebug(string.format("ATTACK AI: Found enemy base '%s' at %.0fm", base.name, base.dist)) end end if not target then -- Primary omniscient search: nearest enemy ground group within radius. local eg = self:_findNearestEnemyGround(originPoint, radius) if eg then target = { point = eg.point, name = eg.dcsGroupName, kind = 'enemy', dist = eg.dist, etype = eg.type } _logDebug(string.format("ATTACK AI: Found enemy ground '%s' (%s) at %.0fm", eg.dcsGroupName, eg.type or 'unknown', eg.dist)) end end if not target then _logDebug(string.format("ATTACK AI: No targets found within %.0fm for group '%s'", radius, groupName)) end -- If SmartTargeting is disabled, simply honor the first hit (base or ground) and allow -- the caller to fall back to defend when target is nil. -- When SmartTargeting is enabled (default), we *only* fall back to defend when there are -- truly no valid enemy bases or ground groups inside the configured radius. -- (The actual omniscient search is already implemented in _findNearestEnemyBase/_findNearestEnemyGround.) -- Order movement if we have a target if target then self:_orderGroundGroupToPointByName(groupName, target.point, speed) end return target -- caller will handle announcement end local function _bearingDeg(from, to) local dx = (to.x - from.x) local dz = (to.z - from.z) -- Use math.atan2 for LuaJIT/Lua 5.1 (DCS environment), fallback to math.atan for Lua 5.4+ local atan2 = math.atan2 or function(y, x) return math.atan(y, x) end local ang = atan2(dx, dz) * (180 / math.pi) -- 0=N, +CW if ang < 0 then ang = ang + 360 end return math.floor(ang + 0.5) end -- Normalize MOOSE/DCS heading to both radians and degrees consistently. -- Some environments may yield degrees; others radians. This returns (rad, deg). local function _headingRadDeg(unit) local h = (unit and unit.GetHeading and unit:GetHeading()) or 0 local hrad, hdeg if h and h > (2*math.pi + 0.1) then -- Looks like degrees hdeg = h % 360 hrad = math.rad(hdeg) else -- Radians (normalize into [0, 2pi)) hrad = (h or 0) % (2*math.pi) hdeg = math.deg(hrad) end return hrad, hdeg end local function _projectToBodyFrame(dx, dz, hdg) -- world (east=X=dx, north=Z=dz) to body frame (fwd/right) local fwd = dx * math.sin(hdg) + dz * math.cos(hdg) local right = dx * math.cos(hdg) - dz * math.sin(hdg) return right, fwd end local function _playerNameFromGroup(group) if not group then return 'Player' end local unit = group:GetUnit(1) local pname = unit and unit.GetPlayerName and unit:GetPlayerName() if pname and pname ~= '' then return pname end return group:GetName() or 'Player' end local function _coachSend(self, group, unitName, key, data, isCoach) local cfg = CTLD.HoverCoachConfig or {} if cfg.enabled and (not self.HoverSched) then if self._startHoverScheduler then self:_startHoverScheduler() end end local now = timer.getTime() CTLD._coachState[unitName] = CTLD._coachState[unitName] or { lastKeyTimes = {} } local st = CTLD._coachState[unitName] local last = st.lastKeyTimes[key] or 0 local minGap = isCoach and ((cfg.throttle and cfg.throttle.coachUpdate) or 1.5) or ((cfg.throttle and cfg.throttle.generic) or 3.0) local repeatGap = (cfg.throttle and cfg.throttle.repeatSame) or (minGap * 2) if last > 0 and (now - last) < minGap then return end -- prevent repeat spam of identical key too fast (only after first send) if last > 0 and (now - last) < repeatGap then return end local tpl = CTLD.Messages and CTLD.Messages[key] if not tpl then return end local text = _fmtTemplate(tpl, data) if text and text ~= '' then _msgGroup(group, text) st.lastKeyTimes[key] = now end end local _groundLoadFallbacks = { Start = "Ground crew on it—{count} crate(s) ready in {seconds}s.", Progress = "Loading steady—{remaining}s to go.", Complete = "Ground load complete—{count} crate(s) secure.", } local function _prepareGroundLoadMessage(self, category, data) data = data or {} local comms = self.GroundLoadComms or {} local pool = comms and comms[category] local tpl if pool and #pool > 0 then tpl = pool[math.random(#pool)] else tpl = _groundLoadFallbacks[category] end data.ground_line = _fmtTemplate(tpl or '', data) return data end local function _eventSend(self, group, side, key, data) local now = timer.getTime() local scopeKey if group then scopeKey = 'GRP:'..group:GetName() else scopeKey = 'COAL:'..tostring(side or self.Side) end CTLD._msgState[scopeKey] = CTLD._msgState[scopeKey] or { lastKeyTimes = {} } local st = CTLD._msgState[scopeKey] local last = st.lastKeyTimes[key] or 0 local cfg = CTLD.HoverCoachConfig local minGap = (cfg and cfg.throttle and cfg.throttle.generic) or 3.0 local repeatGap = (cfg and cfg.throttle and cfg.throttle.repeatSame) or (minGap * 2) if last > 0 and (now - last) < minGap then return end if last > 0 and (now - last) < repeatGap then return end local tpl = CTLD.Messages and CTLD.Messages[key] if not tpl then return end local text = _fmtTemplate(tpl, data) if not text or text == '' then return end if group then _msgGroup(group, text) else _msgCoalition(side or self.Side, text) end st.lastKeyTimes[key] = now end -- Format helpers for menu labels and recipe info function CTLD:_recipeTotalCrates(def) if not def then return 1 end if type(def.requires) == 'table' then local n = 0 for _,qty in pairs(def.requires) do n = n + (qty or 0) end return math.max(1, n) end return math.max(1, def.required or 1) end function CTLD:_friendlyNameForKey(key) local d = self.Config and self.Config.CrateCatalog and self.Config.CrateCatalog[key] if not d then return tostring(key) end return (d.menu or d.description or key) end function CTLD:_formatMenuLabelWithCrates(key, def) local base = (def and (def.menu or def.description)) or key local total = self:_recipeTotalCrates(def) local suffix = (total == 1) and '1 crate' or (tostring(total)..' crates') -- Optionally append stock for UX; uses nearest pickup zone dynamically if self.Config.Inventory and self.Config.Inventory.ShowStockInMenu then local group = nil -- Try to find any active group menu owner to infer nearest zone; if none, skip hint for gname,_ in pairs(self.MenusByGroup or {}) do group = GROUP:FindByName(gname); if group then break end end if group and group:IsAlive() then local unit = group:GetUnit(1) if unit and unit:IsAlive() then local zone, dist = _nearestZonePoint(unit, self.Config.Zones and self.Config.Zones.PickupZones or {}) if zone and dist and dist <= (self.Config.PickupZoneMaxDistance or 10000) then local zname = zone:GetName() -- For composite recipes, show bundle availability based on component stock; otherwise show per-key stock if def and type(def.requires) == 'table' then local stockTbl = CTLD._stockByZone[zname] or {} local bundles = math.huge for reqKey, qty in pairs(def.requires) do local have = tonumber(stockTbl[reqKey] or 0) or 0 local need = tonumber(qty or 0) or 0 if need > 0 then bundles = math.min(bundles, math.floor(have / need)) end end if bundles == math.huge then bundles = 0 end return string.format('%s (%s) [%s: %d bundle%s]', base, suffix, zname, bundles, (bundles==1 and '' or 's')) else local stock = (CTLD._stockByZone[zname] and CTLD._stockByZone[zname][key]) or 0 return string.format('%s (%s) [%s: %d]', base, suffix, zname, stock) end end end end end return string.format('%s (%s)', base, suffix) end function CTLD:_formatRecipeInfo(key, def) local lines = {} local title = self:_friendlyNameForKey(key) table.insert(lines, string.format('%s', title)) if def and def.isFOB then table.insert(lines, '(FOB recipe)') end if def and type(def.requires) == 'table' then local total = self:_recipeTotalCrates(def) table.insert(lines, string.format('Requires: %d crate(s) total', total)) table.insert(lines, 'Breakdown:') -- stable order local items = {} for k,qty in pairs(def.requires) do table.insert(items, {k=k, q=qty}) end table.sort(items, function(a,b) return tostring(a.k) < tostring(b.k) end) for _,it in ipairs(items) do local fname = self:_friendlyNameForKey(it.k) table.insert(lines, string.format('- %dx %s', it.q or 1, fname)) end else local n = self:_recipeTotalCrates(def) table.insert(lines, string.format('Requires: %d crate(s)', n)) end if def and def.dcsCargoType then table.insert(lines, string.format('Cargo type: %s', tostring(def.dcsCargoType))) end return table.concat(lines, '\n') end -- Determine an approximate radius for a ZONE. Tries MOOSE radius, then trigger zone radius, then configured radius. function CTLD:_getZoneRadius(zone) if zone and zone.Radius then return zone.Radius end local name = zone and zone.GetName and zone:GetName() or nil if name and trigger and trigger.misc and trigger.misc.getZone then local z = trigger.misc.getZone(name) if z and z.radius then return z.radius end end if name and self._ZoneDefs and self._ZoneDefs.FOBZones and self._ZoneDefs.FOBZones[name] then local d = self._ZoneDefs.FOBZones[name] if d and d.radius then return d.radius end end return 150 end -- Check if a 2D point (x,z) lies within any FOB zone; returns (bool, zone) function CTLD:IsPointInFOBZones(point) for _,z in ipairs(self.FOBZones or {}) do local pz = z:GetPointVec3() local r = self:_getZoneRadius(z) local dx = (pz.x - point.x) local dz = (pz.z - point.z) if (dx*dx + dz*dz) <= (r*r) then return true, z end end return false, nil end --#endregion Utilities -- ========================= -- Construction -- ========================= --#region Construction function CTLD:New(cfg) local o = setmetatable({}, self) o.Config = DeepCopy(CTLD.Config) if cfg then o.Config = DeepMerge(o.Config, cfg) end -- Debug: check if MASH zones survived the merge _logDebug('After config merge:') _logDebug(' o.Config.Zones exists: '..tostring(o.Config.Zones ~= nil)) if o.Config.Zones then _logDebug(' o.Config.Zones.MASHZones exists: '..tostring(o.Config.Zones.MASHZones ~= nil)) if o.Config.Zones.MASHZones then _logDebug(' o.Config.Zones.MASHZones count: '..tostring(#o.Config.Zones.MASHZones)) end end o.Side = o.Config.CoalitionSide o.CountryId = o.Config.CountryId or _defaultCountryForSide(o.Side) o.Config.CountryId = o.CountryId o.MenuRoots = {} o.MenusByGroup = {} o._DynamicSalvageZones = {} o._DynamicSalvageQueue = {} o._jtacRegistry = {} -- Ground auto-load state tracking CTLD._groundLoadState = CTLD._groundLoadState or {} CTLD._groundLoadTimers = CTLD._groundLoadTimers or {} -- If caller disabled builtin catalog, clear it before merging any globals if o.Config.UseBuiltinCatalog == false then o.Config.CrateCatalog = {} end -- If a global catalog was loaded earlier (via DO SCRIPT FILE), merge it automatically -- Supported globals: _CTLD_EXTRACTED_CATALOG (our extractor), CTLD_CATALOG, MOOSE_CTLD_CATALOG do local globalsToCheck = { '_CTLD_EXTRACTED_CATALOG', 'CTLD_CATALOG', 'MOOSE_CTLD_CATALOG' } for _,gn in ipairs(globalsToCheck) do local t = rawget(_G, gn) if type(t) == 'table' then o:MergeCatalog(t) _logInfo('Merged crate catalog from global '..gn) end end end -- Load troop types from catalog if available do local troopTypes = rawget(_G, '_CTLD_TROOP_TYPES') if type(troopTypes) == 'table' and next(troopTypes) then o.Config.Troops.TroopTypes = troopTypes _logInfo('Loaded troop types from _CTLD_TROOP_TYPES') else -- Fallback: catalog not loaded, warn user and provide minimal defaults _logError('WARNING: _CTLD_TROOP_TYPES not found. Catalog may not be loaded. Using minimal troop fallbacks.') _logError('Please ensure catalog file is loaded via DO SCRIPT FILE *before* creating CTLD instances.') -- Minimal fallback troop types to prevent spawning wrong units o.Config.Troops.TroopTypes = { AS = { label = 'Assault Squad', size = 8, unitsBlue = { 'Soldier M4' }, unitsRed = { 'Infantry AK' }, units = { 'Infantry AK' } }, AA = { label = 'MANPADS Team', size = 4, unitsBlue = { 'Soldier stinger' }, unitsRed = { 'SA-18 Igla-S manpad' }, units = { 'Infantry AK' } }, AT = { label = 'AT Team', size = 4, unitsBlue = { 'Soldier M136' }, unitsRed = { 'Soldier RPG' }, units = { 'Infantry AK' } }, AR = { label = 'Mortar Team', size = 4, unitsBlue = { '2B11 mortar' }, unitsRed = { '2B11 mortar' }, units = { '2B11 mortar' } }, } end end -- Run unit type validation after catalogs/troop types load so issues surface early o:_validateCatalogUnitTypes() o:InitZones() -- Validate configured zones and warn if missing o:ValidateZones() -- Optional: draw configured zones on the F10 map if o.Config.MapDraw and o.Config.MapDraw.Enabled then -- Defer a tiny bit to ensure mission environment is fully up timer.scheduleFunction(function() pcall(function() o:DrawZonesOnMap() end) end, {}, timer.getTime() + 1) end -- Optional: bind zone activation to mission flags (merge from config table and per-zone flag fields) do local merged = {} -- Collect from explicit bindings (backward compatible) if o.Config.ZoneEventBindings then for _,b in ipairs(o.Config.ZoneEventBindings) do table.insert(merged, b) end end -- Collect from per-zone entries (preferred) local function pushFromZones(kind, list) for _,z in ipairs(list or {}) do if z and z.name and z.flag then table.insert(merged, { kind = kind, name = z.name, flag = z.flag, activeWhen = z.activeWhen or 1 }) end end end pushFromZones('Pickup', o.Config.Zones and o.Config.Zones.PickupZones) pushFromZones('Drop', o.Config.Zones and o.Config.Zones.DropZones) pushFromZones('FOB', o.Config.Zones and o.Config.Zones.FOBZones) pushFromZones('MASH', o.Config.Zones and o.Config.Zones.MASHZones) pushFromZones('SalvageDrop', o.Config.Zones and o.Config.Zones.SalvageDropZones) o._BindingsMerged = merged if o._BindingsMerged and #o._BindingsMerged > 0 then o._ZoneFlagState = {} o._ZoneFlagsPrimed = false o.ZoneFlagSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() if not o._ZoneFlagsPrimed then -- Prime states on first run without spamming messages for _,b in ipairs(o._BindingsMerged) do if b and b.flag and b.kind and b.name then local val = (trigger and trigger.misc and trigger.misc.getUserFlag) and trigger.misc.getUserFlag(b.flag) or 0 local activeWhen = (b.activeWhen ~= nil) and b.activeWhen or 1 local shouldBeActive = (val == activeWhen) local key = tostring(b.kind)..'|'..tostring(b.name) o._ZoneFlagState[key] = shouldBeActive o:SetZoneActive(b.kind, b.name, shouldBeActive, true) end end o._ZoneFlagsPrimed = true return end -- Subsequent runs: announce changes for _,b in ipairs(o._BindingsMerged) do if b and b.flag and b.kind and b.name then local val = (trigger and trigger.misc and trigger.misc.getUserFlag) and trigger.misc.getUserFlag(b.flag) or 0 local activeWhen = (b.activeWhen ~= nil) and b.activeWhen or 1 local shouldBeActive = (val == activeWhen) local key = tostring(b.kind)..'|'..tostring(b.name) if o._ZoneFlagState[key] ~= shouldBeActive then o._ZoneFlagState[key] = shouldBeActive o:SetZoneActive(b.kind, b.name, shouldBeActive, false) end end end end) if not ok then _logError('ZoneFlagSched error: '..tostring(err)) end end, {}, 1, 1) end end o:InitMenus() -- Initialize inventory for configured pickup zones (seed from catalog initialStock) if o.Config.Inventory and o.Config.Inventory.Enabled then pcall(function() o:InitInventory() end) end -- Initialize MEDEVAC system if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then pcall(function() o:InitMEDEVAC() end) end -- Initialize FARP system if CTLD.FARPConfig and CTLD.FARPConfig.Enabled then pcall(function() o:InitFARP() end) end -- Initialize manual salvage crates (scan mission editor for pre-placed cargo) if o.Config.SlingLoadSalvage and o.Config.SlingLoadSalvage.Enabled and o.Config.SlingLoadSalvage.EnableManualCrates then pcall(function() o:ScanAndRegisterManualSalvageCrates() end) end -- Periodic cleanup for crates o.Sched = SCHEDULER:New(nil, function() local ok, err = pcall(function() o:CleanupCrates() end) if not ok then _logError('CleanupCrates scheduler error: '..tostring(err)) end collectgarbage('step', 200) -- GC after cleanup end, {}, 60, 60) -- Periodic cleanup for deployed troops (remove dead/missing groups) o.TroopCleanupSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() o:CleanupDeployedTroops() end) if not ok then _logError('CleanupDeployedTroops scheduler error: '..tostring(err)) end collectgarbage('step', 200) -- GC after cleanup end, {}, 30, 30) -- Periodic comprehensive state maintenance (prune orphaned entries) o.StateMaintSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() o:PruneOrphanedState() end) if not ok then _logError('PruneOrphanedState scheduler error: '..tostring(err)) end collectgarbage('step', 300) -- GC after state pruning end, {}, 120, 120) -- Run every 2 minutes -- Optional: auto-build FOBs inside FOB zones when crates present if o.Config.AutoBuildFOBInZones then o.AutoFOBSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() o:AutoBuildFOBCheck() end) if not ok then _logError('AutoBuildFOBCheck scheduler error: '..tostring(err)) end end, {}, 10, 10) -- check every 10 seconds (tunable) end -- Optional: hover pickup scanner local coachCfg = CTLD.HoverCoachConfig or {} if coachCfg.enabled then o.HoverSched = nil o:_startHoverScheduler() end -- Optional: ground auto-load scanner local groundCfg = CTLD.GroundAutoLoadConfig or {} if groundCfg.Enabled then o.GroundLoadSched = nil o:_startGroundLoadScheduler() end -- MEDEVAC auto-pickup and auto-unload scheduler if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then local checkInterval = (CTLD.MEDEVAC.AutoPickup and CTLD.MEDEVAC.AutoPickup.CheckInterval) or 3 o.MEDEVACSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() o:ScanMEDEVACAutoActions() end) if not ok then _logError('MEDEVAC auto-actions scheduler error: '..tostring(err)) end end, {}, checkInterval, checkInterval) end if o.Config.JTAC and o.Config.JTAC.Enabled then local jtacInterval = 5 if o.Config.JTAC.AutoLase then local refresh = tonumber(o.Config.JTAC.AutoLase.RefreshSeconds) or 15 local idle = tonumber(o.Config.JTAC.AutoLase.IdleRescanSeconds) or 30 jtacInterval = math.max(2, math.min(refresh, idle, 10)) end o.JTACSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() o:_tickJTACs() end) if not ok then _logError('JTAC tick scheduler error: '..tostring(err)) end end, {}, jtacInterval, jtacInterval) _logInfo(string.format('JTAC init: Enabled=TRUE AutoLase=%s SearchRadius=%s Refresh=%s IdleRescan=%s LockType=%s Verbose=%s Interval=%.1f', tostring(o.Config.JTAC.AutoLase and o.Config.JTAC.AutoLase.Enabled ~= false), tostring(o.Config.JTAC.AutoLase and o.Config.JTAC.AutoLase.SearchRadius), tostring(o.Config.JTAC.AutoLase and o.Config.JTAC.AutoLase.RefreshSeconds), tostring(o.Config.JTAC.AutoLase and o.Config.JTAC.AutoLase.IdleRescanSeconds), tostring(o.Config.JTAC.LockType), tostring(o.Config.JTAC.Verbose), jtacInterval)) end table.insert(CTLD._instances, o) o:_ensureBackgroundTasks() local versionLabel = CTLD.Version or 'unknown' _msgCoalition(o.Side, string.format('CTLD %s initialized for coalition', versionLabel)) return o end function CTLD:InitZones() self.PickupZones = {} self.DropZones = {} self.FOBZones = {} self.MASHZones = {} self.SalvageDropZones = {} self._ZoneDefs = { PickupZones = {}, DropZones = {}, FOBZones = {}, MASHZones = {}, SalvageDropZones = {} } self._ZoneActive = { Pickup = {}, Drop = {}, FOB = {}, MASH = {}, SalvageDrop = {} } for _,z in ipairs(self.Config.Zones.PickupZones or {}) do local mz = _findZone(z) if mz then table.insert(self.PickupZones, mz) local name = mz:GetName() self._ZoneDefs.PickupZones[name] = z if self._ZoneActive.Pickup[name] == nil then self._ZoneActive.Pickup[name] = (z.active ~= false) end end end for _,z in ipairs(self.Config.Zones.DropZones or {}) do local mz = _findZone(z) if mz then table.insert(self.DropZones, mz) local name = mz:GetName() self._ZoneDefs.DropZones[name] = z if self._ZoneActive.Drop[name] == nil then self._ZoneActive.Drop[name] = (z.active ~= false) end end end for _,z in ipairs(self.Config.Zones.FOBZones or {}) do local mz = _findZone(z) if mz then table.insert(self.FOBZones, mz) local name = mz:GetName() self._ZoneDefs.FOBZones[name] = z if self._ZoneActive.FOB[name] == nil then self._ZoneActive.FOB[name] = (z.active ~= false) end end end for _,z in ipairs(self.Config.Zones.MASHZones or {}) do local mz = _findZone(z) if mz then table.insert(self.MASHZones, mz) local name = mz:GetName() self._ZoneDefs.MASHZones[name] = z if self._ZoneActive.MASH[name] == nil then self._ZoneActive.MASH[name] = (z.active ~= false) end end end for _,z in ipairs(self.Config.Zones.SalvageDropZones or {}) do local mz = _findZone(z) if mz then table.insert(self.SalvageDropZones, mz) local name = mz:GetName() if z and z.side == nil then z.side = self.Side end self._ZoneDefs.SalvageDropZones[name] = z if self._ZoneActive.SalvageDrop[name] == nil then self._ZoneActive.SalvageDrop[name] = (z.active ~= false) end end end end -- Validate configured zone names exist in the mission; warn coalition if any are missing. function CTLD:ValidateZones() local function zoneExistsByName(name) if not name or name == '' then return false end if trigger and trigger.misc and trigger.misc.getZone then local z = trigger.misc.getZone(name) if z then return true end end if ZONE and ZONE.FindByName then local mz = ZONE:FindByName(name) if mz then return true end end return false end local function sideToStr(s) if coalition and coalition.side then if s == coalition.side.BLUE then return 'BLUE' end if s == coalition.side.RED then return 'RED' end if s == coalition.side.NEUTRAL then return 'NEUTRAL' end end return tostring(s) end local function join(t) local s = '' for i,name in ipairs(t) do s = s .. (i>1 and ', ' or '') .. tostring(name) end return s end local missing = { Pickup = {}, Drop = {}, FOB = {}, MASH = {}, SalvageDrop = {} } local found = { Pickup = {}, Drop = {}, FOB = {}, MASH = {}, SalvageDrop = {} } local coords = { Pickup = 0, Drop = 0, FOB = 0, MASH = 0, SalvageDrop = 0 } for _,z in ipairs(self.Config.Zones.PickupZones or {}) do if z.name then if zoneExistsByName(z.name) then table.insert(found.Pickup, z.name) else table.insert(missing.Pickup, z.name) end elseif z.coord then coords.Pickup = coords.Pickup + 1 end end for _,z in ipairs(self.Config.Zones.DropZones or {}) do if z.name then if zoneExistsByName(z.name) then table.insert(found.Drop, z.name) else table.insert(missing.Drop, z.name) end elseif z.coord then coords.Drop = coords.Drop + 1 end end for _,z in ipairs(self.Config.Zones.FOBZones or {}) do if z.name then if zoneExistsByName(z.name) then table.insert(found.FOB, z.name) else table.insert(missing.FOB, z.name) end elseif z.coord then coords.FOB = coords.FOB + 1 end end for _,z in ipairs(self.Config.Zones.MASHZones or {}) do if z.name then if zoneExistsByName(z.name) then table.insert(found.MASH, z.name) else table.insert(missing.MASH, z.name) end elseif z.coord then coords.MASH = coords.MASH + 1 end end for _,z in ipairs(self.Config.Zones.SalvageDropZones or {}) do if z.name then if zoneExistsByName(z.name) then table.insert(found.SalvageDrop, z.name) else table.insert(missing.SalvageDrop, z.name) end elseif z.coord then coords.SalvageDrop = coords.SalvageDrop + 1 end end -- Log a concise summary to dcs.log local sideStr = sideToStr(self.Side) _logVerbose(string.format('[ZoneValidation][%s] Pickup: configured=%d (named=%d, coord=%d) found=%d missing=%d', sideStr, #(self.Config.Zones.PickupZones or {}), #found.Pickup + #missing.Pickup, coords.Pickup, #found.Pickup, #missing.Pickup)) _logVerbose(string.format('[ZoneValidation][%s] Drop : configured=%d (named=%d, coord=%d) found=%d missing=%d', sideStr, #(self.Config.Zones.DropZones or {}), #found.Drop + #missing.Drop, coords.Drop, #found.Drop, #missing.Drop)) _logVerbose(string.format('[ZoneValidation][%s] FOB : configured=%d (named=%d, coord=%d) found=%d missing=%d', sideStr, #(self.Config.Zones.FOBZones or {}), #found.FOB + #missing.FOB, coords.FOB, #found.FOB, #missing.FOB)) _logVerbose(string.format('[ZoneValidation][%s] MASH : configured=%d (named=%d, coord=%d) found=%d missing=%d', sideStr, #(self.Config.Zones.MASHZones or {}), #found.MASH + #missing.MASH, coords.MASH, #found.MASH, #missing.MASH)) _logVerbose(string.format('[ZoneValidation][%s] Salvage: configured=%d (named=%d, coord=%d) found=%d missing=%d', sideStr, #(self.Config.Zones.SalvageDropZones or {}), #found.SalvageDrop + #missing.SalvageDrop, coords.SalvageDrop, #found.SalvageDrop, #missing.SalvageDrop)) local anyMissing = (#missing.Pickup > 0) or (#missing.Drop > 0) or (#missing.FOB > 0) or (#missing.MASH > 0) or (#missing.SalvageDrop > 0) if anyMissing then if #missing.Pickup > 0 then local msg = 'CTLD config warning: Missing Pickup Zones: '..join(missing.Pickup) _msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg) end if #missing.Drop > 0 then local msg = 'CTLD config warning: Missing Drop Zones: '..join(missing.Drop) _msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg) end if #missing.FOB > 0 then local msg = 'CTLD config warning: Missing FOB Zones: '..join(missing.FOB) _msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg) end if #missing.MASH > 0 then local msg = 'CTLD config warning: Missing MASH Zones: '..join(missing.MASH) _msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg) end if #missing.SalvageDrop > 0 then local msg = 'CTLD config warning: Missing Salvage Drop Zones: '..join(missing.SalvageDrop) _msgCoalition(self.Side, msg); _logError('[ZoneValidation]['..sideStr..'] '..msg) end else _logVerbose(string.format('[ZoneValidation][%s] All configured zone names resolved successfully.', sideStr)) end self._MissingZones = missing end --#endregion Construction -- ========================= -- Menus -- ========================= --#region Menus function CTLD:InitMenus() if self.Config.UseGroupMenus then -- Create placeholder menu at mission start to reserve F10 position if requested if self.Config.CreateMenuAtMissionStart then -- Create a coalition-level placeholder that will be replaced by per-group menus on birth self.PlaceholderMenu = MENU_COALITION:New(self.Side, self.Config.RootMenuName or 'CTLD') MENU_COALITION_COMMAND:New(self.Side, 'Spawn in an aircraft to see options', self.PlaceholderMenu, function() _msgCoalition(self.Side, 'CTLD menus will appear when you spawn in a transport aircraft.') end) end self:WireBirthHandler() -- No coalition-level root when using per-group menus; Admin/Help is nested under each group's CTLD menu else self.MenuRoot = MENU_COALITION:New(self.Side, self.Config.RootMenuName or 'CTLD') self:BuildCoalitionMenus(self.MenuRoot) self:InitCoalitionAdminMenu() end end function CTLD:WireBirthHandler() local handler = EVENTHANDLER:New() handler:HandleEvent(EVENTS.Birth) handler:HandleEvent(EVENTS.Dead) handler:HandleEvent(EVENTS.Crash) handler:HandleEvent(EVENTS.PilotDead) handler:HandleEvent(EVENTS.Ejection) handler:HandleEvent(EVENTS.PlayerLeaveUnit) local selfref = self local function hasTrackedState(gname) if not gname then return false end if selfref.MenusByGroup and selfref.MenusByGroup[gname] then return true end local tbls = { CTLD._inStockMenus, CTLD._loadedCrates, CTLD._troopsLoaded, CTLD._loadedTroopTypes, CTLD._deployedTroops, CTLD._buildConfirm, CTLD._buildCooldown, CTLD._coachOverride, CTLD._medevacUnloadStates, CTLD._medevacLoadStates, CTLD._medevacEnrouteStates, } for _, tbl in ipairs(tbls) do if tbl and tbl[gname] then return true end end if CTLD._msgState and CTLD._msgState['GRP:'..gname] then return true end return false end local function teardownIfGroupInactive(eventData, reason) if not eventData then return end local unit = eventData.IniUnit local group = eventData.IniGroup or (unit and unit.GetGroup and unit:GetGroup()) or nil if not group or not group.GetName then return end if group.GetCoalition and group:GetCoalition() ~= selfref.Side then return end local gname = group:GetName() if not gname or gname == '' then return end if not hasTrackedState(gname) then return end local allowed = selfref.Config and selfref.Config.AllowedAircraft or {} if _groupHasAliveTransport(group, allowed) then return end selfref:_cleanupTransportGroup(group, gname) if reason then _logDebug(string.format('[MenuCleanup] Group %s removed due to %s', gname, reason)) end end local function scheduleDeferredCleanup(group) if not (group and group.GetName) then return end local gname = group:GetName() if not gname or gname == '' then return end if not hasTrackedState(gname) then return end if not (timer and timer.scheduleFunction) then return end timer.scheduleFunction(function(arg) local name = arg and arg.groupName or nil if not name then return nil end if not selfref then return nil end local grp = GROUP and GROUP:FindByName(name) or nil local allowed = selfref.Config and selfref.Config.AllowedAircraft or {} if grp and _groupHasAliveTransport(grp, allowed) then return nil end selfref:_cleanupTransportGroup(grp, name) _logDebug(string.format('[MenuCleanup] Group %s cleaned up after player left', name)) return nil end, { groupName = gname }, timer.getTime() + 3) end function handler:OnEventBirth(eventData) local unit = eventData.IniUnit if not unit or not unit:IsAlive() then return end if unit:GetCoalition() ~= selfref.Side then return end local typ = _getUnitType(unit) if not _isIn(selfref.Config.AllowedAircraft, typ) then return end local grp = unit:GetGroup() if not grp then return end local gname = grp:GetName() if selfref.MenusByGroup[gname] then return end selfref.MenusByGroup[gname] = selfref:BuildGroupMenus(grp) _msgGroup(grp, 'CTLD menu available (F10)') end function handler:OnEventDead(eventData) teardownIfGroupInactive(eventData, 'Dead') end function handler:OnEventCrash(eventData) teardownIfGroupInactive(eventData, 'Crash') end function handler:OnEventPilotDead(eventData) teardownIfGroupInactive(eventData, 'PilotDead') end function handler:OnEventEjection(eventData) teardownIfGroupInactive(eventData, 'Ejection') end function handler:OnEventPlayerLeaveUnit(eventData) local unit = eventData and eventData.IniUnit if not unit then return end if unit.GetCoalition and unit:GetCoalition() ~= selfref.Side then return end local group = unit.GetGroup and unit:GetGroup() or nil if not group then return end scheduleDeferredCleanup(group) end self.BirthHandler = handler end function CTLD:BuildGroupMenus(group) local root = MENU_GROUP:New(group, self.Config.RootMenuName or 'CTLD') -- Safe menu command helper: wraps callbacks to prevent silent errors local function CMD(title, parent, cb) return MENU_GROUP_COMMAND:New(group, title, parent, function() local ok, err = pcall(cb) if not ok then _logError('Menu error: '..tostring(err)) MESSAGE:New('CTLD menu error: '..tostring(err), 8):ToGroup(group) end end) end -- Initialize per-player coach preference from default local gname = group:GetName() CTLD._coachOverride = CTLD._coachOverride or {} if CTLD._coachOverride[gname] == nil then local coachCfg = CTLD.HoverCoachConfig or {} CTLD._coachOverride[gname] = coachCfg.coachOnByDefault end -- Top-level roots per requested structure local opsRoot = MENU_GROUP:New(group, 'Operations', root) local logRoot = MENU_GROUP:New(group, 'Logistics', root) local toolsRoot = MENU_GROUP:New(group, 'Field Tools', root) local navRoot = MENU_GROUP:New(group, 'Navigation', root) local adminRoot = MENU_GROUP:New(group, 'Admin/Help', root) local prefsMenu = MENU_GROUP:New(group, 'Preferences', adminRoot) CMD('Use Metric Units', prefsMenu, function() self:_SetGroupUnitPreference(group, 'metric') end) CMD('Use Imperial Units', prefsMenu, function() self:_SetGroupUnitPreference(group, 'imperial') end) CMD('Use Mission Default Units', prefsMenu, function() self:_SetGroupUnitPreference(group, nil) end) CMD('Show My Units Setting', prefsMenu, function() self:_ShowGroupUnitPreference(group) end) -- Admin/Help -> Player Guides (moved to top of Admin/Help) local help = MENU_GROUP:New(group, 'Player Guides', adminRoot) MENU_GROUP_COMMAND:New(group, 'CTLD Basics (2-minute tour)', help, function() local lines = {} table.insert(lines, 'CTLD Basics - 2 minute tour') table.insert(lines, '') table.insert(lines, 'Loop: Request -> Deliver -> Build -> Fight') table.insert(lines, '- Request crates at an ACTIVE Supply Zone (Pickup).') table.insert(lines, '- Deliver crates to the build point (within Build Radius).') table.insert(lines, '- Build units or sites with "Build Here" (confirm + cooldown).') table.insert(lines, '- Optional: set Attack or Defend behavior when building.') table.insert(lines, '') table.insert(lines, 'Key concepts:') table.insert(lines, '- Zones: Pickup (supply), Drop (mission targets), FOB (forward supply).') table.insert(lines, '- Inventory: stock is tracked per zone; requests consume stock there.') table.insert(lines, '- FOBs: building one creates a local supply point with seeded stock.') table.insert(lines, '- Advanced: SAM site repair crates, AI attack orders, EWR/JTAC support.') MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'Zones - Guide', help, function() local lines = {} table.insert(lines, 'CTLD Zones - Guide') table.insert(lines, '') table.insert(lines, 'Zone types:') table.insert(lines, '- Pickup (Supply): Request crates and load troops here. Crate requests require proximity to an ACTIVE pickup zone (default within 10 km).') table.insert(lines, '- Drop: Mission-defined delivery or rally areas. Some missions may require delivery or deployment at these zones (see briefing).') table.insert(lines, '- FOB: Forward Operating Base areas. Some recipes (FOB Site) can be built here; if FOB restriction is enabled, FOB-only builds must be inside an FOB zone.') table.insert(lines, '') table.insert(lines, 'Colors and map marks:') table.insert(lines, '- Pickup zone crate spawns are marked with smoke in the configured color. Admin/Help -> Draw CTLD Zones on Map draws zone circles and labels on F10.') table.insert(lines, '- Use Admin/Help -> Clear CTLD Map Drawings to remove the drawings. Drawings are read-only if configured.') table.insert(lines, '') table.insert(lines, 'How to use zones:') table.insert(lines, '- To request crates: move within the pickup zone distance and use CTLD -> Request Crate.') table.insert(lines, '- To load troops: must be inside a Pickup zone if troop loading restriction is enabled.') table.insert(lines, '- Navigation: CTLD -> Coach & Nav -> Vectors to Nearest Pickup Zone gives bearing and range.') table.insert(lines, '- Activation: Zones can be active/inactive per mission logic; inactive pickup zones block crate requests.') table.insert(lines, '') table.insert(lines, string.format('Build Radius: about %d m to collect nearby crates when building.', self.Config.BuildRadius or 100)) table.insert(lines, string.format('Pickup Zone Max Distance: about %d m to request crates.', self.Config.PickupZoneMaxDistance or 10000)) MESSAGE:New(table.concat(lines, '\n'), 40):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'Inventory - How It Works', help, function() local inv = self.Config.Inventory or {} local enabled = inv.Enabled ~= false local showHint = inv.ShowStockInMenu == true local fobPct = math.floor(((inv.FOBStockFactor or 0.25) * 100) + 0.5) local lines = {} table.insert(lines, 'CTLD Inventory - How It Works') table.insert(lines, '') table.insert(lines, 'Overview:') table.insert(lines, '- Inventory is tracked per Supply (Pickup) Zone and per FOB. Requests consume stock at that location.') table.insert(lines, string.format('- Inventory is %s.', enabled and 'ENABLED' or 'DISABLED')) table.insert(lines, '') table.insert(lines, 'Starting stock:') table.insert(lines, '- Each configured Supply Zone is seeded from the catalog initialStock for every crate type at mission start.') table.insert(lines, string.format('- When you build a FOB, it creates a small Supply Zone with stock seeded at ~%d%% of initialStock.', fobPct)) table.insert(lines, '') table.insert(lines, 'Requesting crates:') table.insert(lines, '- You must be within range of an ACTIVE Supply Zone to request crates; stock is decremented on spawn.') table.insert(lines, '- If out of stock for a type at that zone, requests are denied for that type until resupplied (mission logic).') table.insert(lines, '') table.insert(lines, 'UI hints:') table.insert(lines, string.format('- Show stock in menu labels: %s.', showHint and 'ON' or 'OFF')) table.insert(lines, '- Some missions may include an "In Stock Here" list showing only items available at the nearest zone.') MESSAGE:New(table.concat(lines, '\n'), 40):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'Troop Transport & JTAC Use', help, function() local lines = {} table.insert(lines, 'Troop Transport & JTAC Use') table.insert(lines, '') table.insert(lines, 'Troops:') table.insert(lines, '- Load inside an ACTIVE Supply Zone (if mission enforces it).') table.insert(lines, '- Deploy with Defend (hold) or Attack (advance to targets/bases).') table.insert(lines, '- Attack uses a search radius and moves at configured speed.') table.insert(lines, '') table.insert(lines, 'JTAC:') table.insert(lines, '- Build JTAC units (MRAP/Tigr or drones) to support target marking.') table.insert(lines, '- JTAC helps with target designation/SA; details depend on mission setup.') MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'Crates 101: Requesting and Handling', help, function() local lines = {} table.insert(lines, 'Crates 101 - Requesting and Handling') table.insert(lines, '') table.insert(lines, '- Request crates near an ACTIVE Supply Zone; max distance is configurable.') table.insert(lines, '- Menu labels show the total crates required for a recipe.') table.insert(lines, '- Drop crates close together but avoid overlap; smoke marks spawns.') table.insert(lines, '- Use Coach & Nav tools: vectors to nearest pickup zone, re-mark crate with smoke.') MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'Hover Pickup & Slingloading', help, function() local coachCfg = CTLD.HoverCoachConfig or {} local aglMin = (coachCfg.thresholds and coachCfg.thresholds.aglMin) or 5 local aglMax = (coachCfg.thresholds and coachCfg.thresholds.aglMax) or 20 local capGS = (coachCfg.thresholds and coachCfg.thresholds.captureGS) or (4/3.6) local hold = (coachCfg.thresholds and coachCfg.thresholds.stabilityHold) or 1.8 local lines = {} table.insert(lines, 'Hover Pickup & Slingloading') table.insert(lines, '') table.insert(lines, string.format('- Hover pickup: hold AGL %d-%d m, speed < %.1f m/s, for ~%.1f s to auto-load.', aglMin, aglMax, capGS, hold)) table.insert(lines, '- Keep steady within ~15 m of the crate; Hover Coach gives cues if enabled.') table.insert(lines, '- Slingloading tips: avoid rotor wash over stacks; approach from upwind; re-mark crate with smoke if needed.') MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'Build System: Build Here and Advanced', help, function() local br = self.Config.BuildRadius or 100 local win = self.Config.BuildConfirmWindowSeconds or 10 local cd = self.Config.BuildCooldownSeconds or 60 local lines = {} table.insert(lines, 'Build System - Build Here and Advanced') table.insert(lines, '') table.insert(lines, string.format('- Build Here collects crates within ~%d m. Double-press within %d s to confirm.', br, win)) table.insert(lines, string.format('- Cooldown: about %d s per group after a successful build.', cd)) table.insert(lines, '- Advanced Build lets you choose Defend (hold) or Attack (move).') table.insert(lines, '- Static or unsuitable units will hold even if Attack is chosen.') table.insert(lines, '- FOB-only recipes must be inside an FOB zone when restriction is enabled.') MESSAGE:New(table.concat(lines, '\n'), 40):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'FOBs: Forward Supply & Why They Matter', help, function() local fobPct = math.floor(((self.Config.Inventory and self.Config.Inventory.FOBStockFactor or 0.25) * 100) + 0.5) local lines = {} table.insert(lines, 'FOBs - Forward Supply and Why They Matter') table.insert(lines, '') table.insert(lines, '- Build a FOB by assembling its crate recipe (see Recipe Info).') table.insert(lines, string.format('- A new local Supply Zone is created and seeded at ~%d%% of initial stock.', fobPct)) table.insert(lines, '- FOBs shorten logistics legs and increase throughput toward the front.') table.insert(lines, '- If enabled, FOB-only builds must occur inside FOB zones.') MESSAGE:New(table.concat(lines, '\n'), 35):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'SAM Sites: Building, Repairing, and Augmenting', help, function() local br = self.Config.BuildRadius or 100 local lines = {} table.insert(lines, 'SAM Sites - Building, Repairing, and Augmenting') table.insert(lines, '') table.insert(lines, 'Build:') table.insert(lines, '- Assemble site recipes using the required component crates (see menu labels). Build Here will place the full site.') table.insert(lines, '') table.insert(lines, 'Repair/Augment (merged):') table.insert(lines, '- Request the matching "Repair/Launcher +1" crate for your site type (HAWK, Patriot, KUB, BUK).') table.insert(lines, string.format('- Drop repair crate(s) within ~%d m of the site, then use Build Here (confirm window applies).', br)) table.insert(lines, '- The nearest matching site (within a local search) is respawned fully repaired; +1 launcher per crate, up to caps.') table.insert(lines, '- Caps: HAWK 6, Patriot 6, KUB 3, BUK 6. Extra crates beyond the cap are not consumed.') table.insert(lines, '- Must match coalition and site type; otherwise no changes are applied.') table.insert(lines, '- Respawn is required to apply repairs/augmentation due to DCS limitations.') table.insert(lines, '') table.insert(lines, 'Placement tips:') table.insert(lines, '- Space launchers to avoid masking; keep radars with good line-of-sight; avoid fratricide arcs.') MESSAGE:New(table.concat(lines, '\n'), 45):ToGroup(group) end) MENU_GROUP_COMMAND:New(group, 'MASH & Salvage System', help, function() local lines = {} table.insert(lines, 'MASH & Salvage System - Player Guide') table.insert(lines, '') table.insert(lines, 'What is it?') table.insert(lines, '- MASH (Mobile Army Surgical Hospital) zones accept MEDEVAC crew deliveries.') table.insert(lines, '- When ground vehicles are destroyed, crews spawn nearby and call for rescue.') table.insert(lines, '- Rescuing crews and delivering them to MASH earns Salvage Points for your coalition.') table.insert(lines, '- Salvage Points let you build out-of-stock items, keeping logistics flowing.') table.insert(lines, '') table.insert(lines, 'How MEDEVAC works:') table.insert(lines, '- Vehicle destroyed → crew spawns after delay with invulnerability period.') table.insert(lines, '- MEDEVAC request announced with grid coordinates and salvage value.') table.insert(lines, '- Crews have a time limit (default 60 minutes); failure = crew KIA and vehicle lost.') table.insert(lines, '') table.insert(lines, 'Pickup Methods:') table.insert(lines, '- AUTO: Land within 500m of crew - they will run to you and board automatically!') table.insert(lines, '- HOVER: Fly close, hover nearby, load troops normally - system detects MEDEVAC crew.') table.insert(lines, '- Original vehicle respawns when crew is picked up (if enabled).') table.insert(lines, '') table.insert(lines, 'Delivering to MASH:') table.insert(lines, '- AUTO: Land in any MASH zone - crews unload automatically after 2 seconds.') table.insert(lines, '- MANUAL: Deploy troops inside MASH zone - salvage points awarded automatically.') table.insert(lines, '- Coalition message shows points earned and new total.') table.insert(lines, '') table.insert(lines, 'Using Salvage Points:') table.insert(lines, '- When crate requests fail (out of stock), salvage auto-applies if available.') table.insert(lines, '- Each catalog item has a salvage cost (usually matches its value).') table.insert(lines, '- Check current salvage: Coach & Nav -> MEDEVAC Status.') table.insert(lines, '') table.insert(lines, 'Mobile MASH:') table.insert(lines, '- Build Mobile MASH crates to deploy field hospitals anywhere.') table.insert(lines, '- Mobile MASH creates a new delivery zone with radio beacon.') table.insert(lines, '- Multiple mobile MASHs can be deployed for forward operations.') table.insert(lines, '') table.insert(lines, 'Best practices:') table.insert(lines, '- Monitor MEDEVAC requests: Coach & Nav -> Vectors to Nearest MEDEVAC Crew.') table.insert(lines, '- Prioritize high-value vehicles (armor, AA) for maximum salvage.') table.insert(lines, '- Deploy Mobile MASH near active combat zones to reduce delivery time.') table.insert(lines, '- Coordinate with team: share MEDEVAC locations and salvage status.') table.insert(lines, '- Watch for warnings: 15min and 5min alerts before crew timeout.') MESSAGE:New(table.concat(lines, '\n'), 50):ToGroup(group) end) -- Operations -> Troop Transport local troopsRoot = MENU_GROUP:New(group, 'Troop Transport', opsRoot) CMD('Load Troops', troopsRoot, function() self:LoadTroops(group) end) -- Optional typed troop loading submenu do local typedRoot = MENU_GROUP:New(group, 'Load Troops (Type)', troopsRoot) local tcfg = (self.Config.Troops and self.Config.Troops.TroopTypes) or {} -- Stable order per common roles local order = { 'AS', 'AA', 'AT', 'AR' } local seen = {} local function addItem(key) local def = tcfg[key] if not def then return end local label = (def.label or key) local size = def.size or 6 CMD(string.format('%s (%d)', label, size), typedRoot, function() self:LoadTroops(group, { typeKey = key }) end) seen[key] = true end for _,k in ipairs(order) do addItem(k) end -- Add any additional custom types not in the default order for k,_ in pairs(tcfg) do if not seen[k] then addItem(k) end end end do local tr = (self.Config.AttackAI and self.Config.AttackAI.TroopSearchRadius) or 3000 CMD('Deploy [Hold Position]', troopsRoot, function() self:UnloadTroops(group, { behavior = 'defend' }) end) CMD(string.format('Deploy [Attack (%dm)]', tr), troopsRoot, function() self:UnloadTroops(group, { behavior = 'attack' }) end) end -- Operations -> JTAC do local jtacRoot = MENU_GROUP:New(group, 'JTAC', opsRoot) -- Track per-group active JTAC selection CTLD._activeJTACByGroup = CTLD._activeJTACByGroup or {} -- Select Active JTAC: cycle to nearest or next if already selected CMD('Select Active JTAC (cycle nearest)', jtacRoot, function() self:JTAC_SelectActiveForGroup(group, { mode = 'nearest' }) end) -- Control submenu local ctl = MENU_GROUP:New(group, 'Control', jtacRoot) CMD('Pause/Resume Auto-Lase', ctl, function() self:JTAC_TogglePause(group) end) CMD('Release Current Target', ctl, function() self:JTAC_ReleaseTarget(group) end) CMD('Force Rescan / Reacquire', ctl, function() self:JTAC_ForceRescan(group) end) -- Targeting submenu local tgt = MENU_GROUP:New(group, 'Targeting', jtacRoot) local lock = MENU_GROUP:New(group, 'Lock Filter', tgt) CMD('All', lock, function() self:JTAC_SetLockFilter(group, 'all') end) CMD('Vehicles only', lock, function() self:JTAC_SetLockFilter(group, 'vehicle') end) CMD('Troops only', lock, function() self:JTAC_SetLockFilter(group, 'troop') end) local prof = MENU_GROUP:New(group, 'Priority Profile', tgt) CMD('Threat (SAM>AAA>Armor>IFV>Arty>Inf)', prof, function() self:JTAC_SetPriority(group, 'threat') end) CMD('Armor-first', prof, function() self:JTAC_SetPriority(group, 'armor') end) CMD('Soft-first', prof, function() self:JTAC_SetPriority(group, 'soft') end) CMD('Infantry-last', prof, function() self:JTAC_SetPriority(group, 'inf_last') end) -- Range & Effects submenu local rng = MENU_GROUP:New(group, 'Range & Effects', jtacRoot) local sr = MENU_GROUP:New(group, 'Search Radius', rng) for _,km in ipairs({4,6,8,10,12}) do CMD(string.format('%d km', km), sr, function() self:JTAC_SetSearchRadius(group, km*1000) end) end local sm = MENU_GROUP:New(group, 'Smoke', rng) CMD('Toggle Smoke On/Off', sm, function() self:JTAC_ToggleSmoke(group) end) CMD('Color: Blue', sm, function() self:JTAC_SetSmokeColor(group, 'blue') end) CMD('Color: Orange', sm, function() self:JTAC_SetSmokeColor(group, 'orange') end) -- Comms & Laser submenu local comm = MENU_GROUP:New(group, 'Comms & Laser', jtacRoot) CMD('Announcements On/Off', comm, function() self:JTAC_ToggleAnnouncements(group) end) -- Laser code management can be added in phase 2 -- Utilities local util = MENU_GROUP:New(group, 'Utilities', jtacRoot) CMD('Mark Current Target on Map', util, function() self:JTAC_MarkCurrentTarget(group) end) -- Rename/Dismiss can be added in phase 2 -- Status & Diagnostics (keep at bottom of JTAC) CMD('List JTAC Status', jtacRoot, function() self:ListJTACStatus(group) end) CMD('JTAC Diagnostics', jtacRoot, function() self:JTACDiagnostics(group) end) end -- Operations -> MEDEVAC if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then local medevacRoot = MENU_GROUP:New(group, 'MEDEVAC', opsRoot) CMD('Show Onboard Manifest', medevacRoot, function() self:ShowOnboardManifest(group) end) -- List Active MEDEVAC Requests CMD('List Active MEDEVAC Requests', medevacRoot, function() self:ListActiveMEDEVACRequests(group) end) -- Nearest MEDEVAC Location CMD('Nearest MEDEVAC Location', medevacRoot, function() self:NearestMEDEVACLocation(group) end) -- Coalition Salvage Points CMD('Coalition Salvage Points', medevacRoot, function() self:ShowSalvagePoints(group) end) -- Vectors to Nearest MEDEVAC CMD('Vectors to Nearest MEDEVAC', medevacRoot, function() self:VectorsToNearestMEDEVAC(group) end) -- MASH Locations CMD('MASH Locations', medevacRoot, function() self:ListMASHLocations(group) end) -- Pop Smoke at Crew Locations CMD('Pop Smoke at Crew Locations', medevacRoot, function() self:PopSmokeAtMEDEVACSites(group) end) -- Pop Smoke at MASH Zones CMD('Pop Smoke at MASH Zones', medevacRoot, function() self:PopSmokeAtMASHZones(group) end) -- Duplicate guide from Admin/Help -> Player Guides for quick access MENU_GROUP_COMMAND:New(group, 'MASH & Salvage System - Guide', medevacRoot, function() local lines = {} table.insert(lines, 'MASH & Salvage System - Player Guide') table.insert(lines, '') table.insert(lines, 'What is it?') table.insert(lines, '- MASH (Mobile Army Surgical Hospital) zones accept MEDEVAC crew deliveries.') table.insert(lines, '- When ground vehicles are destroyed, crews spawn nearby and call for rescue.') table.insert(lines, '- Rescuing crews and delivering them to MASH earns Salvage Points for your coalition.') table.insert(lines, '- Salvage Points let you build out-of-stock items, keeping logistics flowing.') table.insert(lines, '') table.insert(lines, 'How MEDEVAC works:') table.insert(lines, '- Vehicle destroyed → crew spawns after delay with invulnerability period.') table.insert(lines, '- MEDEVAC request announced with grid coordinates and salvage value.') table.insert(lines, '- Crews have a time limit (default 60 minutes); failure = crew KIA and vehicle lost.') table.insert(lines, '') table.insert(lines, 'Pickup Methods:') table.insert(lines, '- AUTO: Land within 500m of crew - they will run to you and board automatically!') table.insert(lines, '- HOVER: Fly close, hover nearby, load troops normally - system detects MEDEVAC crew.') table.insert(lines, '- Original vehicle respawns when crew is picked up (if enabled).') table.insert(lines, '') table.insert(lines, 'Delivering to MASH:') table.insert(lines, '- AUTO: Land in any MASH zone - crews unload automatically after 2 seconds.') table.insert(lines, '- MANUAL: Deploy troops inside MASH zone - salvage points awarded automatically.') table.insert(lines, '- Coalition message shows points earned and new total.') table.insert(lines, '') table.insert(lines, 'Using Salvage Points:') table.insert(lines, '- When crate requests fail (out of stock), salvage auto-applies if available.') table.insert(lines, '- Each catalog item has a salvage cost (usually matches its value).') table.insert(lines, '- Check current salvage: Coach & Nav -> MEDEVAC Status.') table.insert(lines, '') table.insert(lines, 'Mobile MASH:') table.insert(lines, '- Build Mobile MASH crates to deploy field hospitals anywhere.') table.insert(lines, '- Mobile MASH creates a new delivery zone with radio beacon.') table.insert(lines, '- Multiple mobile MASHs can be deployed for forward operations.') table.insert(lines, '') table.insert(lines, 'Best practices:') table.insert(lines, '- Monitor MEDEVAC requests: Coach & Nav -> Vectors to Nearest MEDEVAC Crew.') table.insert(lines, '- Prioritize high-value vehicles (armor, AA) for maximum salvage.') table.insert(lines, '- Deploy Mobile MASH near active combat zones to reduce delivery time.') table.insert(lines, '- Coordinate with team: share MEDEVAC locations and salvage status.') table.insert(lines, '- Watch for warnings: 15min and 5min alerts before crew timeout.') MESSAGE:New(table.concat(lines, '\n'), 50):ToGroup(group) end) -- Admin/Settings submenu local medevacAdminRoot = MENU_GROUP:New(group, 'Admin/Settings', medevacRoot) CMD('Clear All MEDEVAC Missions', medevacAdminRoot, function() self:ClearAllMEDEVACMissions(group) end) end -- Operations -> FARP if CTLD.FARPConfig and CTLD.FARPConfig.Enabled then local farpRoot = MENU_GROUP:New(group, 'FARP', opsRoot) -- Upgrade FOB to FARP CMD('Upgrade FOB to FARP', farpRoot, function() self:RequestFARPUpgrade(group) end) -- Show FARP Status CMD('Show FARP Status', farpRoot, function() self:ShowFARPStatus(group) end) -- Show Salvage Points CMD('Coalition Salvage Points', farpRoot, function() self:ShowSalvagePoints(group) end) -- FARP System Guide MENU_GROUP_COMMAND:New(group, 'FARP System - Guide', farpRoot, function() local lines = {} table.insert(lines, 'FARP System - Player Guide') table.insert(lines, '') table.insert(lines, 'What is FARP?') table.insert(lines, '- FARP = Forward Arming and Refueling Point') table.insert(lines, '- Upgrade FOBs into operational FARPs with rearm/refuel capability') table.insert(lines, '- Progressive stages add equipment and expand services') table.insert(lines, '- Uses coalition salvage points earned from MEDEVAC and salvage collection') table.insert(lines, '') table.insert(lines, 'How to Upgrade:') table.insert(lines, '1. Build a FOB using normal CTLD mechanics') table.insert(lines, '2. Earn salvage points (deliver MEDEVAC crews to MASH, sling-load enemy wreckage)') table.insert(lines, '3. Fly to the FOB pickup zone') table.insert(lines, '4. Use: Operations -> FARP -> Upgrade FOB to FARP') table.insert(lines, '5. Each upgrade costs salvage and adds new equipment/services') table.insert(lines, '') table.insert(lines, 'FARP Stages:') table.insert(lines, '') table.insert(lines, 'Stage 1: Basic FARP Pad (3 salvage)') table.insert(lines, '- Landing pad with command post') table.insert(lines, '- Personnel tents and basic supplies') table.insert(lines, '- Fuel drums and generators') table.insert(lines, '- Perimeter security (sandbags)') table.insert(lines, '') table.insert(lines, 'Stage 2: Operational FARP (5 salvage, 8 total)') table.insert(lines, '- 2x HEMTT Fuel Trucks - REFUEL CAPABILITY!') table.insert(lines, '- Large fuel bladders and storage') table.insert(lines, '- Upgraded command post') table.insert(lines, '- Defensive barriers (Hesco walls)') table.insert(lines, '- Support vehicles and power distribution') table.insert(lines, '- Expanded equipment and tools') table.insert(lines, '') table.insert(lines, 'Stage 3: Full Forward Airbase (8 salvage, 16 total)') table.insert(lines, '- 2x Ammunition Trucks - REARM CAPABILITY!') table.insert(lines, '- Communications tower (SKP-11 ATC)') table.insert(lines, '- Large maintenance shelter') table.insert(lines, '- Complete defensive perimeter') table.insert(lines, '- Watch tower for security') table.insert(lines, '- Multiple supply depots') table.insert(lines, '- Vehicle park with support trucks') table.insert(lines, '- Unit identification markers') table.insert(lines, '- Full workshop facilities') table.insert(lines, '') table.insert(lines, 'Services Available:') table.insert(lines, '- Stage 1: Landing zone only') table.insert(lines, '- Stage 2: Refuel for helicopters & ground vehicles') table.insert(lines, '- Stage 3: Rearm, Refuel, Repair for all units') table.insert(lines, '') table.insert(lines, 'Using FARPs:') table.insert(lines, '- Land or park within service radius (50-80m depending on stage)') table.insert(lines, '- Services are automatic for friendly units') table.insert(lines, '- Helicopters can hover-refuel at Stage 2+') table.insert(lines, '- Ground vehicles automatically rearm/refuel when stopped in zone') table.insert(lines, '') table.insert(lines, 'Strategy Tips:') table.insert(lines, '- Build FOBs in strategic locations before upgrading') table.insert(lines, '- Pool salvage as a team for critical FARP upgrades') table.insert(lines, '- Upgrade forward FOBs to Stage 2 for quick helicopter turnaround') table.insert(lines, '- Stage 3 FARPs support sustained ground operations') table.insert(lines, '- Protect your FARPs - they become high-value targets!') table.insert(lines, '- Check status before upgrading: Operations -> FARP -> Show FARP Status') table.insert(lines, '') table.insert(lines, 'Dual Coalition:') table.insert(lines, '- Each coalition has separate salvage pools') table.insert(lines, '- FARPs are coalition-specific and only service friendly units') table.insert(lines, '- Capture enemy territory to deny their FARP network') MESSAGE:New(table.concat(lines, '\n'), 60):ToGroup(group) end) end -- Operations (root) -> List JTAC Status (placed at bottom of Operations) CMD('List JTAC Status', opsRoot, function() self:ListJTACStatus(group) end) CMD('JTAC Diagnostics', opsRoot, function() self:JTACDiagnostics(group) end) -- Logistics -> Crates, Build, and Recipe Details CMD('Show Onboard Manifest', logRoot, function() self:ShowOnboardManifest(group) end) local reqRoot = MENU_GROUP:New(group, 'Request Crate', logRoot) local crateMgmt = MENU_GROUP:New(group, 'Crate Management', logRoot) CMD('Drop One Loaded Crate', crateMgmt, function() self:DropLoadedCrates(group, 1) end) CMD('Drop All Loaded Crates', crateMgmt, function() self:DropLoadedCrates(group, -1) end) self:_BuildOrRefreshLoadedCrateMenu(group, crateMgmt) CMD('Re-mark Nearest Crate (Smoke)', crateMgmt, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } local bestName, bestMeta, bestd for name,meta in pairs(CTLD._crates) do if meta.side == self.Side then local dx = (meta.point.x - here.x) local dz = (meta.point.z - here.z) local d = math.sqrt(dx*dx + dz*dz) if (not bestd) or d < bestd then bestName, bestMeta, bestd = name, meta, d end end end if bestName and bestMeta then local sx, sz = bestMeta.point.x, bestMeta.point.z local sy = 0 if land and land.getHeight then local ok, h = pcall(land.getHeight, { x = sx, y = sz }) if ok and type(h) == 'number' then sy = h end end local smokeColor = self.Config.PickupZoneSmokeColor _spawnCrateSmoke({ x = sx, y = sy, z = sz }, smokeColor, self.Config.CrateSmoke, bestName) _eventSend(self, group, nil, 'crate_re_marked', { id = bestName, mark = 'smoke' }) else _msgGroup(group, 'No friendly crates found to mark.') end end) local buildRoot = MENU_GROUP:New(group, 'Build Menu', logRoot) local cd = tonumber(self.Config.BuildCooldownSeconds) or 0 local buildHereLabel if cd <= 0 then buildHereLabel = 'Build All Here' else buildHereLabel = string.format('Build Here (w/%ds throttle)', cd) end CMD(buildHereLabel, buildRoot, function() self:BuildAtGroup(group) end) self:_BuildOrRefreshBuildAdvancedMenu(group, buildRoot) MENU_GROUP_COMMAND:New(group, 'Refresh Buildable List', buildRoot, function() self:_BuildOrRefreshBuildAdvancedMenu(group, buildRoot) MESSAGE:New('Buildable list refreshed.', 6):ToGroup(group) end) local infoRoot = MENU_GROUP:New(group, 'Recipe Info', logRoot) if self.Config.UseCategorySubmenus then local reqSubmenus = {} local function getRequestSub(catLabel) if not reqSubmenus[catLabel] then reqSubmenus[catLabel] = MENU_GROUP:New(group, catLabel, reqRoot) end return reqSubmenus[catLabel] end local infoSubs = {} local function getInfoSub(catLabel) if not infoSubs[catLabel] then infoSubs[catLabel] = MENU_GROUP:New(group, catLabel, infoRoot) end return infoSubs[catLabel] end local replacementQueue = {} for key,def in pairs(self.Config.CrateCatalog) do if not (def and def.hidden) then local sideOk = (not def.side) or def.side == self.Side if sideOk then local catLabel = (def and def.menuCategory) or 'Other' local reqParent = getRequestSub(catLabel) local label = self:_formatMenuLabelWithCrates(key, def) if def and type(def.requires) == 'table' then CMD(label, reqParent, function() self:RequestRecipeBundleForGroup(group, key) end) for reqKey,_ in pairs(def.requires) do local compDef = self.Config.CrateCatalog[reqKey] local compSideOk = (not compDef) or (not compDef.side) or compDef.side == self.Side if compDef and compDef.hidden and compSideOk then local queue = replacementQueue[catLabel] if not queue then queue = { list = {}, seen = {} } replacementQueue[catLabel] = queue end if not queue.seen[reqKey] then queue.seen[reqKey] = true table.insert(queue.list, { key = reqKey, def = compDef }) end end end else CMD(label, reqParent, function() self:RequestCrateForGroup(group, key) end) end local infoParent = getInfoSub(catLabel) CMD((def and (def.menu or def.description)) or key, infoParent, function() local text = self:_formatRecipeInfo(key, def) _msgGroup(group, text) end) end end end for catLabel,queue in pairs(replacementQueue) do if queue and queue.list and #queue.list > 0 then table.sort(queue.list, function(a,b) local la = (a.def and (a.def.menu or a.def.description)) or a.key local lb = (b.def and (b.def.menu or b.def.description)) or b.key return tostring(la) < tostring(lb) end) local reqParent = getRequestSub(catLabel) local replMenu = MENU_GROUP:New(group, 'Replacement Crates', reqParent) for _,entry in ipairs(queue.list) do local replLabel = string.format('Replacement: %s', self:_formatMenuLabelWithCrates(entry.key, entry.def)) CMD(replLabel, replMenu, function() self:RequestCrateForGroup(group, entry.key) end) end end end else local replacementList = {} local replacementSeen = {} for key,def in pairs(self.Config.CrateCatalog) do if not (def and def.hidden) then local sideOk = (not def.side) or def.side == self.Side if sideOk then local label = self:_formatMenuLabelWithCrates(key, def) if def and type(def.requires) == 'table' then CMD(label, reqRoot, function() self:RequestRecipeBundleForGroup(group, key) end) for reqKey,_ in pairs(def.requires) do local compDef = self.Config.CrateCatalog[reqKey] local compSideOk = (not compDef) or (not compDef.side) or compDef.side == self.Side if compDef and compDef.hidden and compSideOk and not replacementSeen[reqKey] then replacementSeen[reqKey] = true table.insert(replacementList, { key = reqKey, def = compDef }) end end else CMD(label, reqRoot, function() self:RequestCrateForGroup(group, key) end) end CMD((def and (def.menu or def.description)) or key, infoRoot, function() local text = self:_formatRecipeInfo(key, def) _msgGroup(group, text) end) end end end if #replacementList > 0 then table.sort(replacementList, function(a,b) local la = (a.def and (a.def.menu or a.def.description)) or a.key local lb = (b.def and (b.def.menu or b.def.description)) or b.key return tostring(la) < tostring(lb) end) local replMenu = MENU_GROUP:New(group, 'Replacement Crates', reqRoot) for _,entry in ipairs(replacementList) do local replLabel = string.format('Replacement: %s', self:_formatMenuLabelWithCrates(entry.key, entry.def)) CMD(replLabel, replMenu, function() self:RequestCrateForGroup(group, entry.key) end) end end end -- Logistics -> Show Inventory at Nearest Pickup Zone/FOB CMD('Show Inventory at Nearest Zone', logRoot, function() self:ShowNearestZoneInventory(group) end) -- Field Tools CMD('Create Drop Zone (AO)', toolsRoot, function() self:CreateDropZoneAtGroup(group) end) -- Salvage Collection Zones submenu if self.Config.SlingLoadSalvage and self.Config.SlingLoadSalvage.Enabled then local salvageZoneRoot = MENU_GROUP:New(group, 'Salvage Collection Zones', toolsRoot) CMD('Create Salvage Zone Here', salvageZoneRoot, function() self:CreateSalvageZoneAtGroup(group) end) CMD('Show Active Salvage Zones', salvageZoneRoot, function() self:ShowActiveSalvageZones(group) end) CMD('Retire Oldest Salvage Zone', salvageZoneRoot, function() self:RetireOldestDynamicSalvageZone(group) end) -- Dynamic per-zone management will be added by _rebuildSalvageZoneMenus end local smokeRoot = MENU_GROUP:New(group, 'Smoke My Location', toolsRoot) local function smokeHere(color) local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local p = unit:GetPointVec3() -- Use full Vec3 to ensure correct placement trigger.action.smoke({ x = p.x, y = p.y, z = p.z }, color) end MENU_GROUP_COMMAND:New(group, 'Green', smokeRoot, function() smokeHere(trigger.smokeColor.Green) end) MENU_GROUP_COMMAND:New(group, 'Red', smokeRoot, function() smokeHere(trigger.smokeColor.Red) end) MENU_GROUP_COMMAND:New(group, 'White', smokeRoot, function() smokeHere(trigger.smokeColor.White) end) MENU_GROUP_COMMAND:New(group, 'Orange', smokeRoot, function() smokeHere(trigger.smokeColor.Orange) end) MENU_GROUP_COMMAND:New(group, 'Blue', smokeRoot, function() smokeHere(trigger.smokeColor.Blue) end) -- Navigation local gname = group:GetName() CMD('Request Vectors to Nearest Crate', navRoot, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } local bestName, bestMeta, bestd for name,meta in pairs(CTLD._crates) do if meta.side == self.Side then local dx = (meta.point.x - here.x) local dz = (meta.point.z - here.z) local d = math.sqrt(dx*dx + dz*dz) if (not bestd) or d < bestd then bestName, bestMeta, bestd = name, meta, d end end end if bestName and bestMeta then local brg = _bearingDeg(here, bestMeta.point) local isMetric = _getPlayerIsMetric(unit) local rngV, rngU = _fmtRange(bestd, isMetric) _eventSend(self, group, nil, 'vectors_to_crate', { id = bestName, brg = brg, rng = rngV, rng_u = rngU }) else _msgGroup(group, 'No friendly crates found.') end end) -- Sling-Load Salvage vectors if self.Config.SlingLoadSalvage and self.Config.SlingLoadSalvage.Enabled then CMD('Vectors to Nearest Salvage Crate', navRoot, function() self:ShowNearestSalvageCrate(group) end) end CMD('Vectors to Nearest Pickup Zone', navRoot, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local zone = nil local dist = nil local list = nil if self.Config and self.Config.Zones and self.Config.Zones.PickupZones then list = {} for _,z in ipairs(self.Config.Zones.PickupZones) do if (not z.name) or self._ZoneActive.Pickup[z.name] ~= false then table.insert(list, z) end end elseif self.PickupZones and #self.PickupZones > 0 then list = {} for _,mz in ipairs(self.PickupZones) do if mz and mz.GetName then local n = mz:GetName() if self._ZoneActive.Pickup[n] ~= false then table.insert(list, { name = n }) end end end else list = {} end zone, dist = _nearestZonePoint(unit, list) if not zone then local allDefs = self.Config and self.Config.Zones and self.Config.Zones.PickupZones or {} if allDefs and #allDefs > 0 then local fbZone, fbDist = _nearestZonePoint(unit, allDefs) if fbZone then local up = unit:GetPointVec3(); local zp = fbZone:GetPointVec3() local from = { x = up.x, z = up.z } local to = { x = zp.x, z = zp.z } local brg = _bearingDeg(from, to) local isMetric = _getPlayerIsMetric(unit) local rngV, rngU = _fmtRange(fbDist or 0, isMetric) _eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = fbZone:GetName(), brg = brg, rng = rngV, rng_u = rngU }) return end end _eventSend(self, group, nil, 'no_pickup_zones', {}) return end local up = unit:GetPointVec3() local zp = zone:GetPointVec3() local from = { x = up.x, z = up.z } local to = { x = zp.x, z = zp.z } local brg = _bearingDeg(from, to) local isMetric = _getPlayerIsMetric(unit) local rngV, rngU = _fmtRange(dist, isMetric) _eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = zone:GetName(), brg = brg, rng = rngV, rng_u = rngU }) end) -- Navigation -> Smoke Nearest Zone (Pickup/Drop/FOB) CMD('Smoke Nearest Zone (Pickup/Drop/FOB/MASH)', navRoot, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Build lists of active zones by kind in a format usable by _nearestZonePoint local function collectActive(kind) if kind == 'Pickup' then return self:_collectActivePickupDefs() elseif kind == 'Drop' then local out = {} for _, mz in ipairs(self.DropZones or {}) do if mz and mz.GetName then local n = mz:GetName() if (self._ZoneActive and self._ZoneActive.Drop and self._ZoneActive.Drop[n] ~= false) then table.insert(out, { name = n }) end end end return out elseif kind == 'FOB' then local out = {} for _, mz in ipairs(self.FOBZones or {}) do if mz and mz.GetName then local n = mz:GetName() if (self._ZoneActive and self._ZoneActive.FOB and self._ZoneActive.FOB[n] ~= false) then table.insert(out, { name = n }) end end end return out elseif kind == 'MASH' then local out = {} if CTLD._mashZones then for name, data in pairs(CTLD._mashZones) do if data and data.side == self.Side and data.zone then table.insert(out, { name = name }) end end end return out end return {} end local bestKind, bestZone, bestDist for _, k in ipairs({ 'Pickup', 'Drop', 'FOB', 'MASH' }) do local list = collectActive(k) if list and #list > 0 then local z, d = _nearestZonePoint(unit, list) if z and d and ((not bestDist) or d < bestDist) then bestKind, bestZone, bestDist = k, z, d end end end if not bestZone then _msgGroup(group, 'No zones available to smoke.') return end -- Determine smoke point (zone center) -- _getZoneCenterAndRadius returns (center, radius); call directly to capture center local center if self._getZoneCenterAndRadius then center = select(1, self:_getZoneCenterAndRadius(bestZone)) end if not center then local v3 = bestZone:GetPointVec3() center = { x = v3.x, y = v3.y or 0, z = v3.z } else center = { x = center.x, y = center.y or 0, z = center.z } end -- Choose smoke color per kind local color = trigger.smokeColor.Green -- default if bestKind == 'Pickup' then color = self.Config.PickupZoneSmokeColor or trigger.smokeColor.Green elseif bestKind == 'Drop' then color = trigger.smokeColor.Red elseif bestKind == 'FOB' then color = trigger.smokeColor.White elseif bestKind == 'MASH' then color = trigger.smokeColor.Orange end -- Apply smoke offset system (use crate smoke config settings) local smokeConfig = self.Config.CrateSmoke or {} local smokePos = { x = center.x, y = land.getHeight({x = center.x, y = center.z}), z = center.z } local offsetMeters = tonumber(smokeConfig.OffsetMeters) or 5 local offsetRandom = (smokeConfig.OffsetRandom ~= false) -- default true local offsetVertical = tonumber(smokeConfig.OffsetVertical) or 2 if offsetMeters > 0 then local angle = 0 if offsetRandom then angle = math.random() * 2 * math.pi end smokePos.x = smokePos.x + offsetMeters * math.cos(angle) smokePos.z = smokePos.z + offsetMeters * math.sin(angle) end smokePos.y = smokePos.y + offsetVertical -- Use MOOSE COORDINATE smoke for better appearance (tall, thin smoke like cargo smoke) local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z) if coord and coord.Smoke then if color == trigger.smokeColor.Green then coord:SmokeGreen() elseif color == trigger.smokeColor.Red then coord:SmokeRed() elseif color == trigger.smokeColor.White then coord:SmokeWhite() elseif color == trigger.smokeColor.Orange then coord:SmokeOrange() elseif color == trigger.smokeColor.Blue then coord:SmokeBlue() else coord:SmokeGreen() end local distKm = bestDist / 1000 local distNm = bestDist / 1852 _msgGroup(group, string.format('Smoked nearest %s zone: %s (%.1f km / %.1f nm)', bestKind, bestZone:GetName(), distKm, distNm)) elseif trigger and trigger.action and trigger.action.smoke then -- Fallback to trigger.action.smoke if MOOSE COORDINATE not available trigger.action.smoke(smokePos, color) local distKm = bestDist / 1000 local distNm = bestDist / 1852 _msgGroup(group, string.format('Smoked nearest %s zone: %s (%.1f km / %.1f nm)', bestKind, bestZone:GetName(), distKm, distNm)) else _msgGroup(group, 'Smoke not available in this environment.') end end) -- Smoke all nearby zones within range CMD('Smoke All Nearby Zones (5km)', navRoot, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local maxRange = 5000 -- 5km in meters -- Get unit position local uname = unit:GetName() local du = Unit.getByName and Unit.getByName(uname) or nil if not du or not du:getPoint() then _msgGroup(group, 'Unable to determine your position.') return end local up = du:getPoint() local ux, uz = up.x, up.z -- Helper function to calculate distance and smoke a zone if in range local function smokeZoneIfInRange(zoneName, zoneObj, zoneType, smokeColor) if not zoneObj then return false end -- Get zone center local center if self._getZoneCenterAndRadius then center = select(1, self:_getZoneCenterAndRadius(zoneObj)) end if not center and zoneObj.GetPointVec3 then local v3 = zoneObj:GetPointVec3() center = { x = v3.x, y = v3.y or 0, z = v3.z } end if not center then return false end -- Calculate distance local dx = center.x - ux local dz = center.z - uz local dist = math.sqrt(dx*dx + dz*dz) if dist <= maxRange then -- Apply smoke offset system local smokeConfig = self.Config.CrateSmoke or {} local smokePos = { x = center.x, y = land.getHeight({x = center.x, y = center.z}), z = center.z } local offsetMeters = tonumber(smokeConfig.OffsetMeters) or 5 local offsetRandom = (smokeConfig.OffsetRandom ~= false) local offsetVertical = tonumber(smokeConfig.OffsetVertical) or 2 if offsetMeters > 0 then local angle = 0 if offsetRandom then angle = math.random() * 2 * math.pi end smokePos.x = smokePos.x + offsetMeters * math.cos(angle) smokePos.z = smokePos.z + offsetMeters * math.sin(angle) end smokePos.y = smokePos.y + offsetVertical -- Spawn smoke local coord = COORDINATE:New(smokePos.x, smokePos.y, smokePos.z) if coord and coord.Smoke then if smokeColor == trigger.smokeColor.Green then coord:SmokeGreen() elseif smokeColor == trigger.smokeColor.Red then coord:SmokeRed() elseif smokeColor == trigger.smokeColor.White then coord:SmokeWhite() elseif smokeColor == trigger.smokeColor.Orange then coord:SmokeOrange() elseif smokeColor == trigger.smokeColor.Blue then coord:SmokeBlue() else coord:SmokeGreen() end else trigger.action.smoke(smokePos, smokeColor) end return true, dist end return false, dist end -- Helper to get color name local function getColorName(color) if color == trigger.smokeColor.Green then return "Green" elseif color == trigger.smokeColor.Red then return "Red" elseif color == trigger.smokeColor.White then return "White" elseif color == trigger.smokeColor.Orange then return "Orange" elseif color == trigger.smokeColor.Blue then return "Blue" else return "Unknown" end end local count = 0 local zones = {} -- Check Pickup zones local pickupDefs = self:_collectActivePickupDefs() for _, def in ipairs(pickupDefs or {}) do local mz = _findZone(def) if mz then -- Check for zone-specific smoke override, then fall back to config default local zdef = self._ZoneDefs and self._ZoneDefs.PickupZones and self._ZoneDefs.PickupZones[def.name] local smokeColor = (zdef and zdef.smoke) or self.Config.PickupZoneSmokeColor or trigger.smokeColor.Green local smoked, dist = smokeZoneIfInRange(def.name, mz, 'Pickup', smokeColor) if smoked then count = count + 1 local zp = mz:GetPointVec3() local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z }) table.insert(zones, string.format('Pickup: %s - %.1f km @ %03d° (%s)', def.name, dist/1000, brg, getColorName(smokeColor))) end end end -- Check Drop zones for _, mz in ipairs(self.DropZones or {}) do if mz and mz.GetName then local n = mz:GetName() if (self._ZoneActive and self._ZoneActive.Drop and self._ZoneActive.Drop[n] ~= false) then local smokeColor = trigger.smokeColor.Red local smoked, dist = smokeZoneIfInRange(n, mz, 'Drop', smokeColor) if smoked then count = count + 1 local zp = mz:GetPointVec3() local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z }) table.insert(zones, string.format('Drop: %s - %.1f km @ %03d° (%s)', n, dist/1000, brg, getColorName(smokeColor))) end end end end -- Check FOB zones for _, mz in ipairs(self.FOBZones or {}) do if mz and mz.GetName then local n = mz:GetName() if (self._ZoneActive and self._ZoneActive.FOB and self._ZoneActive.FOB[n] ~= false) then local smokeColor = trigger.smokeColor.White local smoked, dist = smokeZoneIfInRange(n, mz, 'FOB', smokeColor) if smoked then count = count + 1 local zp = mz:GetPointVec3() local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z }) table.insert(zones, string.format('FOB: %s - %.1f km @ %03d° (%s)', n, dist/1000, brg, getColorName(smokeColor))) end end end end -- Check MASH zones if CTLD._mashZones then for name, data in pairs(CTLD._mashZones) do if data and data.side == self.Side and data.zone then local smokeColor = trigger.smokeColor.Orange local smoked, dist = smokeZoneIfInRange(name, data.zone, 'MASH', smokeColor) if smoked then count = count + 1 local zp = data.zone:GetPointVec3() local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z }) table.insert(zones, string.format('MASH: %s - %.1f km @ %03d° (%s)', name, dist/1000, brg, getColorName(smokeColor))) end end end end -- Check Salvage Drop zones for _, mz in ipairs(self.SalvageDropZones or {}) do if mz and mz.GetName then local n = mz:GetName() local isActive = true if self._ZoneActive and self._ZoneActive.SalvageDrop then isActive = (self._ZoneActive.SalvageDrop[n] ~= false) end if isActive then local zdef = self._ZoneDefs and self._ZoneDefs.SalvageDropZones and self._ZoneDefs.SalvageDropZones[n] local smokeColor = (zdef and zdef.smoke) or trigger.smokeColor.Orange local smoked, dist = smokeZoneIfInRange(n, mz, 'SalvageDrop', smokeColor) if smoked then count = count + 1 local zp = mz:GetPointVec3() local brg = _bearingDeg({ x = ux, z = uz }, { x = zp.x, z = zp.z }) table.insert(zones, string.format('Salvage: %s - %.1f km @ %03d° (%s)', n, dist/1000, brg, getColorName(smokeColor))) end end end end if count == 0 then _msgGroup(group, string.format('No zones found within %.1f km.', maxRange/1000), 10) else local msg = string.format('Smoked %d zone(s) within %.1f km:\n%s', count, maxRange/1000, table.concat(zones, '\n')) _msgGroup(group, msg, 15) end end) -- Navigation -> MEDEVAC menu items (if MEDEVAC enabled) if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then CMD('Vectors to Nearest MEDEVAC Crew', navRoot, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local pos = unit:GetPointVec3() local isMetric = _getPlayerIsMetric(unit) local nearest = nil local nearestDist = math.huge -- Find nearest crew of same coalition for crewName, crewData in pairs(CTLD._medevacCrews or {}) do if crewData.side == self.Side and not crewData.pickedUp then local dx = crewData.position.x - pos.x local dz = crewData.position.z - pos.z local dist = math.sqrt(dx*dx + dz*dz) if dist < nearestDist then nearestDist = dist nearest = crewData end end end if not nearest then _msgGroup(group, 'No active MEDEVAC requests.') return end local brg = _bearingDeg({ x = pos.x, z = pos.z }, { x = nearest.position.x, z = nearest.position.z }) local v, u = _fmtRange(nearestDist, isMetric) -- Calculate time remaining until timeout local cfg = CTLD.MEDEVAC local timeoutAt = nearest.spawnTime + (cfg.CrewTimeout or 3600) local timeRemain = math.max(0, math.floor((timeoutAt - timer.getTime()) / 60)) _msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_vectors, { vehicle = nearest.vehicleType, brg = brg, rng = v, rng_u = u, time_remain = timeRemain })) end) CMD('Vectors to Nearest MASH', navRoot, function() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local pos = unit:GetPointVec3() local isMetric = _getPlayerIsMetric(unit) local nearest = nil local nearestDist = math.huge -- Find nearest MASH of same coalition for _, mashData in pairs(CTLD._mashZones or {}) do if mashData.side == self.Side then local dx = mashData.position.x - pos.x local dz = mashData.position.z - pos.z local dist = math.sqrt(dx*dx + dz*dz) if dist < nearestDist then nearestDist = dist nearest = mashData end end end if not nearest then _msgGroup(group, 'No active MASH zones.') return end local brg = _bearingDeg({ x = pos.x, z = pos.z }, { x = nearest.position.x, z = nearest.position.z }) local v, u = _fmtRange(nearestDist, isMetric) local mashName = nearest.isMobile and ('Mobile MASH ' .. (nearest.id:match('_(%d+)$') or '?')) or nearest.catalogKey _msgGroup(group, string.format('Nearest MASH: %s, bearing %d°, range %s %s', mashName, brg, v, u)) end) end -- Hover Coach (at end of Navigation submenu) CMD('Hover Coach: Enable', navRoot, function() CTLD._coachOverride = CTLD._coachOverride or {} CTLD._coachOverride[gname] = true _eventSend(self, group, nil, 'coach_enabled', {}) end) CMD('Hover Coach: Disable', navRoot, function() CTLD._coachOverride = CTLD._coachOverride or {} CTLD._coachOverride[gname] = false _eventSend(self, group, nil, 'coach_disabled', {}) end) -- Admin/Help -- Status & map controls CMD('Show CTLD Status', adminRoot, function() local crates = 0 for _ in pairs(CTLD._crates) do crates = crates + 1 end local msg = string.format('CTLD Status:\nActive crates: %d\nPickup zones: %d\nDrop zones: %d\nFOB zones: %d\nBuild Confirm: %s (%ds window)\nBuild Cooldown: %s (%ds)' , crates, #(self.PickupZones or {}), #(self.DropZones or {}), #(self.FOBZones or {}) , self.Config.BuildConfirmEnabled and 'ON' or 'OFF', self.Config.BuildConfirmWindowSeconds or 0 , self.Config.BuildCooldownEnabled and 'ON' or 'OFF', self.Config.BuildCooldownSeconds or 0) -- Add MEDEVAC info if enabled if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then local activeRequests = 0 for _, data in pairs(CTLD._medevacCrews or {}) do if data.side == self.Side and not data.pickedUp then activeRequests = activeRequests + 1 end end local salvage = CTLD._salvagePoints[self.Side] or 0 local mashCount = 0 for _, m in pairs(CTLD._mashZones or {}) do if m.side == self.Side then mashCount = mashCount + 1 end end msg = msg .. string.format('\n\nMEDEVAC:\nActive requests: %d\nMASH zones: %d\nSalvage points: %d', activeRequests, mashCount, salvage) end MESSAGE:New(msg, 20):ToGroup(group) end) CMD('Draw CTLD Zones on Map', adminRoot, function() self:DrawZonesOnMap() MESSAGE:New('CTLD zones drawn on F10 map.', 8):ToGroup(group) end) CMD('Clear CTLD Map Drawings', adminRoot, function() self:ClearMapDrawings() MESSAGE:New('CTLD map drawings cleared.', 8):ToGroup(group) end) -- MEDEVAC Statistics (if enabled) if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CMD('Show MEDEVAC Statistics', adminRoot, function() local stats = CTLD._medevacStats[self.Side] or {} local lines = {} table.insert(lines, 'MEDEVAC Statistics:') table.insert(lines, '') table.insert(lines, string.format('Crews spawned: %d', stats.spawned or 0)) table.insert(lines, string.format('Crews rescued: %d', stats.rescued or 0)) table.insert(lines, string.format('Delivered to MASH: %d', stats.delivered or 0)) table.insert(lines, string.format('Timed out: %d', stats.timedOut or 0)) table.insert(lines, string.format('Killed in action: %d', stats.killed or 0)) table.insert(lines, '') table.insert(lines, string.format('Vehicles respawned: %d', stats.vehiclesRespawned or 0)) table.insert(lines, string.format('Salvage earned: %d', stats.salvageEarned or 0)) table.insert(lines, string.format('Salvage used: %d', stats.salvageUsed or 0)) table.insert(lines, string.format('Current salvage: %d', CTLD._salvagePoints[self.Side] or 0)) MESSAGE:New(table.concat(lines, '\n'), 30):ToGroup(group) end) end -- Admin/Help -> Debug local debugMenu = MENU_GROUP:New(group, 'Debug', adminRoot) CMD('Enable verbose logging', debugMenu, function() self.Config.LogLevel = LOG_DEBUG _logInfo(string.format('[%s] Verbose/Debug logging ENABLED via Admin menu', tostring(self.Side))) MESSAGE:New('CTLD verbose logging ENABLED (LogLevel=4)', 8):ToGroup(group) end) CMD('Normal logging (INFO)', debugMenu, function() self.Config.LogLevel = LOG_INFO _logInfo(string.format('[%s] Logging set to INFO level via Admin menu', tostring(self.Side))) MESSAGE:New('CTLD logging set to INFO (LogLevel=2)', 8):ToGroup(group) end) CMD('Minimal logging (ERRORS only)', debugMenu, function() self.Config.LogLevel = LOG_ERROR _logInfo(string.format('[%s] Logging set to ERROR-only via Admin menu', tostring(self.Side))) MESSAGE:New('CTLD logging set to ERRORS only (LogLevel=1)', 8):ToGroup(group) end) CMD('Disable all logging', debugMenu, function() self.Config.LogLevel = LOG_NONE MESSAGE:New('CTLD logging DISABLED (LogLevel=0)', 8):ToGroup(group) end) -- Admin/Help -> Player Guides (moved earlier) return root end -- Create or refresh the filtered "In Stock Here" menu for a group. -- If rootMenu is provided, (re)create under that. Otherwise, reuse previous stored root. function CTLD:_BuildOrRefreshInStockMenu(group, rootMenu) if not (self.Config.Inventory and self.Config.Inventory.Enabled and self.Config.Inventory.HideZeroStockMenu) then return end if not group or not group:IsAlive() then return end local gname = group:GetName() -- remove previous menu if present and rootMenu not explicitly provided local existing = CTLD._inStockMenus[gname] if existing and existing.menu and (rootMenu == nil) then pcall(function() existing.menu:Remove() end) CTLD._inStockMenus[gname] = nil end local parent = rootMenu or (self.MenusByGroup and self.MenusByGroup[gname]) if not parent then return end -- Create a fresh submenu root local inRoot = MENU_GROUP:New(group, 'Request Crate (In Stock Here)', parent) CTLD._inStockMenus[gname] = { menu = inRoot } -- Find nearest active pickup zone local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local zone, dist = self:_nearestActivePickupZone(unit) if not zone then MENU_GROUP_COMMAND:New(group, 'No active supply zone nearby', inRoot, function() -- Inform and also provide vectors to nearest configured zone if any _eventSend(self, group, nil, 'no_pickup_zones', {}) -- Fallback: try any configured pickup zone (ignoring active state) for helpful vectors local list = self.Config and self.Config.Zones and self.Config.Zones.PickupZones or {} if list and #list > 0 then local unit = group:GetUnit(1) if unit and unit:IsAlive() then local fallbackZone, fallbackDist = _nearestZonePoint(unit, list) if fallbackZone then local up = unit:GetPointVec3(); local zp = fallbackZone:GetPointVec3() local brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z}) local isMetric = _getPlayerIsMetric(unit) local rngV, rngU = _fmtRange(fallbackDist or 0, isMetric) _eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = fallbackZone:GetName(), brg = brg, rng = rngV, rng_u = rngU }) end end end end) -- Still add a refresh item MENU_GROUP_COMMAND:New(group, 'Refresh In-Stock List', inRoot, function() self:_BuildOrRefreshInStockMenu(group) end) return end local zname = zone:GetName() local maxd = self.Config.PickupZoneMaxDistance or 10000 if not dist or dist > maxd then MENU_GROUP_COMMAND:New(group, string.format('Nearest zone %s is beyond limit (%.0f m).', zname, dist or 0), inRoot, function() local isMetric = _getPlayerIsMetric(unit) local v, u = _fmtRange(math.max(0, (dist or 0) - maxd), isMetric) local up = unit:GetPointVec3(); local zp = zone:GetPointVec3() local brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z}) _eventSend(self, group, nil, 'pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg }) end) MENU_GROUP_COMMAND:New(group, 'Refresh In-Stock List', inRoot, function() self:_BuildOrRefreshInStockMenu(group) end) return end -- Info and refresh commands at top MENU_GROUP_COMMAND:New(group, string.format('Nearest Supply: %s', zname), inRoot, function() local up = unit:GetPointVec3(); local zp = zone:GetPointVec3() local brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z}) local isMetric = _getPlayerIsMetric(unit) local rngV, rngU = _fmtRange(dist or 0, isMetric) _eventSend(self, group, nil, 'vectors_to_pickup_zone', { zone = zname, brg = brg, rng = rngV, rng_u = rngU }) end) MENU_GROUP_COMMAND:New(group, 'Refresh In-Stock List', inRoot, function() self:_BuildOrRefreshInStockMenu(group) end) -- Build commands for items with stock > 0 at this zone; single-unit entries only local inStock = {} local stock = CTLD._stockByZone[zname] or {} for key,def in pairs(self.Config.CrateCatalog or {}) do local sideOk = (not def.side) or def.side == self.Side local isSingle = (type(def.requires) ~= 'table') if sideOk and isSingle then local cnt = tonumber(stock[key] or 0) or 0 if cnt > 0 then table.insert(inStock, { key = key, def = def, cnt = cnt }) end end end -- Stable sort by menu label for consistency table.sort(inStock, function(a,b) local la = (a.def and (a.def.menu or a.def.description)) or a.key local lb = (b.def and (b.def.menu or b.def.description)) or b.key return tostring(la) < tostring(lb) end) if #inStock == 0 then MENU_GROUP_COMMAND:New(group, 'None in stock at this zone', inRoot, function() _msgGroup(group, string.format('No crates in stock at %s.', zname)) end) else for _,it in ipairs(inStock) do local base = (it.def and (it.def.menu or it.def.description)) or it.key local total = self:_recipeTotalCrates(it.def) local suffix = (total == 1) and '1 crate' or (tostring(total)..' crates') local label = string.format('%s (%s) [%d available]', base, suffix, it.cnt) MENU_GROUP_COMMAND:New(group, label, inRoot, function() self:RequestCrateForGroup(group, it.key) -- After requesting, refresh to reflect the decremented stock local id = timer.scheduleFunction(function() self:_BuildOrRefreshInStockMenu(group) end, {}, timer.getTime() + 0.1) _trackOneShotTimer(id) end) end end end -- Create or refresh the dynamic Build (Advanced) menu for a group. function CTLD:_BuildOrRefreshBuildAdvancedMenu(group, rootMenu) if not group or not group:IsAlive() then return end -- Clear previous dynamic children if any by recreating the submenu root when rootMenu passed -- We'll remove and recreate inner items by making a temporary child root local gname = group:GetName() -- Remove existing dynamic children by creating a fresh inner menu under the provided root local dynRoot = MENU_GROUP:New(group, 'Buildable Near You', rootMenu) local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } local hdgRad, _ = _headingRadDeg(unit) local buildOffset = math.max(0, tonumber(self.Config.BuildSpawnOffset or 0) or 0) local spawnAt = (buildOffset > 0) and { x = here.x + math.sin(hdgRad) * buildOffset, z = here.z + math.cos(hdgRad) * buildOffset } or { x = here.x, z = here.z } local radius = self.Config.BuildRadius or 100 local nearby = self:GetNearbyCrates(here, radius) local filtered = {} for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end nearby = filtered -- Count by key local counts = {} for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end -- Include carried crates if allowed if self.Config.BuildRequiresGroundCrates ~= true then local gname = group:GetName() local carried = CTLD._loadedCrates[gname] if carried and carried.byKey then for k,v in pairs(carried.byKey) do counts[k] = (counts[k] or 0) + v end end end -- FOB restriction context local insideFOBZone = select(1, self:IsPointInFOBZones(here)) -- Build list of buildable recipes local items = {} for key,cat in pairs(self.Config.CrateCatalog or {}) do local sideOk = (not cat.side) or cat.side == self.Side if sideOk and cat and cat.build then local ok = false if type(cat.requires) == 'table' then ok = true for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < (qty or 0) then ok = false; break end end else ok = ((counts[key] or 0) >= (cat.required or 1)) end if ok then if not (cat.isFOB and self.Config.RestrictFOBToZones and not insideFOBZone) then table.insert(items, { key = key, def = cat }) end end end end if #items == 0 then MENU_GROUP_COMMAND:New(group, 'None buildable here. Drop required crates close to your aircraft.', dynRoot, function() MESSAGE:New('No buildable items with nearby crates. Use Recipe Info to check requirements.', 10):ToGroup(group) end) return end -- Stable ordering by label table.sort(items, function(a,b) local la = (a.def and (a.def.menu or a.def.description)) or a.key local lb = (b.def and (b.def.menu or b.def.description)) or b.key return tostring(la) < tostring(lb) end) -- Create per-item submenus local function CMD(title, parent, cb) return MENU_GROUP_COMMAND:New(group, title, parent, function() local ok, err = pcall(cb) if not ok then _logVerbose('BuildAdv menu error: '..tostring(err)); MESSAGE:New('CTLD menu error: '..tostring(err), 8):ToGroup(group) end end) end for _,it in ipairs(items) do local label = (it.def and (it.def.menu or it.def.description)) or it.key local perItem = MENU_GROUP:New(group, label, dynRoot) local cd = tonumber(self.Config.BuildCooldownSeconds) or 0 local holdTitle, attackTitle if cd <= 0 then holdTitle = 'Build All [Hold Position]' attackTitle = string.format('Build All [Attack (%dm)]', (self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000) else holdTitle = string.format('Build (w/%ds throttle) [Hold Position]', cd) attackTitle = string.format('Build (w/%ds throttle) [Attack (%dm)]', cd, (self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000) end -- Hold Position CMD(holdTitle, perItem, function() self:BuildSpecificAtGroup(group, it.key, { behavior = 'defend' }) end) -- Attack variant (render even if canAttackMove=false; we message accordingly) local vr = (self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000 CMD(attackTitle, perItem, function() if it.def and it.def.canAttackMove == false then MESSAGE:New('This unit is static or not suited to move; it will hold position.', 8):ToGroup(group) self:BuildSpecificAtGroup(group, it.key, { behavior = 'defend' }) else self:BuildSpecificAtGroup(group, it.key, { behavior = 'attack' }) end end) end end -- Build a specific recipe at the group position if crates permit; supports behavior opts function CTLD:BuildSpecificAtGroup(group, recipeKey, opts) local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local ctld = self -- Reuse Build cooldown/confirm logic local now = timer.getTime() local gname = group:GetName() if self.Config.BuildCooldownEnabled then local cd = tonumber(self.Config.BuildCooldownSeconds) or 0 if cd > 0 then local last = CTLD._buildCooldown[gname] if last and (now - last) < cd then local rem = math.max(0, math.ceil(cd - (now - last))) _msgGroup(group, string.format('Build on cooldown. Try again in %ds.', rem)) return end end end if self.Config.BuildConfirmEnabled then local first = CTLD._buildConfirm[gname] local win = self.Config.BuildConfirmWindowSeconds or 10 if not first or (now - first) > win then CTLD._buildConfirm[gname] = now _msgGroup(group, string.format('Confirm build: select again within %ds to proceed.', win)) return else CTLD._buildConfirm[gname] = nil end end local def = self.Config.CrateCatalog[recipeKey] if not def or not def.build then _msgGroup(group, 'Unknown or unbuildable recipe: '..tostring(recipeKey)); return end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } local hdgRad, hdgDeg = _headingRadDeg(unit) local buildOffset = math.max(0, tonumber(self.Config.BuildSpawnOffset or 0) or 0) local spawnAt = (buildOffset > 0) and { x = here.x + math.sin(hdgRad) * buildOffset, z = here.z + math.cos(hdgRad) * buildOffset } or { x = here.x, z = here.z } local radius = self.Config.BuildRadius or 100 local nearby = self:GetNearbyCrates(here, radius) local filtered = {} for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end nearby = filtered if #nearby == 0 and self.Config.BuildRequiresGroundCrates ~= true then -- still can build using carried crates elseif #nearby == 0 then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }) return end -- Count by key local counts = {} for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end -- Include carried crates local carried = CTLD._loadedCrates[gname] if self.Config.BuildRequiresGroundCrates ~= true then if carried and carried.byKey then for k,v in pairs(carried.byKey) do counts[k] = (counts[k] or 0) + v end end end -- Helper to consume crates of a given key/qty (prefers carried when allowed) local function consumeCrates(key, qty) local removed = 0 if self.Config.BuildRequiresGroundCrates ~= true then if carried and carried.byKey and (carried.byKey[key] or 0) > 0 then local take = math.min(qty, carried.byKey[key]) carried.byKey[key] = carried.byKey[key] - take if carried.byKey[key] <= 0 then carried.byKey[key] = nil end carried.total = math.max(0, (carried.total or 0) - take) removed = removed + take if take > 0 then ctld:_scheduleLoadedCrateMenuRefresh(group) end end end for _,c in ipairs(nearby) do if removed >= qty then break end if c.meta.key == key then local obj = StaticObject.getByName(c.name) if obj then obj:destroy() end _cleanupCrateSmoke(c.name) -- Clean up smoke refresh schedule if c.meta and c.meta.point then _removeFromSpatialGrid(c.name, c.meta.point, 'crate') -- prune hover pickup spatial cache end CTLD._crates[c.name] = nil removed = removed + 1 end end end -- FOB restriction check if def.isFOB and self.Config.RestrictFOBToZones then local inside = select(1, self:IsPointInFOBZones(here)) if not inside then _eventSend(self, group, nil, 'fob_restricted', {}); return end end -- Special-case: SAM Site Repair/Augment entries (isRepair) if def.isRepair == true or tostring(recipeKey):find('_REPAIR', 1, true) then -- Map recipe key family to a template definition local function identifyTemplate(key) if key:find('HAWK', 1, true) then return { name='HAWK', side=def.side or self.Side, baseUnits={ {type='Hawk sr', dx=12, dz=8}, {type='Hawk tr', dx=-12, dz=8}, {type='Hawk pcp', dx=18, dz=12}, {type='Hawk cwar', dx=-18, dz=12} }, launcherType='Hawk ln', launcherStart={dx=0, dz=0}, launcherStep={dx=6, dz=0}, maxLaunchers=6 } elseif key:find('PATRIOT', 1, true) then return { name='PATRIOT', side=def.side or self.Side, baseUnits={ {type='Patriot str', dx=14, dz=10}, {type='Patriot ECS', dx=-14, dz=10} }, launcherType='Patriot ln', launcherStart={dx=0, dz=0}, launcherStep={dx=8, dz=0}, maxLaunchers=6 } elseif key:find('KUB', 1, true) then return { name='KUB', side=def.side or self.Side, baseUnits={ {type='Kub 1S91 str', dx=12, dz=8} }, launcherType='Kub 2P25 ln', launcherStart={dx=0, dz=0}, launcherStep={dx=6, dz=0}, maxLaunchers=3 } elseif key:find('BUK', 1, true) then return { name='BUK', side=def.side or self.Side, baseUnits={ {type='SA-11 Buk SR 9S18M1', dx=12, dz=8}, {type='SA-11 Buk CC 9S470M1', dx=-12, dz=8} }, launcherType='SA-11 Buk LN 9A310M1', launcherStart={dx=0, dz=0}, launcherStep={dx=6, dz=0}, maxLaunchers=6 } end return nil end local tpl = identifyTemplate(tostring(recipeKey)) if not tpl then _msgGroup(group, 'No matching SAM site type for repair: '..tostring(recipeKey)); return end -- Determine how many repair crates to apply local cratesAvail = counts[recipeKey] or 0 if cratesAvail <= 0 then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }); return end -- Find nearest existing site group that matches template local function vec2(u) local p = u:getPoint(); return { x = p.x, z = p.z } end local function dist2(a,b) local dx, dz = a.x-b.x, a.z-b.z; return math.sqrt(dx*dx+dz*dz) end local searchR = math.max(250, (self.Config.BuildRadius or 100) * 10) local groups = coalition.getGroups(tpl.side, Group.Category.GROUND) or {} local here2 = { x = here.x, z = here.z } local bestG, bestD, bestInfo = nil, 1e9, nil for _,g in ipairs(groups) do if g and g:isExist() then local units = g:getUnits() or {} if #units > 0 then -- Compute center and count types local cx, cz = 0, 0 local byType = {} for _,u in ipairs(units) do local pt = u:getPoint(); cx = cx + pt.x; cz = cz + pt.z local tname = u:getTypeName() or '' byType[tname] = (byType[tname] or 0) + 1 end cx = cx / #units; cz = cz / #units local d = dist2(here2, { x = cx, z = cz }) if d <= searchR then -- Check presence of base units (at least 1 each) local ok = true for _,u in ipairs(tpl.baseUnits) do if (byType[u.type] or 0) < 1 then ok = false; break end end -- Require at least 1 launcher or allow 0 (initial repair to full base)? we'll allow 0 too. if ok then if d < bestD then bestG, bestD = g, d bestInfo = { byType = byType, center = { x = cx, z = cz }, headingDeg = function() local h = 0; local leader = units[1]; if leader and leader.isExist and leader:isExist() then h = math.deg(leader:getHeading() or 0) end; return h end } end end end end end end if not bestG then _msgGroup(group, 'No matching SAM site found nearby to repair/augment.') return end -- Current launchers in site local curLaunchers = (bestInfo and bestInfo.byType and bestInfo.byType[tpl.launcherType]) or 0 local maxL = tpl.maxLaunchers or (curLaunchers + cratesAvail) local canAdd = math.max(0, (maxL - curLaunchers)) if canAdd <= 0 then _msgGroup(group, 'SAM site is already at max launchers.') return end local addNum = math.min(cratesAvail, canAdd) -- Build new group composition: base units + (curLaunchers + addNum) launchers local function buildSite(point, headingDeg, side, launcherCount) local hdg = math.rad(headingDeg or 0) local function off(dx, dz) -- rotate offsets by heading local s, c = math.sin(hdg), math.cos(hdg) local rx = dx * c + dz * s local rz = -dx * s + dz * c return { x = point.x + rx, z = point.z + rz } end local units = {} -- Place launchers in a row starting at launcherStart and stepping by launcherStep for i=0, (launcherCount-1) do local dx = (tpl.launcherStart.dx or 0) + (tpl.launcherStep.dx or 0) * i local dz = (tpl.launcherStart.dz or 0) + (tpl.launcherStep.dz or 0) * i local p = off(dx, dz) table.insert(units, { type = tpl.launcherType, name = string.format('CTLD-%s-%d', tpl.launcherType, math.random(100000,999999)), x = p.x, y = p.z, heading = hdg }) end -- Place base units at their template offsets for _,u in ipairs(tpl.baseUnits) do local p = off(u.dx or 0, u.dz or 0) table.insert(units, { type = u.type, name = string.format('CTLD-%s-%d', u.type, math.random(100000,999999)), x = p.x, y = p.z, heading = hdg }) end return { visible=false, lateActivation=false, tasks={}, task='Ground Nothing', route={}, units=units, name=string.format('CTLD_SITE_%d', math.random(100000,999999)) } end _eventSend(self, group, nil, 'build_started', { build = def.description or recipeKey }) -- Destroy old group, spawn new one local oldName = bestG:getName() local newLauncherCount = curLaunchers + addNum local center = bestInfo and bestInfo.center if not center then _msgGroup(group, 'Failed to determine SAM site center position.') return end local headingDeg = (bestInfo and bestInfo.headingDeg and bestInfo.headingDeg()) or 0 if Group.getByName(oldName) then pcall(function() Group.getByName(oldName):destroy() end) end local gdata = buildSite({ x = center.x, z = center.z }, headingDeg, tpl.side, newLauncherCount) local newG = _coalitionAddGroup(tpl.side, Group.Category.GROUND, gdata, self.Config) if not newG then _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }); return end -- Consume used repair crates consumeCrates(recipeKey, addNum) _eventSend(self, nil, self.Side, 'build_success_coalition', { build = (def.description or recipeKey), player = _playerNameFromGroup(group) }) if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end return end -- Verify counts and build (supports multi-build when cooldown is zero) if type(def.requires) == 'table' then local cd = tonumber(self.Config.BuildCooldownSeconds) or 0 local maxCopies = 1 if cd <= 0 then maxCopies = math.huge for reqKey,qty in pairs(def.requires) do if (qty or 0) > 0 then local available = counts[reqKey] or 0 local copiesForKey = math.floor(available / (qty or 1)) if copiesForKey < maxCopies then maxCopies = copiesForKey end end end if maxCopies < 1 or maxCopies == math.huge then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }) return end else for reqKey,qty in pairs(def.requires) do if (counts[reqKey] or 0) < (qty or 0) then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }) return end end maxCopies = 1 end local built = 0 while built < maxCopies do local gdata = def.build({ x = spawnAt.x, z = spawnAt.z }, hdgDeg, def.side or self.Side) _eventSend(self, group, nil, 'build_started', { build = def.description or recipeKey }) local g = _coalitionAddGroup(def.side or self.Side, def.category or Group.Category.GROUND, gdata, self.Config) if not g then _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }) break end if self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC pre: post-build (composite) key=%s group=%s', tostring(recipeKey), tostring(g:getName()))) end self:_maybeRegisterJTAC(recipeKey, def, g) for reqKey,qty in pairs(def.requires) do consumeCrates(reqKey, qty or 0) counts[reqKey] = (counts[reqKey] or 0) - (qty or 0) end _eventSend(self, nil, self.Side, 'build_success_coalition', { build = def.description or recipeKey, player = _playerNameFromGroup(group) }) _logInfo(string.format('[BUILD_DEBUG] Built key=%s desc=%s isFOB=%s isMobileMASH=%s', tostring(recipeKey), tostring(def.description), tostring(def.isFOB), tostring(def.isMobileMASH))) if def.isFOB then pcall(function() self:_CreateFOBPickupZone({ x = spawnAt.x, z = spawnAt.z }, def, hdg) end) end if def.isMobileMASH then _logInfo(string.format('[MobileMASH] BuildSpecificAtGroup invoking _CreateMobileMASH for key %s at (%.1f, %.1f)', tostring(recipeKey), spawnAt.x or -1, spawnAt.z or -1)) local ok, err = pcall(function() self:_CreateMobileMASH(g, { x = spawnAt.x, z = spawnAt.z }, def) end) if not ok then _logError(string.format('[MobileMASH] _CreateMobileMASH invocation failed: %s', tostring(err))) end end -- behavior (applied for each built group) local behavior = opts and opts.behavior or nil if behavior == 'attack' and (def.canAttackMove ~= false) and self.Config.AttackAI and self.Config.AttackAI.Enabled then local t = self:_assignAttackBehavior(g:getName(), spawnAt, true) local isMetric = _getPlayerIsMetric(group:GetUnit(1)) if t and t.kind == 'base' then local brg = _bearingDeg(spawnAt, t.point) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u }) elseif t and t.kind == 'enemy' then local brg = _bearingDeg(spawnAt, t.point) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u }) else local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric) _eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u }) end elseif behavior == 'attack' and def.canAttackMove == false then MESSAGE:New('This unit is static or not suited to move; it will hold position.', 8):ToGroup(group) end built = built + 1 if cd > 0 then break end end if self.Config.BuildCooldownEnabled and cd > 0 then CTLD._buildCooldown[gname] = now end return else -- single-key local need = def.required or 1 local cd = tonumber(self.Config.BuildCooldownSeconds) or 0 local maxCopies = 1 if cd <= 0 then local available = counts[recipeKey] or 0 maxCopies = math.floor(available / need) if maxCopies < 1 then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }) return end else if (counts[recipeKey] or 0) < need then _eventSend(self, group, nil, 'build_insufficient_crates', { build = def.description or recipeKey }); return end maxCopies = 1 end local built = 0 while built < maxCopies do local gdata = def.build({ x = spawnAt.x, z = spawnAt.z }, hdgDeg, def.side or self.Side) _eventSend(self, group, nil, 'build_started', { build = def.description or recipeKey }) local g = _coalitionAddGroup(def.side or self.Side, def.category or Group.Category.GROUND, gdata, self.Config) if not g then _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }); break end if self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC pre: post-build (single) key=%s group=%s', tostring(recipeKey), tostring(g:getName()))) end self:_maybeRegisterJTAC(recipeKey, def, g) consumeCrates(recipeKey, need) counts[recipeKey] = (counts[recipeKey] or 0) - need _eventSend(self, nil, self.Side, 'build_success_coalition', { build = def.description or recipeKey, player = _playerNameFromGroup(group) }) -- behavior local behavior = opts and opts.behavior or nil if behavior == 'attack' and (def.canAttackMove ~= false) and self.Config.AttackAI and self.Config.AttackAI.Enabled then local t = self:_assignAttackBehavior(g:getName(), spawnAt, true) local isMetric = _getPlayerIsMetric(group:GetUnit(1)) if t and t.kind == 'base' then local brg = _bearingDeg(spawnAt, t.point) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u }) elseif t and t.kind == 'enemy' then local brg = _bearingDeg(spawnAt, t.point) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u }) else local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric) _eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u }) end elseif behavior == 'attack' and def.canAttackMove == false then MESSAGE:New('This unit is static or not suited to move; it will hold position.', 8):ToGroup(group) end built = built + 1 if cd > 0 then break end end if self.Config.BuildCooldownEnabled and cd > 0 then CTLD._buildCooldown[gname] = now end return end end function CTLD:_definitionIsJTAC(def) if not def then return false end if def.isJTAC == true then return true end if type(def.jtac) == 'table' and def.jtac.enabled ~= false then return true end if type(def.roles) == 'table' then for _, role in ipairs(def.roles) do if tostring(role):upper() == 'JTAC' then return true end end end return false end function CTLD:_maybeRegisterJTAC(recipeKey, def, dcsGroup) if not (self.Config.JTAC and self.Config.JTAC.Enabled) then if self.Config and self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo('JTAC check: JTAC disabled in config; skipping registration') end return end if not self:_definitionIsJTAC(def) then if self.Config and self.Config.JTAC and self.Config.JTAC.Verbose then local hasRoles = (def and type(def.roles) == 'table') and table.concat((function(r) local t={} for i,v in ipairs(r) do t[i]=tostring(v) end return t end)(def.roles),'|') or '(none)' local hasJTAC = (def and type(def.jtac) == 'table') and 'yes' or 'no' _logInfo(string.format('JTAC check: definition not JTAC. key=%s jtacTable=%s roles=%s isJTAC=%s', tostring(recipeKey), hasJTAC, hasRoles, tostring(def and def.isJTAC))) end return end if not dcsGroup then if self.Config and self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC check: no DCS group to register. key=%s', tostring(recipeKey))) end return end if self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC check: attempting registration. key=%s unitType=%s group=%s', tostring(recipeKey), tostring(def and def.unitType or def and def.description or 'n/a'), tostring(dcsGroup and dcsGroup.getName and dcsGroup:getName() or ''))) end self:_registerJTACGroup(recipeKey, def, dcsGroup) end function CTLD:_reserveJTACCode(side, groupName) local pool = self.Config.JTAC and self.Config.JTAC.LaserCodes or { '1688' } if not CTLD._jtacReservedCodes then CTLD._jtacReservedCodes = { [coalition.side.BLUE] = {}, [coalition.side.RED] = {}, [coalition.side.NEUTRAL] = {} } end CTLD._jtacReservedCodes[side] = CTLD._jtacReservedCodes[side] or {} for _, code in ipairs(pool) do code = tostring(code) if not CTLD._jtacReservedCodes[side][code] then CTLD._jtacReservedCodes[side][code] = groupName return code end end local fallback = tostring(pool[1] or '1688') _logVerbose(string.format('JTAC laser code pool exhausted for side %s, reusing %s', tostring(side), fallback)) return fallback end function CTLD:_releaseJTACCode(side, code, groupName) if not code then return end code = tostring(code) if CTLD._jtacReservedCodes and CTLD._jtacReservedCodes[side] then if CTLD._jtacReservedCodes[side][code] == groupName then CTLD._jtacReservedCodes[side][code] = nil end end end function CTLD:_registerJTACGroup(recipeKey, def, dcsGroup) if not (dcsGroup and dcsGroup.getName) then return end local groupName = dcsGroup:getName() if not groupName then return end self:_cleanupJTACEntry(groupName) -- ensure stale entry cleared local side = dcsGroup:getCoalition() or self.Side local code = self:_reserveJTACCode(side, groupName) local platform = 'ground' if def and def.jtac and def.jtac.platform then platform = tostring(def.jtac.platform) elseif def and def.category == Group.Category.AIRPLANE then platform = 'air' end local cfgSmoke = self.Config.JTAC and self.Config.JTAC.Smoke or {} local smokeColor = (side == coalition.side.BLUE) and cfgSmoke.ColorBlue or cfgSmoke.ColorRed local entry = { groupName = groupName, recipeKey = recipeKey, def = def, side = side, code = code, platform = platform, smokeColor = smokeColor, nextScan = timer.getTime() + 2, smokeNext = 0, lockType = def and def.jtac and def.jtac.lock, } local friendlyName = (def and self:_friendlyNameForKey(recipeKey)) or groupName entry.displayName = friendlyName entry.lastState = 'onstation' self._jtacRegistry[groupName] = entry self:_announceJTAC('jtac_onstation', entry, { jtac = friendlyName, code = code, }) _logInfo(string.format('JTAC registered: group=%s friendlyName=%s code=%s platform=%s verbose=%s', tostring(groupName), tostring(friendlyName), tostring(code), tostring(platform), tostring(self.Config.JTAC and self.Config.JTAC.Verbose))) end function CTLD:_announceJTAC(msgKey, entry, payload) if not entry then return end local cfg = self.Config.JTAC and self.Config.JTAC.Announcements local allowed = true if entry and entry.announceOverride ~= nil then allowed = entry.announceOverride == true else allowed = (cfg and cfg.Enabled ~= false) end if not allowed then return end local tpl = CTLD.Messages[msgKey] if not tpl then return end local data = payload or {} data.jtac = data.jtac or entry.displayName or entry.groupName data.code = data.code or entry.code local text = _fmtTemplate(tpl, data) if text and text ~= '' then _msgCoalition(entry.side or self.Side, text, cfg.Duration or self.Config.MessageDuration) end end function CTLD:_cleanupJTACEntry(groupName) local entry = self._jtacRegistry and self._jtacRegistry[groupName] if not entry then return end self:_cancelJTACSpots(entry) self:_releaseJTACCode(entry.side or self.Side, entry.code, groupName) self._jtacRegistry[groupName] = nil end function CTLD:_cancelJTACSpots(entry) if not entry then return end if entry.laserSpot then pcall(function() Spot.destroy(entry.laserSpot) end) entry.laserSpot = nil end if entry.irSpot then pcall(function() Spot.destroy(entry.irSpot) end) entry.irSpot = nil end end function CTLD:_tickJTACs() if not self._jtacRegistry then return end if not next(self._jtacRegistry) then return end local now = timer.getTime() for groupName, entry in pairs(self._jtacRegistry) do if not entry.nextScan or now >= entry.nextScan then local ok, err = pcall(function() self:_processJTACEntry(groupName, entry, now) end) if not ok then _logError(string.format('JTAC tick error for %s: %s', tostring(groupName), tostring(err))) entry.nextScan = now + 10 end end end end function CTLD:_processJTACEntry(groupName, entry, now) local cfg = self.Config.JTAC or {} local autoCfg = cfg.AutoLase or {} if autoCfg.Enabled == false then self:_cancelJTACSpots(entry) entry.nextScan = now + 30 return end if entry.paused then self:_cancelJTACSpots(entry) entry.nextScan = now + 30 entry.lastState = 'paused' return end local group = Group.getByName(groupName) if not group or not group:isExist() then self:_cleanupJTACEntry(groupName) return end local units = group:getUnits() or {} if #units == 0 then self:_cancelJTACSpots(entry) entry.nextScan = now + (autoCfg.TransportHoldSeconds or 10) return end local jtacUnit = units[1] if not jtacUnit or jtacUnit:getLife() <= 0 or not jtacUnit:isActive() then self:_cleanupJTACEntry(groupName) return end entry.jtacUnitName = entry.jtacUnitName or jtacUnit:getName() entry.displayName = entry.displayName or entry.jtacUnitName or groupName local jtacPoint = jtacUnit:getPoint() local searchRadius = tonumber(entry.searchRadiusOverride or autoCfg.SearchRadius) or 8000 if cfg.Verbose then _logInfo(string.format('JTAC tick: group=%s unit=%s radius=%.0f pos=(%.0f,%.0f,%.0f)', tostring(groupName), tostring(entry.jtacUnitName or jtacUnit:getName()), searchRadius, jtacPoint.x or -1, jtacPoint.y or -1, jtacPoint.z or -1)) end local current = entry.currentTarget local targetUnit = nil local targetStatus = nil if current and current.name then local candidate = Unit.getByName(current.name) if candidate and candidate:isExist() and candidate:getLife() > 0 then local tgtPoint = candidate:getPoint() local dist = _distance3d(tgtPoint, jtacPoint) if dist <= searchRadius and _hasLineOfSight(jtacPoint, tgtPoint) then targetUnit = candidate current.lastSeen = now current.distance = dist else targetStatus = 'lost' end else targetStatus = 'destroyed' end if targetStatus then if targetStatus == 'destroyed' then if entry.lastState ~= 'destroyed' then self:_announceJTAC('jtac_target_destroyed', entry, { jtac = entry.displayName, target = current.label or current.name, code = entry.code, }) entry.lastState = 'destroyed' end else if entry.lastState ~= 'lost' then self:_announceJTAC('jtac_target_lost', entry, { jtac = entry.displayName, target = current.label or current.name, }) entry.lastState = 'lost' end end entry.currentTarget = nil targetUnit = nil self:_cancelJTACSpots(entry) entry.nextScan = now + (targetStatus == 'lost' and (autoCfg.LostRetrySeconds or 10) or 5) end end if not targetUnit then local lockPref = entry.lockType or cfg.LockType or 'all' local selection = self:_findJTACNewTarget(entry, jtacPoint, searchRadius, lockPref) if cfg.Verbose then _logInfo(string.format('JTAC scan: group=%s lock=%s found=%s', tostring(groupName), tostring(lockPref), selection and (selection.unit and selection.unit:getTypeName()) or 'nil')) end if selection then targetUnit = selection.unit entry.currentTarget = { name = targetUnit:getName(), label = targetUnit:getTypeName(), firstSeen = now, lastSeen = now, distance = selection.distance, } local grid = self:_GetMGRSString(targetUnit:getPoint()) local newState = 'target:'..(entry.currentTarget.name or '') if entry.lastState ~= newState then self:_announceJTAC('jtac_new_target', entry, { jtac = entry.displayName, target = targetUnit:getTypeName(), code = entry.code, grid = grid, }) entry.lastState = newState end end end if targetUnit then self:_updateJTACSpots(entry, jtacUnit, targetUnit) entry.nextScan = now + (autoCfg.RefreshSeconds or 15) if cfg.Verbose then _logInfo(string.format('JTAC lase: group=%s target=%s code=%s', tostring(groupName), tostring(targetUnit and targetUnit:getTypeName()), tostring(entry.code))) end else self:_cancelJTACSpots(entry) entry.nextScan = now + (autoCfg.IdleRescanSeconds or 30) if entry.lastState ~= 'idle' then self:_announceJTAC('jtac_idle', entry, { jtac = entry.displayName, }) entry.lastState = 'idle' end end end function CTLD:ListJTACStatus(group) local lines = {} table.insert(lines, 'JTAC Status') table.insert(lines, '') if not self._jtacRegistry or not next(self._jtacRegistry) then table.insert(lines, '(none registered)') else local now = timer.getTime() for gname, entry in pairs(self._jtacRegistry) do local tgt = entry.currentTarget and entry.currentTarget.label or '(idle)' local age = entry.currentTarget and (now - (entry.currentTarget.firstSeen or now)) or 0 local nextScan = entry.nextScan and (entry.nextScan - now) or -1 table.insert(lines, string.format('- %s code=%s plat=%s state=%s target=%s age=%.0fs nextScan=%.0fs', entry.displayName or gname, tostring(entry.code), tostring(entry.platform), tostring(entry.lastState), tgt, age, nextScan)) end end local text = table.concat(lines, '\n') if group and group:IsAlive() then MESSAGE:New(text, 20):ToGroup(group) else _msgCoalition(self.Side, text, 20) end end function CTLD:JTACDiagnostics(group) local lines = {} table.insert(lines, 'JTAC Diagnostics') local cfg = self.Config.JTAC or {} table.insert(lines, string.format('Enabled=%s Verbose=%s LockType=%s', tostring(cfg.Enabled), tostring(cfg.Verbose), tostring(cfg.LockType))) local auto = cfg.AutoLase or {} table.insert(lines, string.format('AutoLase Enabled=%s Radius=%s Refresh=%s IdleRescan=%s LostRetry=%s', tostring(auto.Enabled), tostring(auto.SearchRadius), tostring(auto.RefreshSeconds), tostring(auto.IdleRescanSeconds), tostring(auto.LostRetrySeconds))) local countCatalog = 0 local jtacKeys = {} for key,def in pairs(self.Config.CrateCatalog or {}) do if self:_definitionIsJTAC(def) then countCatalog = countCatalog + 1 table.insert(jtacKeys, key) end end table.insert(lines, string.format('Catalog JTAC Definitions: %d', countCatalog)) if #jtacKeys > 0 then table.insert(lines, 'Keys: '..table.concat(jtacKeys, ', ')) end local regCount = 0 for _ in pairs(self._jtacRegistry or {}) do regCount = regCount + 1 end table.insert(lines, string.format('Registered JTAC Groups: %d', regCount)) if regCount > 0 then for gname, entry in pairs(self._jtacRegistry) do table.insert(lines, string.format(' Reg: %s code=%s state=%s', gname, tostring(entry.code), tostring(entry.lastState))) end end local text = table.concat(lines, '\n') if group and group:IsAlive() then MESSAGE:New(text, 25):ToGroup(group) else _msgCoalition(self.Side, text, 25) end end -- ========================= -- JTAC Controls (per-group active selection) -- ========================= function CTLD:_getActiveJTAC(group) local gname = group and group:GetName() if not gname then return nil end CTLD._activeJTACByGroup = CTLD._activeJTACByGroup or {} local key = CTLD._activeJTACByGroup[gname] if key and self._jtacRegistry and self._jtacRegistry[key] then return self._jtacRegistry[key] end return nil end local function _unitVec2(unit) local p = unit:GetPointVec3(); return { x = p.x, z = p.z } end function CTLD:JTAC_SelectActiveForGroup(group, opts) local entries = {} for name, entry in pairs(self._jtacRegistry or {}) do table.insert(entries, entry) end if #entries == 0 then MESSAGE:New('No JTACs registered yet.', 8):ToGroup(group); return end -- choose nearest to player unit table.sort(entries, function(a,b) local u = group:GetUnit(1); if not u then return false end local up = _unitVec2(group:GetUnit(1)) local function d(e) local g = Group.getByName(e.groupName); if not g then return 1e12 end local gu = g:getUnits(); if not gu or #gu==0 then return 1e12 end local p = gu[1]:getPoint(); local dx = (p.x - up.x); local dz=(p.z - up.z); return math.sqrt(dx*dx+dz*dz) end return d(a) < d(b) end) local chosen = entries[1] CTLD._activeJTACByGroup = CTLD._activeJTACByGroup or {} CTLD._activeJTACByGroup[group:GetName()] = chosen.groupName MESSAGE:New(string.format('Active JTAC set to %s (code %s).', chosen.displayName or chosen.groupName, tostring(chosen.code)), 10):ToGroup(group) end function CTLD:JTAC_TogglePause(group) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end e.paused = not e.paused local msg = e.paused and 'paused' or 'resumed' MESSAGE:New(string.format('JTAC %s %s.', e.displayName or e.groupName, msg), 8):ToGroup(group) end function CTLD:JTAC_ReleaseTarget(group) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end self:_cancelJTACSpots(e) e.currentTarget = nil e.nextScan = timer.getTime() + 1 e.lastState = 'released' MESSAGE:New('JTAC target released.', 6):ToGroup(group) end function CTLD:JTAC_ForceRescan(group) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end e.currentTarget = nil e.nextScan = timer.getTime() + 0.5 e.lastState = 'rescan' MESSAGE:New('JTAC rescan queued.', 6):ToGroup(group) end function CTLD:JTAC_SetLockFilter(group, mode) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end e.lockType = (mode or 'all') e.currentTarget = nil; e.nextScan = timer.getTime() + 0.5 MESSAGE:New(string.format('JTAC lock filter set to %s.', mode), 6):ToGroup(group) end function CTLD:JTAC_SetPriority(group, profile) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end e.priorityProfile = profile or 'balanced' e.currentTarget = nil; e.nextScan = timer.getTime() + 0.5 MESSAGE:New(string.format('JTAC priority set: %s', profile), 6):ToGroup(group) end function CTLD:JTAC_SetSearchRadius(group, meters) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end e.searchRadiusOverride = tonumber(meters) e.currentTarget = nil; e.nextScan = timer.getTime() + 0.5 MESSAGE:New(string.format('JTAC search radius set to %dm.', meters or 0), 6):ToGroup(group) end function CTLD:JTAC_ToggleSmoke(group) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end if e.smokeEnabledOverride == nil then e.smokeEnabledOverride = not ((self.Config.JTAC and self.Config.JTAC.Smoke and self.Config.JTAC.Smoke.Enabled) ~= false) else e.smokeEnabledOverride = not e.smokeEnabledOverride end local state = e.smokeEnabledOverride and 'ON' or 'OFF' MESSAGE:New('JTAC smoke '..state..'.', 6):ToGroup(group) end function CTLD:JTAC_SetSmokeColor(group, which) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end if which == 'blue' then e.smokeColor = trigger.smokeColor.Blue elseif which == 'orange' then e.smokeColor = trigger.smokeColor.Orange end MESSAGE:New('JTAC smoke color set.', 6):ToGroup(group) end function CTLD:JTAC_ToggleAnnouncements(group) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end if e.announceOverride == nil then local cfg = self.Config.JTAC and self.Config.JTAC.Announcements e.announceOverride = not (cfg and cfg.Enabled ~= false) else e.announceOverride = not e.announceOverride end MESSAGE:New('JTAC announcements '..(e.announceOverride and 'ON' or 'OFF')..'.', 6):ToGroup(group) end function CTLD:JTAC_MarkCurrentTarget(group) local e = self:_getActiveJTAC(group); if not e then self:JTAC_SelectActiveForGroup(group); e=self:_getActiveJTAC(group) end; if not e then return end if not e.currentTarget or not e.currentTarget.name then MESSAGE:New('No current target to mark.', 6):ToGroup(group); return end local u = Unit.getByName(e.currentTarget.name); if not u or not u:isExist() then MESSAGE:New('Target no longer valid.', 6):ToGroup(group); return end local p = u:getPoint() CTLD._markId = (CTLD._markId or 900000) + 1 local text = string.format('JTAC %s target: %s (code %s)', e.displayName or e.groupName, e.currentTarget.label or e.currentTarget.name, tostring(e.code)) local side = (group and group.GetCoalition and group:GetCoalition()) or e.side or coalition.side.BLUE pcall(function() trigger.action.markToCoalition(CTLD._markId, text, {x=p.x, y=p.y, z=p.z}, side) end) MESSAGE:New('Marked current target on map.', 6):ToGroup(group) end function CTLD:_findJTACNewTarget(entry, jtacPoint, radius, lockType) local enemy = _enemySide(entry and entry.side or self.Side) local best local lock = (lockType or 'all'):lower() local profile = entry and entry.priorityProfile or 'balanced' local ok, groups = pcall(function() return coalition.getGroups(enemy, Group.Category.GROUND) or {} end) if not ok then groups = {} end for _, grp in ipairs(groups) do if grp and grp:isExist() then local units = grp:getUnits() if units then for _, unit in ipairs(units) do if unit and unit:isExist() and unit:isActive() and unit:getLife() > 0 then local skip = false if lock == 'troop' and not _isDcsInfantry(unit) then skip = true end if lock == 'vehicle' and _isDcsInfantry(unit) then skip = true end if not skip then local pos = unit:getPoint() local dist = _distance3d(pos, jtacPoint) if dist <= radius and _hasLineOfSight(jtacPoint, pos) then local score = _jtacTargetScoreProfiled(unit, profile) if not best or score > best.score or (score == best.score and dist < best.distance) then best = { unit = unit, score = score, distance = dist } end end end end end end end end return best end function CTLD:_updateJTACSpots(entry, jtacUnit, targetUnit) if not (entry and jtacUnit and targetUnit) then return end local codeNumber = tonumber(entry.code) or 1688 local targetPoint = targetUnit:getPoint() targetPoint = _vec3(targetPoint.x, targetPoint.y + 2.0, targetPoint.z) local origin = { x = 0, y = 2.0, z = 0 } if not entry.laserSpot or not entry.irSpot then local ok, res = pcall(function() local spots = {} spots.ir = Spot.createInfraRed(jtacUnit, origin, targetPoint) spots.laser = Spot.createLaser(jtacUnit, origin, targetPoint, codeNumber) return spots end) if ok and res then entry.irSpot = entry.irSpot or res.ir entry.laserSpot = entry.laserSpot or res.laser else _logError(string.format('JTAC spot create failed for %s: %s', tostring(entry.groupName), tostring(res))) end else pcall(function() if entry.laserSpot and entry.laserSpot.setPoint then entry.laserSpot:setPoint(targetPoint) end if entry.irSpot and entry.irSpot.setPoint then entry.irSpot:setPoint(targetPoint) end end) end local smokeCfg = self.Config.JTAC and self.Config.JTAC.Smoke or {} local smokeAllowed = (entry.smokeEnabledOverride ~= nil) and (entry.smokeEnabledOverride == true) or (entry.smokeEnabledOverride == nil and smokeCfg.Enabled) if smokeAllowed then local now = timer.getTime() if not entry.smokeNext or now >= entry.smokeNext then local color = entry.smokeColor or smokeCfg.ColorBlue or trigger.smokeColor.White local pos = targetUnit:getPoint() local offset = tonumber(smokeCfg.OffsetMeters) or 0 if offset > 0 then local ang = math.random() * math.pi * 2 pos.x = pos.x + math.cos(ang) * offset pos.z = pos.z + math.sin(ang) * offset end pcall(function() trigger.action.smoke({ x = pos.x, y = pos.y, z = pos.z }, color) end) entry.smokeNext = now + (smokeCfg.RefreshSeconds or 300) end end end function CTLD:BuildCoalitionMenus(root) -- Optional: implement coalition-level crate spawns at pickup zones for key,_ in pairs(self.Config.CrateCatalog) do MENU_COALITION_COMMAND:New(self.Side, 'Spawn '..key..' at nearest Pickup Zone', root, function() -- Not group-context; skip here _msgCoalition(self.Side, 'Group menus recommended for crate requests') end) end end function CTLD:InitCoalitionAdminMenu() if self.AdminMenu then return end -- Ensure we have a coalition-level CTLD parent menu to nest Admin/Help under local rootCaption = (self.Config and self.Config.UseGroupMenus) and 'CTLD Admin' or 'CTLD' self.MenuRoot = self.MenuRoot or MENU_COALITION:New(self.Side, rootCaption) local root = MENU_COALITION:New(self.Side, 'Admin/Help', self.MenuRoot) -- Player Help submenu (moved to top of Admin/Help) local helpMenu = MENU_COALITION:New(self.Side, 'Player Help', root) -- Removed standalone "Repair - How To" in favor of consolidated SAM Sites help MENU_COALITION_COMMAND:New(self.Side, 'Zones - Guide', helpMenu, function() local lines = {} table.insert(lines, 'CTLD Zones - Guide') table.insert(lines, '') table.insert(lines, 'Zone types:') table.insert(lines, '- Pickup (Supply): Request crates and load troops here. Crate requests require proximity to an ACTIVE pickup zone (default within 10 km).') table.insert(lines, '- Drop: Mission-defined delivery or rally areas. Some missions may require delivery or deployment at these zones (see briefing).') table.insert(lines, '- FOB: Forward Operating Base areas. Some recipes (FOB Site) can be built here; if FOB restriction is enabled, FOB-only builds must be inside an FOB zone.') table.insert(lines, '') table.insert(lines, 'Colors and map marks:') table.insert(lines, '- Pickup zone crate spawns are marked with smoke in the configured color. Admin/Help -> Draw CTLD Zones on Map draws zone circles and labels on F10.') table.insert(lines, '- Use Admin/Help -> Clear CTLD Map Drawings to remove the drawings. Drawings are read-only if configured.') table.insert(lines, '') table.insert(lines, 'How to use zones:') table.insert(lines, '- To request crates: move within the pickup zone distance and use CTLD -> Request Crate.') table.insert(lines, '- To load troops: must be inside a Pickup zone if troop loading restriction is enabled.') table.insert(lines, '- Navigation: CTLD -> Coach & Nav -> Vectors to Nearest Pickup Zone gives bearing and range.') table.insert(lines, '- Activation: Zones can be active/inactive per mission logic; inactive pickup zones block crate requests.') table.insert(lines, '') table.insert(lines, string.format('- Build Radius: about %d m to collect nearby crates when building.', self.Config.BuildRadius or 100)) table.insert(lines, string.format('- Pickup Zone Max Distance: about %d m to request crates (configurable).', self.Config.PickupZoneMaxDistance or 10000)) _msgCoalition(self.Side, table.concat(lines, '\n'), 40) end) MENU_COALITION_COMMAND:New(self.Side, 'Inventory - How It Works', helpMenu, function() local inv = self.Config.Inventory or {} local enabled = inv.Enabled ~= false local showHint = inv.ShowStockInMenu == true local fobPct = math.floor(((inv.FOBStockFactor or 0.25) * 100) + 0.5) local lines = {} table.insert(lines, 'CTLD Inventory - How It Works') table.insert(lines, '') table.insert(lines, 'Overview:') table.insert(lines, '- Inventory is tracked per Supply (Pickup) Zone and per FOB. Requests consume stock at that location.') table.insert(lines, string.format('- Inventory is %s.', enabled and 'ENABLED' or 'DISABLED')) table.insert(lines, '') table.insert(lines, 'Starting stock:') table.insert(lines, '- Each configured Supply Zone is seeded from the catalog initialStock for every crate type at mission start.') table.insert(lines, string.format('- When you build a FOB, it creates a small Supply Zone with stock seeded at ~%d%% of initialStock.', fobPct)) table.insert(lines, '') table.insert(lines, 'Requesting crates:') table.insert(lines, '- You must be within range of an ACTIVE Supply Zone to request crates; stock is decremented on spawn.') table.insert(lines, '- If out of stock for a type at that zone, requests are denied for that type until resupplied (mission logic).') table.insert(lines, '') table.insert(lines, 'UI hints:') table.insert(lines, string.format('- Show stock in menu labels: %s.', showHint and 'ON' or 'OFF')) table.insert(lines, '- Some missions may include an "In Stock Here" list showing only items available at the nearest zone.') _msgCoalition(self.Side, table.concat(lines, '\n'), 40) end) MENU_COALITION_COMMAND:New(self.Side, 'CTLD Basics (2-minute tour)', helpMenu, function() local isMetric = true local lines = {} table.insert(lines, 'CTLD Basics - 2 minute tour') table.insert(lines, '') table.insert(lines, 'Loop: Request -> Deliver -> Build -> Fight') table.insert(lines, '- Request crates at an ACTIVE Supply Zone (Pickup).') table.insert(lines, '- Deliver crates to the build point (within Build Radius).') table.insert(lines, '- Build units or sites with "Build Here" (confirm + cooldown).') table.insert(lines, '- Optional: set Attack or Defend behavior when building.') table.insert(lines, '') table.insert(lines, 'Key concepts:') table.insert(lines, '- Zones: Pickup (supply), Drop (mission targets), FOB (forward supply).') table.insert(lines, '- Inventory: stock is tracked per zone; requests consume stock there.') table.insert(lines, '- FOBs: building one creates a local supply point with seeded stock.') table.insert(lines, '- Advanced: SAM site repair crates, AI attack orders, EWR/JTAC support.') _msgCoalition(self.Side, table.concat(lines, '\n'), 35) end) MENU_COALITION_COMMAND:New(self.Side, 'Troop Transport & JTAC Use', helpMenu, function() local lines = {} table.insert(lines, 'Troop Transport & JTAC Use') table.insert(lines, '') table.insert(lines, 'Troops:') table.insert(lines, '- Load inside an ACTIVE Supply Zone (if mission enforces it).') table.insert(lines, '- Deploy with Defend (hold) or Attack (advance to targets/bases).') table.insert(lines, '- Attack uses a search radius and moves at configured speed.') table.insert(lines, '') table.insert(lines, 'JTAC:') table.insert(lines, '- Build JTAC units (MRAP/Tigr or drones) to support target marking.') table.insert(lines, '- JTAC helps with target designation/SA; details depend on mission setup.') _msgCoalition(self.Side, table.concat(lines, '\n'), 35) end) MENU_COALITION_COMMAND:New(self.Side, 'Crates 101: Requesting and Handling', helpMenu, function() local lines = {} table.insert(lines, 'Crates 101 - Requesting and Handling') table.insert(lines, '') table.insert(lines, '- Request crates near an ACTIVE Supply Zone; max distance is configurable.') table.insert(lines, '- Menu labels show the total crates required for a recipe.') table.insert(lines, '- Drop crates close together but avoid overlap; smoke marks spawns.') table.insert(lines, '- Use Coach & Nav tools: vectors to nearest pickup zone, re-mark crate with smoke.') _msgCoalition(self.Side, table.concat(lines, '\n'), 35) end) MENU_COALITION_COMMAND:New(self.Side, 'Hover Pickup & Slingloading', helpMenu, function() local coachCfg = CTLD.HoverCoachConfig or {} local aglMin = (coachCfg.thresholds and coachCfg.thresholds.aglMin) or 5 local aglMax = (coachCfg.thresholds and coachCfg.thresholds.aglMax) or 20 local capGS = (coachCfg.thresholds and coachCfg.thresholds.captureGS) or (4/3.6) local hold = (coachCfg.thresholds and coachCfg.thresholds.stabilityHold) or 1.8 local lines = {} table.insert(lines, 'Hover Pickup & Slingloading') table.insert(lines, '') table.insert(lines, string.format('- Hover pickup: hold AGL %d-%d m, speed < %.1f m/s, for ~%.1f s to auto-load.', aglMin, aglMax, capGS, hold)) table.insert(lines, '- Keep steady within ~15 m of the crate; Hover Coach gives cues if enabled.') table.insert(lines, '- Slingloading tips: avoid rotor wash over stacks; approach from upwind; re-mark crate with smoke if needed.') _msgCoalition(self.Side, table.concat(lines, '\n'), 35) end) MENU_COALITION_COMMAND:New(self.Side, 'Build System: Build Here and Advanced', helpMenu, function() local br = self.Config.BuildRadius or 100 local win = self.Config.BuildConfirmWindowSeconds or 10 local cd = self.Config.BuildCooldownSeconds or 60 local lines = {} table.insert(lines, 'Build System - Build Here and Advanced') table.insert(lines, '') table.insert(lines, string.format('- Build Here collects crates within ~%d m. Double-press within %d s to confirm.', br, win)) table.insert(lines, string.format('- Cooldown: about %d s per group after a successful build.', cd)) table.insert(lines, '- Advanced Build lets you choose Defend (hold) or Attack (move).') table.insert(lines, '- Static or unsuitable units will hold even if Attack is chosen.') table.insert(lines, '- FOB-only recipes must be inside an FOB zone when restriction is enabled.') _msgCoalition(self.Side, table.concat(lines, '\n'), 40) end) MENU_COALITION_COMMAND:New(self.Side, 'FOBs: Forward Supply & Why They Matter', helpMenu, function() local fobPct = math.floor(((self.Config.Inventory and self.Config.Inventory.FOBStockFactor or 0.25) * 100) + 0.5) local lines = {} table.insert(lines, 'FOBs - Forward Supply and Why They Matter') table.insert(lines, '') table.insert(lines, '- Build a FOB by assembling its crate recipe (see Recipe Info).') table.insert(lines, string.format('- A new local Supply Zone is created and seeded at ~%d%% of initial stock.', fobPct)) table.insert(lines, '- FOBs shorten logistics legs and increase throughput toward the front.') table.insert(lines, '- If enabled, FOB-only builds must occur inside FOB zones.') _msgCoalition(self.Side, table.concat(lines, '\n'), 35) end) MENU_COALITION_COMMAND:New(self.Side, 'SAM Sites: Building, Repairing, and Augmenting', helpMenu, function() local br = self.Config.BuildRadius or 100 local lines = {} table.insert(lines, 'SAM Sites - Building, Repairing, and Augmenting') table.insert(lines, '') table.insert(lines, 'Build:') table.insert(lines, '- Assemble site recipes using the required component crates (see menu labels). Build Here will place the full site.') table.insert(lines, '') table.insert(lines, 'Repair/Augment (merged):') table.insert(lines, '- Request the matching "Repair/Launcher +1" crate for your site type (HAWK, Patriot, KUB, BUK).') table.insert(lines, string.format('- Drop repair crate(s) within ~%d m of the site, then use Build Here (confirm window applies).', br)) table.insert(lines, '- The nearest matching site (within a local search) is respawned fully repaired; +1 launcher per crate, up to caps.') table.insert(lines, '- Caps: HAWK 6, Patriot 6, KUB 3, BUK 6. Extra crates beyond the cap are not consumed.') table.insert(lines, '- Must match coalition and site type; otherwise no changes are applied.') table.insert(lines, '- Respawn is required to apply repairs/augmentation due to DCS limitations.') table.insert(lines, '') table.insert(lines, 'Placement tips:') table.insert(lines, '- Space launchers to avoid masking; keep radars with good line-of-sight; avoid fratricide arcs.') _msgCoalition(self.Side, table.concat(lines, '\n'), 45) end) -- Debug logging controls local debugMenu = MENU_COALITION:New(self.Side, 'Debug Logging', root) MENU_COALITION_COMMAND:New(self.Side, 'Enable Verbose (LogLevel 4)', debugMenu, function() self.Config.LogLevel = LOG_DEBUG _logInfo(string.format('[%s] Verbose/Debug logging ENABLED via Admin menu', tostring(self.Side))) _msgCoalition(self.Side, 'CTLD verbose logging ENABLED (LogLevel=4)', 8) end) MENU_COALITION_COMMAND:New(self.Side, 'Normal INFO (LogLevel 2)', debugMenu, function() self.Config.LogLevel = LOG_INFO _logInfo(string.format('[%s] Logging set to INFO level via Admin menu', tostring(self.Side))) _msgCoalition(self.Side, 'CTLD logging set to INFO (LogLevel=2)', 8) end) MENU_COALITION_COMMAND:New(self.Side, 'Errors Only (LogLevel 1)', debugMenu, function() self.Config.LogLevel = LOG_ERROR _logInfo(string.format('[%s] Logging set to ERROR-only via Admin menu', tostring(self.Side))) _msgCoalition(self.Side, 'CTLD logging: ERRORS only (LogLevel=1)', 8) end) MENU_COALITION_COMMAND:New(self.Side, 'Disable All (LogLevel 0)', debugMenu, function() self.Config.LogLevel = LOG_NONE _msgCoalition(self.Side, 'CTLD logging DISABLED (LogLevel=0)', 8) end) MENU_COALITION_COMMAND:New(self.Side, 'Show CTLD Status (crates/zones)', root, function() local crates = 0 for _ in pairs(CTLD._crates) do crates = crates + 1 end local msg = string.format('CTLD Status:\nActive crates: %d\nPickup zones: %d\nDrop zones: %d\nFOB zones: %d\nBuild Confirm: %s (%ds window)\nBuild Cooldown: %s (%ds)' , crates, #(self.PickupZones or {}), #(self.DropZones or {}), #(self.FOBZones or {}) , self.Config.BuildConfirmEnabled and 'ON' or 'OFF', self.Config.BuildConfirmWindowSeconds or 0 , self.Config.BuildCooldownEnabled and 'ON' or 'OFF', self.Config.BuildCooldownSeconds or 0) _msgCoalition(self.Side, msg, 20) end) MENU_COALITION_COMMAND:New(self.Side, 'Show Coalition Summary', root, function() self:ShowCoalitionSummary() end) MENU_COALITION_COMMAND:New(self.Side, 'Draw CTLD Zones on Map', root, function() self:DrawZonesOnMap() _msgCoalition(self.Side, 'CTLD zones drawn on F10 map.', 8) end) MENU_COALITION_COMMAND:New(self.Side, 'Clear CTLD Map Drawings', root, function() self:ClearMapDrawings() _msgCoalition(self.Side, 'CTLD map drawings cleared.', 8) end) -- Player Help submenu (was below; removed there and added above) self.AdminMenu = root end --#endregion Menus -- ========================= -- Coalition Summary -- ========================= --#region Coalition Summary function CTLD:ShowCoalitionSummary() -- Crate counts per type (this coalition) local perType = {} local total = 0 for _,meta in pairs(CTLD._crates) do if meta.side == self.Side then perType[meta.key] = (perType[meta.key] or 0) + 1 total = total + 1 end end local lines = {} table.insert(lines, string.format('CTLD Coalition Summary (%s)', (self.Side==coalition.side.BLUE and 'BLUE') or (self.Side==coalition.side.RED and 'RED') or 'NEUTRAL')) -- Crate timeout information first (lifetime is in seconds; 0 disables cleanup) local lifeSec = tonumber(self.Config.CrateLifetime or 0) or 0 if lifeSec > 0 then local mins = math.floor((lifeSec + 30) / 60) table.insert(lines, string.format('Crate Timeout: %d mins (Crates will despawn to prevent clutter)', mins)) else table.insert(lines, 'Crate Timeout: Disabled') end table.insert(lines, string.format('Active crates: %d', total)) if next(perType) then table.insert(lines, 'Crates by type:') -- stable order: sort keys alphabetically local keys = {} for k,_ in pairs(perType) do table.insert(keys, k) end table.sort(keys) for _,k in ipairs(keys) do table.insert(lines, string.format(' %s: %d', k, perType[k])) end else table.insert(lines, 'Crates by type: (none)') end -- Nearby buildable recipes for each active player table.insert(lines, '\nBuildable near players:') local players = coalition.getPlayers(self.Side) or {} if #players == 0 then table.insert(lines, ' (no active players)') else for _,u in ipairs(players) do local g = u:getGroup() local gname = g and g:getName() or u:getName() or 'Group' local pos = u:getPoint() local here = { x = pos.x, z = pos.z } local radius = self.Config.BuildRadius or 100 local nearby = self:GetNearbyCrates(here, radius) local counts = {} for _,c in ipairs(nearby) do if c.meta.side == self.Side then counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end end -- include carried crates if allowed if self.Config.BuildRequiresGroundCrates ~= true then local lc = CTLD._loadedCrates[gname] if lc and lc.byKey then for k,v in pairs(lc.byKey) do counts[k] = (counts[k] or 0) + v end end end local insideFOB, _ = self:IsPointInFOBZones(here) local buildable = {} -- composite recipes first for recipeKey,cat in pairs(self.Config.CrateCatalog) do if type(cat.requires) == 'table' and cat.build then if not (cat.isFOB and self.Config.RestrictFOBToZones and not insideFOB) then local ok = true for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < qty then ok = false; break end end if ok then table.insert(buildable, cat.description or recipeKey) end end end end -- single-key for key,cat in pairs(self.Config.CrateCatalog) do if cat and cat.build and (not cat.requires) then if not (cat.isFOB and self.Config.RestrictFOBToZones and not insideFOB) then if (counts[key] or 0) >= (cat.required or 1) then table.insert(buildable, cat.description or key) end end end end if #buildable == 0 then table.insert(lines, string.format(' %s: none', gname)) else -- limit to keep message short local maxShow = 6 local shown = {} for i=1, math.min(#buildable, maxShow) do table.insert(shown, buildable[i]) end local suffix = (#buildable > maxShow) and string.format(' (+%d more)', #buildable - maxShow) or '' table.insert(lines, string.format(' %s: %s%s', gname, table.concat(shown, ', '), suffix)) end end end -- Quick help card table.insert(lines, '\nQuick Help:') table.insert(lines, '- Request crates: CTLD → Request Crate (near Pickup Zones).') table.insert(lines, '- Build: double-press "Build Here" within '..tostring(self.Config.BuildConfirmWindowSeconds or 10)..'s; cooldown '..tostring(self.Config.BuildCooldownSeconds or 60)..'s per group.') table.insert(lines, '- Hover Coach: CTLD → Coach & Nav → Enable/Disable; vectors to crates/zones available.') table.insert(lines, '- Manage crates: Drop One/All from CTLD menu; build consumes nearby crates.') _msgCoalition(self.Side, table.concat(lines, '\n'), 25) end --#endregion Coalition Summary -- ========================= -- Crates -- ========================= --#region Crates -- Note: Menu creation lives in the Menus region; this section handles crate request/spawn/nearby/cleanup only. function CTLD:RequestCrateForGroup(group, crateKey, opts) opts = opts or {} local cat = self.Config.CrateCatalog[crateKey] if not cat then _msgGroup(group, 'Unknown crate type: '..tostring(crateKey)) return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local function _distanceToZone(u, z) if not (u and z and z.GetPointVec3) then return nil end local up = u:GetPointVec3() local zp = z:GetPointVec3() local dx = (up.x - zp.x) local dz = (up.z - zp.z) return math.sqrt(dx*dx + dz*dz) end local defaultZone, defaultDist = self:_nearestActivePickupZone(unit) local zone = opts.zone or defaultZone local dist = opts.zoneDist or defaultDist if zone and (not dist) then dist = _distanceToZone(unit, zone) end local defs = self:_collectActivePickupDefs() local hasPickupZones = (#defs > 0) local maxd = (self.Config.PickupZoneMaxDistance or 10000) local zoneName = zone and zone:GetName() or (hasPickupZones and 'nearest zone' or 'NO PICKUP ZONES CONFIGURED') _eventSend(self, group, nil, 'crate_spawn_requested', { type = tostring(crateKey), zone = zoneName }) if not hasPickupZones and self.Config.RequirePickupZoneForCrateRequest then _eventSend(self, group, nil, 'no_pickup_zones', {}) return end local spawnPoint if opts.spawnPoint then spawnPoint = { x = opts.spawnPoint.x, z = opts.spawnPoint.z } elseif zone and dist and dist <= maxd then spawnPoint = self:_computeCrateSpawnPoint(zone, { minSeparation = opts.minSeparationOverride, additionalEdgeBuffer = opts.additionalEdgeBuffer, tries = opts.separationTries, skipSeparationCheck = opts.skipSeparationCheck, ignoreCrates = opts.ignoreCrates, }) else if self.Config.RequirePickupZoneForCrateRequest then local isMetric = _getPlayerIsMetric(unit) local v, u = _fmtRange(math.max(0, (dist or 0) - maxd), isMetric) local brg = 0 if zone then local up = unit:GetPointVec3(); local zp = zone:GetPointVec3() brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z}) end _eventSend(self, group, nil, 'pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg }) return else local p = unit:GetPointVec3() spawnPoint = { x = p.x + 10, z = p.z + 10 } end end if not spawnPoint and zone and dist and dist <= maxd then local centerVec = zone:GetPointVec3() if centerVec then spawnPoint = { x = centerVec.x, z = centerVec.z } end end if not spawnPoint then _msgGroup(group, 'Crate spawn failed: unable to resolve spawn point.') return end local zoneNameForStock = zone and zone:GetName() or nil if self.Config.Inventory and self.Config.Inventory.Enabled then if not zoneNameForStock then _msgGroup(group, 'Crate requests must be at a Supply Zone for stock control.') return end CTLD._stockByZone[zoneNameForStock] = CTLD._stockByZone[zoneNameForStock] or {} local cur = tonumber(CTLD._stockByZone[zoneNameForStock][crateKey] or 0) or 0 if cur <= 0 then if self:_TryUseSalvageForCrate(group, crateKey, cat) then _logVerbose(string.format('[Salvage] Used salvage to spawn %s', crateKey)) else _msgGroup(group, string.format('Out of stock at %s for %s', zoneNameForStock, self:_friendlyNameForKey(crateKey))) return end else CTLD._stockByZone[zoneNameForStock][crateKey] = cur - 1 end end local cname = string.format('CTLD_CRATE_%s_%d', crateKey, math.random(100000,999999)) _spawnStaticCargo(self.Side, { x = spawnPoint.x, z = spawnPoint.z }, cat.dcsCargoType or 'uh1h_cargo', cname) CTLD._crates[cname] = { key = crateKey, side = self.Side, spawnTime = timer.getTime(), point = { x = spawnPoint.x, z = spawnPoint.z }, requester = group:GetName(), } _addToSpatialGrid(cname, CTLD._crates[cname], 'crate') if zone and (opts.suppressSmoke ~= true) then local zdef = (self._ZoneDefs and self._ZoneDefs.PickupZones) and self._ZoneDefs.PickupZones[zone:GetName()] or nil local smokeColor = (zdef and zdef.smoke) or self.Config.PickupZoneSmokeColor if smokeColor then local sx, sz = spawnPoint.x, spawnPoint.z local sy = 0 if land and land.getHeight then local ok, h = pcall(land.getHeight, { x = sx, y = sz }) if ok and type(h) == 'number' then sy = h end end _spawnCrateSmoke({ x = sx, y = sy, z = sz }, smokeColor, self.Config.CrateSmoke, cname) end end do local unitPos = unit:GetPointVec3() local from = { x = unitPos.x, z = unitPos.z } local to = { x = spawnPoint.x, z = spawnPoint.z } local brg = _bearingDeg(from, to) local isMetric = _getPlayerIsMetric(unit) local rngMeters = math.sqrt(((to.x-from.x)^2)+((to.z-from.z)^2)) local rngV, rngU = _fmtRange(rngMeters, isMetric) local data = { id = cname, type = tostring(crateKey), brg = brg, rng = rngV, rng_u = rngU, } _eventSend(self, group, nil, 'crate_spawned', data) end return cname, spawnPoint, zone end -- Convenience: for composite recipes (def.requires), request all component crates in one go function CTLD:RequestRecipeBundleForGroup(group, recipeKey) local def = self.Config.CrateCatalog[recipeKey] if not def or type(def.requires) ~= 'table' then -- Fallback to single crate request return self:RequestCrateForGroup(group, recipeKey) end local unit = group and group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Require proximity to an active pickup zone if inventory is enabled or config requires it local zone, dist = self:_nearestActivePickupZone(unit) local maxd = (self.Config.PickupZoneMaxDistance or 10000) if self.Config.RequirePickupZoneForCrateRequest and (not zone or not dist or dist > maxd) then local isMetric = _getPlayerIsMetric(unit) local v, u = _fmtRange(math.max(0, (dist or 0) - maxd), isMetric) local brg = 0 if zone then local up = unit:GetPointVec3(); local zp = zone:GetPointVec3() brg = _bearingDeg({x=up.x,z=up.z}, {x=zp.x,z=zp.z}) end _eventSend(self, group, nil, 'pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg }) return end if (self.Config.Inventory and self.Config.Inventory.Enabled) then if not zone then _msgGroup(group, 'Crate bundle requests must be at a Supply Zone for stock control.') return end local zname = zone:GetName() local stockTbl = CTLD._stockByZone[zname] or {} -- Pre-check: ensure we can fulfill at least one bundle (check stock or salvage) for reqKey, qty in pairs(def.requires) do local have = tonumber(stockTbl[reqKey] or 0) or 0 local need = tonumber(qty or 0) or 0 if need > 0 and have < need then -- Try salvage for the shortfall local catEntry = self.Config.CrateCatalog[reqKey] if not self:_CanUseSalvageForCrate(reqKey, catEntry, need - have) then _msgGroup(group, string.format('Out of stock at %s for %s bundle: need %d x %s', zname, self:_friendlyNameForKey(recipeKey), need, self:_friendlyNameForKey(reqKey))) return end end end end -- Flatten bundle components into a deterministic order local ordered = {} local totalCount = 0 local keys = {} for reqKey,_ in pairs(def.requires) do table.insert(keys, reqKey) end table.sort(keys, function(a, b) return tostring(a) < tostring(b) end) for _,reqKey in ipairs(keys) do local qty = tonumber(def.requires[reqKey] or 0) or 0 for _ = 1, qty do table.insert(ordered, reqKey) totalCount = totalCount + 1 end end if totalCount == 0 then return end if totalCount == 1 then self:RequestCrateForGroup(group, ordered[1], { zone = zone, zoneDist = dist }) return end local baseSeparation = math.max(0, self.Config.CrateSpawnMinSeparation or 7) local spacing = self.Config.CrateClusterSpacing or baseSeparation if spacing < baseSeparation then spacing = baseSeparation end if spacing < 4 then spacing = 4 end local offsets, perRow, rows = self:_buildClusterOffsets(totalCount, spacing) local clusterPad = math.max(((perRow - 1) * spacing) * 0.5, ((rows - 1) * spacing) * 0.5) local anchor = zone and self:_computeCrateSpawnPoint(zone, { additionalEdgeBuffer = clusterPad }) or nil if not anchor then for _,reqKey in ipairs(ordered) do self:RequestCrateForGroup(group, reqKey, { zone = zone, zoneDist = dist }) end return end local orient = math.random() * 2 * math.pi local cosA = math.cos(orient) local sinA = math.sin(orient) local zoneCenterVec, zoneRadius = self:_getZoneCenterAndRadius(zone) local zoneCenter = zoneCenterVec and { x = zoneCenterVec.x, z = zoneCenterVec.z } or nil local safeRadius = nil if zoneRadius then safeRadius = math.max(0, zoneRadius - (self.Config.PickupZoneSpawnEdgeBuffer or 10)) end local spawnPoints = {} for idx = 1, totalCount do local off = offsets[idx] or { x = 0, z = 0 } local rx = off.x * cosA - off.z * sinA local rz = off.x * sinA + off.z * cosA local point = { x = anchor.x + rx, z = anchor.z + rz } if zoneCenter and safeRadius and safeRadius > 0 then local dx = point.x - zoneCenter.x local dz = point.z - zoneCenter.z local distFromCenter = math.sqrt(dx * dx + dz * dz) if distFromCenter > safeRadius and distFromCenter > 0 then local scale = safeRadius / distFromCenter point.x = zoneCenter.x + dx * scale point.z = zoneCenter.z + dz * scale end end for name, meta in pairs(CTLD._crates) do if meta.side == self.Side then local dx = point.x - meta.point.x local dz = point.z - meta.point.z local distSq = dx * dx + dz * dz if distSq < (baseSeparation * baseSeparation) then local distNow = math.sqrt(distSq) local desired = baseSeparation + 0.5 if distNow < 0.1 then point.x = point.x + desired else local push = desired - distNow point.x = point.x + (dx / distNow) * push point.z = point.z + (dz / distNow) * push end if zoneCenter and safeRadius and safeRadius > 0 then local ndx = point.x - zoneCenter.x local ndz = point.z - zoneCenter.z local ndist = math.sqrt(ndx * ndx + ndz * ndz) if ndist > safeRadius and ndist > 0 then local scale = safeRadius / ndist point.x = zoneCenter.x + ndx * scale point.z = zoneCenter.z + ndz * scale end end end end end spawnPoints[idx] = point end local smokePlaced = false for idx, reqKey in ipairs(ordered) do local point = spawnPoints[idx] self:RequestCrateForGroup(group, reqKey, { zone = zone, zoneDist = dist, spawnPoint = point, suppressSmoke = smokePlaced, }) smokePlaced = true end end function CTLD:GetNearbyCrates(point, radius) local result = {} for name,meta in pairs(CTLD._crates) do local dx = (meta.point.x - point.x) local dz = (meta.point.z - point.z) local d = math.sqrt(dx*dx + dz*dz) if d <= radius then table.insert(result, { name = name, meta = meta }) end end return result end function CTLD:CleanupCrates() local now = timer.getTime() local life = self.Config.CrateLifetime local cleaned = 0 for name,meta in pairs(CTLD._crates) do if now - (meta.spawnTime or now) > life then local obj = StaticObject.getByName(name) if obj then obj:destroy() end _cleanupCrateSmoke(name) -- Clean up smoke refresh schedule _removeFromSpatialGrid(name, meta.point, 'crate') -- Remove from spatial index CTLD._crates[name] = nil cleaned = cleaned + 1 _logDebug('Cleaned up crate '..name) -- Notify requester group if still around; else coalition local gname = meta.requester local group = gname and GROUP:FindByName(gname) or nil if group and group:IsAlive() then _eventSend(self, group, nil, 'crate_expired', { id = name }) else _eventSend(self, nil, self.Side, 'crate_expired', { id = name }) end end end -- Trigger garbage collection after cleanup if we removed items if cleaned > 5 then collectgarbage('step', 500) end end function CTLD:CleanupDeployedTroops() -- Remove any deployed troop groups that are dead or no longer exist local cleaned = 0 for troopGroupName, troopMeta in pairs(CTLD._deployedTroops) do if troopMeta.side == self.Side then local troopGroup = GROUP:FindByName(troopGroupName) if not troopGroup or not troopGroup:IsAlive() then -- Remove from spatial grid if point is available if troopMeta.point then _removeFromSpatialGrid(troopGroupName, troopMeta.point, 'troops') end CTLD._deployedTroops[troopGroupName] = nil cleaned = cleaned + 1 _logDebug('Cleaned up deployed troop group: '..troopGroupName) end end end -- Trigger garbage collection after cleanup if we removed items if cleaned > 3 then collectgarbage('step', 300) end end -- Comprehensive state pruning to prevent memory leaks function CTLD:PruneOrphanedState() local pruned = 0 -- 1. Prune spatial grid entries for non-existent crates/troops for gridKey, cell in pairs(CTLD._spatialGrid) do -- Check crates in this cell for crateName, _ in pairs(cell.crates) do if not CTLD._crates[crateName] then cell.crates[crateName] = nil pruned = pruned + 1 end end -- Check troops in this cell for troopName, _ in pairs(cell.troops) do if not CTLD._deployedTroops[troopName] then cell.troops[troopName] = nil pruned = pruned + 1 end end -- Remove empty cells if not next(cell.crates) and not next(cell.troops) then CTLD._spatialGrid[gridKey] = nil end end -- 2. Prune JTAC registry for non-existent groups if self._jtacRegistry then for gname, _ in pairs(self._jtacRegistry) do local g = Group.getByName(gname) if not g or not g:isExist() then self:_cleanupJTACEntry(gname) pruned = pruned + 1 end end end -- 3. Prune hover/coach state for non-existent units local function pruneUnitState(stateTbl, label) if not stateTbl then return end for unitName, _ in pairs(stateTbl) do local u = Unit.getByName(unitName) if not u or not u:isExist() or u:getLife() <= 0 then stateTbl[unitName] = nil pruned = pruned + 1 end end end pruneUnitState(CTLD._hoverState, 'hover') pruneUnitState(CTLD._coachState, 'coach') pruneUnitState(CTLD._groundLoadState, 'groundLoad') pruneUnitState(CTLD._unitLast, 'unitLast') -- 4. Prune group-level state for non-existent groups local function pruneGroupState(stateTbl, label) if not stateTbl then return end for gname, _ in pairs(stateTbl) do local g = GROUP:FindByName(gname) if not g or not g:IsAlive() then stateTbl[gname] = nil pruned = pruned + 1 end end end pruneGroupState(CTLD._troopsLoaded, 'troopsLoaded') pruneGroupState(CTLD._loadedCrates, 'loadedCrates') pruneGroupState(CTLD._loadedTroopTypes, 'loadedTroopTypes') pruneGroupState(CTLD._buildConfirm, 'buildConfirm') pruneGroupState(CTLD._medevacUnloadStates, 'medevacUnload') pruneGroupState(CTLD._medevacLoadStates, 'medevacLoad') pruneGroupState(CTLD._medevacEnrouteStates, 'medevacEnroute') -- 5. Prune _inStockMenus for non-existent groups if CTLD._inStockMenus then for gname, _ in pairs(CTLD._inStockMenus) do local g = GROUP:FindByName(gname) if not g or not g:IsAlive() then CTLD._inStockMenus[gname] = nil pruned = pruned + 1 end end end if pruned > 0 then _logVerbose(string.format('[StateMaint] Pruned %d orphaned state entries', pruned)) -- Trigger garbage collection after significant pruning if pruned > 10 then collectgarbage('step', 500) end end end --#endregion Crates -- ========================= -- Build logic -- ========================= --#region Build logic function CTLD:BuildAtGroup(group, opts) local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end if self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC trace: entering BuildAtGroup for group=%s', tostring(group:GetName()))) end -- Build cooldown/confirmation guardrails local now = timer.getTime() local gname = group:GetName() if self.Config.BuildCooldownEnabled then local last = CTLD._buildCooldown[gname] if last and (now - last) < (self.Config.BuildCooldownSeconds or 60) then local rem = math.max(0, math.ceil((self.Config.BuildCooldownSeconds or 60) - (now - last))) _msgGroup(group, string.format('Build on cooldown. Try again in %ds.', rem)) return end end if self.Config.BuildConfirmEnabled then local first = CTLD._buildConfirm[gname] local win = self.Config.BuildConfirmWindowSeconds or 10 if not first or (now - first) > win then CTLD._buildConfirm[gname] = now _msgGroup(group, string.format('Confirm build: select "Build Here" again within %ds to proceed.', win)) return else -- within window; proceed and clear pending CTLD._buildConfirm[gname] = nil end end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } -- Compute a safe spawn point offset forward from the aircraft to prevent rotor/ground collisions with spawned units local hdgRad, hdgDeg = _headingRadDeg(unit) local buildOffset = math.max(0, tonumber(self.Config.BuildSpawnOffset or 0) or 0) local spawnAt = (buildOffset > 0) and { x = here.x + math.sin(hdgRad) * buildOffset, z = here.z + math.cos(hdgRad) * buildOffset } or { x = here.x, z = here.z } local radius = self.Config.BuildRadius local nearby = self:GetNearbyCrates(here, radius) -- filter crates to coalition side for this CTLD instance local filtered = {} for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end nearby = filtered if #nearby == 0 then _eventSend(self, group, nil, 'build_insufficient_crates', { build = 'asset' }) -- Nudge players to use Recipe Info _msgGroup(group, 'Tip: Use CTLD → Recipe Info to see exact crate requirements for each build.') return end -- Count by key local counts = {} for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end -- Include loaded crates carried by this group local carried = CTLD._loadedCrates[gname] if self.Config.BuildRequiresGroundCrates ~= true then if carried and carried.byKey then for k,v in pairs(carried.byKey) do counts[k] = (counts[k] or 0) + v end end end -- Helper to consume crates of a given key/qty local function consumeCrates(key, qty) local removed = 0 -- Optionally consume from carried crates if self.Config.BuildRequiresGroundCrates ~= true then if carried and carried.byKey and (carried.byKey[key] or 0) > 0 then local take = math.min(qty, carried.byKey[key]) carried.byKey[key] = carried.byKey[key] - take if carried.byKey[key] <= 0 then carried.byKey[key] = nil end carried.total = math.max(0, (carried.total or 0) - take) removed = removed + take if take > 0 then ctld:_scheduleLoadedCrateMenuRefresh(group) end end end for _,c in ipairs(nearby) do if removed >= qty then break end if c.meta.key == key then local obj = StaticObject.getByName(c.name) if obj then obj:destroy() end _cleanupCrateSmoke(c.name) -- Clean up smoke refresh schedule CTLD._crates[c.name] = nil removed = removed + 1 end end end local insideFOBZone, fz = self:IsPointInFOBZones(here) local fobBlocked = false -- Build All mode: when BuildCooldownSeconds = 0, loop and build all available assets local buildAllMode = (tonumber(self.Config.BuildCooldownSeconds) or 0) == 0 local builtCount = 0 local buildLoop = true -- Helper to calculate dispersed spawn position for Build All mode local function getDispersedSpawnPoint(basePoint, isFOB) -- FOBs always spawn at the designated point (no dispersion) if isFOB then return { x = basePoint.x, z = basePoint.z } end -- In Build All mode with dispersion enabled, randomize spawn position if buildAllMode and (self.Config.BuildDispersionRadius or 0) > 0 then local dispRadius = self.Config.BuildDispersionRadius -- Random angle (0-360 degrees) local angle = math.random() * 2 * math.pi -- Random distance (0 to dispRadius, with bias toward outer ring for better spread) local distance = math.sqrt(math.random()) * dispRadius return { x = basePoint.x + math.cos(angle) * distance, z = basePoint.z + math.sin(angle) * distance } end -- Default: use base point return { x = basePoint.x, z = basePoint.z } end while buildLoop do buildLoop = false -- Only loop if we successfully build something in Build All mode -- Try composite recipes first (requires is a map of key->qty) for recipeKey,cat in pairs(self.Config.CrateCatalog) do if type(cat.requires) == 'table' and cat.build then if cat.isFOB and self.Config.RestrictFOBToZones and not insideFOBZone then fobBlocked = true else -- Build caps disabled: rely solely on inventory/catalog control local ok = true for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < qty then ok = false; break end end if ok then -- Calculate spawn position (with dispersion for non-FOB builds in Build All mode) local actualSpawn = getDispersedSpawnPoint(spawnAt, cat.isFOB) local gdata = cat.build({ x = actualSpawn.x, z = actualSpawn.z }, hdgDeg, cat.side or self.Side) _eventSend(self, group, nil, 'build_started', { build = cat.description or recipeKey }) local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config) if g then if self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC trace: composite build spawned group=%s recipe=%s', tostring(g:getName()), tostring(recipeKey))) end -- Register JTAC if applicable (composite recipe) self:_maybeRegisterJTAC(recipeKey, cat, g) for reqKey,qty in pairs(cat.requires) do consumeCrates(reqKey, qty) counts[reqKey] = math.max(0, (counts[reqKey] or 0) - qty) end builtCount = builtCount + 1 -- No site cap counters when caps are disabled _eventSend(self, nil, self.Side, 'build_success_coalition', { build = cat.description or recipeKey, player = _playerNameFromGroup(group) }) -- If this was a FOB, register a new pickup zone with reduced stock if cat.isFOB then pcall(function() self:_CreateFOBPickupZone({ x = actualSpawn.x, z = actualSpawn.z }, cat, hdg) end) end -- If this was a Mobile MASH, create the tracking zone if cat.isMobileMASH then _logInfo(string.format('[MobileMASH] BuildAtGroup invoking _CreateMobileMASH for key %s at (%.1f, %.1f)', tostring(recipeKey), actualSpawn.x or -1, actualSpawn.z or -1)) local ok, err = pcall(function() self:_CreateMobileMASH(g, { x = actualSpawn.x, z = actualSpawn.z }, cat) end) if not ok then _logError(string.format('[MobileMASH] _CreateMobileMASH invocation failed: %s', tostring(err))) end end -- Assign optional behavior for built vehicles/groups local behavior = opts and opts.behavior or nil if behavior == 'attack' and self.Config.AttackAI and self.Config.AttackAI.Enabled then local t = self:_assignAttackBehavior(g:getName(), actualSpawn, true) local isMetric = _getPlayerIsMetric(group:GetUnit(1)) if t and t.kind == 'base' then local brg = _bearingDeg({ x = actualSpawn.x, z = actualSpawn.z }, { x = t.point.x, z = t.point.z }) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u }) elseif t and t.kind == 'enemy' then local brg = _bearingDeg({ x = actualSpawn.x, z = actualSpawn.z }, { x = t.point.x, z = t.point.z }) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u }) else local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric) _eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u }) end end if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end if buildAllMode then buildLoop = true -- Continue building in Build All mode break -- Break from recipe loop to restart search else return -- Single build mode - return after first build end else _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }) return end end -- continue_composite (Lua 5.1 compatible: no labels) end end end -- Then single-key recipes (only if we didn't build a composite) if not buildLoop or not buildAllMode then for key,count in pairs(counts) do local cat = self.Config.CrateCatalog[key] if cat and cat.build and (not cat.requires) and count >= (cat.required or 1) then if cat.isFOB and self.Config.RestrictFOBToZones and not insideFOBZone then fobBlocked = true else -- Build caps disabled: rely solely on inventory/catalog control -- Calculate spawn position (with dispersion for non-FOB builds in Build All mode) local actualSpawn = getDispersedSpawnPoint(spawnAt, cat.isFOB) local gdata = cat.build({ x = actualSpawn.x, z = actualSpawn.z }, hdgDeg, cat.side or self.Side) _eventSend(self, group, nil, 'build_started', { build = cat.description or key }) local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config) if g then if self.Config.JTAC and self.Config.JTAC.Verbose then _logInfo(string.format('JTAC trace: single build spawned group=%s key=%s', tostring(g:getName()), tostring(key))) end -- Register JTAC if applicable (single-unit recipe) self:_maybeRegisterJTAC(key, cat, g) consumeCrates(key, cat.required or 1) counts[key] = math.max(0, (counts[key] or 0) - (cat.required or 1)) builtCount = builtCount + 1 -- No single-unit cap counters when caps are disabled _eventSend(self, nil, self.Side, 'build_success_coalition', { build = cat.description or key, player = _playerNameFromGroup(group) }) -- Assign optional behavior for built vehicles/groups local behavior = opts and opts.behavior or nil if behavior == 'attack' and self.Config.AttackAI and self.Config.AttackAI.Enabled then local t = self:_assignAttackBehavior(g:getName(), actualSpawn, true) local isMetric = _getPlayerIsMetric(group:GetUnit(1)) if t and t.kind == 'base' then local brg = _bearingDeg({ x = actualSpawn.x, z = actualSpawn.z }, { x = t.point.x, z = t.point.z }) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u }) elseif t and t.kind == 'enemy' then local brg = _bearingDeg({ x = actualSpawn.x, z = actualSpawn.z }, { x = t.point.x, z = t.point.z }) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = g:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u }) else local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.VehicleSearchRadius) or 5000, isMetric) _eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = g:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u }) end end if self.Config.BuildCooldownEnabled then CTLD._buildCooldown[gname] = now end if buildAllMode then buildLoop = true -- Continue building in Build All mode break -- Break from counts loop to restart search else return -- Single build mode - return after first build end else _eventSend(self, group, nil, 'build_failed', { reason = 'DCS group spawn error' }) return end end end -- continue_single (Lua 5.1 compatible: no labels) end end end -- If we built anything in Build All mode, we're done successfully if builtCount > 0 then if buildAllMode then _msgGroup(group, string.format('Build All complete: deployed %d asset(s).', builtCount)) end return end if fobBlocked then _eventSend(self, group, nil, 'fob_restricted', {}) return end -- Helpful hint if building requires ground crates and player is carrying crates if self.Config.BuildRequiresGroundCrates == true then local carried = CTLD._loadedCrates[gname] if carried and (carried.total or 0) > 0 then _eventSend(self, group, nil, 'build_requires_ground', { total = carried.total }) return end end _eventSend(self, group, nil, 'build_insufficient_crates', { build = 'asset' }) -- Provide a short breakdown of most likely recipes and what is missing local suggestions = {} local function pushSuggestion(name, missingStr, haveParts, totalParts) table.insert(suggestions, { name = name, miss = missingStr, have = haveParts, total = totalParts }) end -- consider composite recipes with at least one matching component nearby for rkey,cat in pairs(self.Config.CrateCatalog) do if type(cat.requires) == 'table' then local have, total, missingList = 0, 0, {} for reqKey,qty in pairs(cat.requires) do total = total + (qty or 0) local haveHere = math.min(qty or 0, counts[reqKey] or 0) have = have + haveHere local need = math.max(0, (qty or 0) - (counts[reqKey] or 0)) if need > 0 then local fname = self:_friendlyNameForKey(reqKey) table.insert(missingList, string.format('%dx %s', need, fname)) end end if have > 0 and have < total then local name = cat.description or cat.menu or rkey pushSuggestion(name, table.concat(missingList, ', '), have, total) end else -- single-key recipe: if some crates present but not enough local need = (cat and (cat.required or 1)) or 1 local have = counts[rkey] or 0 if have > 0 and have < need then local name = cat.description or cat.menu or rkey pushSuggestion(name, string.format('%d more crate(s) of %s', need - have, self:_friendlyNameForKey(rkey)), have, need) end end end table.sort(suggestions, function(a,b) local ra = (a.total > 0) and (a.have / a.total) or 0 local rb = (b.total > 0) and (b.have / b.total) or 0 if ra == rb then return (a.total - a.have) < (b.total - b.have) end return ra > rb end) if #suggestions > 0 then local maxShow = math.min(2, #suggestions) for i=1,maxShow do local s = suggestions[i] _msgGroup(group, string.format('Missing for %s: %s', s.name, s.miss)) end else _msgGroup(group, 'No matching recipe found with nearby crates. Check Recipe Info for requirements.') end end --#endregion Build logic -- ========================= -- Loaded crate management -- ========================= --#region Loaded crate management -- Update DCS internal cargo weight for a group function CTLD:_updateCargoWeight(group) _updateCargoWeight(group) end function CTLD:_addLoadedCrate(group, crateKey) local gname = group:GetName() CTLD._loadedCrates[gname] = CTLD._loadedCrates[gname] or { total = 0, totalWeightKg = 0, byKey = {} } local lc = CTLD._loadedCrates[gname] lc.total = lc.total + 1 lc.byKey[crateKey] = (lc.byKey[crateKey] or 0) + 1 -- Add weight from catalog local cat = self.Config.CrateCatalog[crateKey] local crateWeight = (cat and cat.weightKg) or 0 lc.totalWeightKg = (lc.totalWeightKg or 0) + crateWeight -- Update DCS internal cargo weight self:_updateCargoWeight(group) -- Refresh drop-by-type menu after loading self:_scheduleLoadedCrateMenuRefresh(group) end function CTLD:_clearLoadedCrateMenuCommands(gname) self._loadedCrateMenus = self._loadedCrateMenus or {} local state = self._loadedCrateMenus[gname] if not state or not state.commands then return end for _,cmd in ipairs(state.commands) do if cmd and cmd.Remove then pcall(function() cmd:Remove() end) end end state.commands = {} end function CTLD:_BuildOrRefreshLoadedCrateMenu(group, parentMenu) if not group then return end self._loadedCrateMenus = self._loadedCrateMenus or {} local gname = group:GetName() local state = self._loadedCrateMenus[gname] or { commands = {} } state.parent = parentMenu state.groupName = gname self._loadedCrateMenus[gname] = state self:_clearLoadedCrateMenuCommands(gname) local carried = CTLD._loadedCrates[gname] local byKey = (carried and carried.byKey) or {} local keys = {} for key,count in pairs(byKey) do if count and count > 0 then table.insert(keys, key) end end local ctld = self if #keys == 0 then local cmd = MENU_GROUP_COMMAND:New(group, 'No crates onboard', parentMenu, function() _msgGroup(group, 'No crates loaded to drop individually.') end) table.insert(state.commands, cmd) return end table.sort(keys, function(a, b) local fa = ctld:_friendlyNameForKey(a) or a local fb = ctld:_friendlyNameForKey(b) or b if fa == fb then return a < b end return fa < fb end) for _,key in ipairs(keys) do local count = byKey[key] or 0 local friendly = ctld:_friendlyNameForKey(key) or key local title = string.format('Drop %s (%d)', friendly, count) local cmd = MENU_GROUP_COMMAND:New(group, title, parentMenu, function() ctld:DropLoadedCrates(group, 1, key) end) table.insert(state.commands, cmd) end end function CTLD:_scheduleLoadedCrateMenuRefresh(group) if not group then return end self._loadedCrateMenus = self._loadedCrateMenus or {} local gname = group:GetName() local state = self._loadedCrateMenus[gname] if not state or not state.parent then return end local ctld = self local id = timer.scheduleFunction(function() local g = GROUP:FindByName(gname) if not g then return end ctld:_BuildOrRefreshLoadedCrateMenu(g, state.parent) return end, {}, timer.getTime() + 0.1) _trackOneShotTimer(id) end function CTLD:DropLoadedCrates(group, howMany, crateKey) local gname = group:GetName() local lc = CTLD._loadedCrates[gname] if not lc or (lc.total or 0) == 0 then _eventSend(self, group, nil, 'no_loaded_crates', {}) return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Restrict dropping crates inside Pickup Zones if configured if self.Config.ForbidDropsInsidePickupZones then local activeOnly = (self.Config.ForbidChecksActivePickupOnly ~= false) local inside = false local ok, err = pcall(function() inside = select(1, self:_isUnitInsidePickupZone(unit, activeOnly)) end) if ok and inside then _eventSend(self, group, nil, 'drop_forbidden_in_pickup', {}) return end end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } -- Offset drop point forward of the aircraft to avoid rotor/airframe damage local hdgRad, _ = _headingRadDeg(unit) local fwd = math.max(0, tonumber(self.Config.DropCrateForwardOffset or 20) or 0) local dropPt = (fwd > 0) and { x = here.x + math.sin(hdgRad) * fwd, z = here.z + math.cos(hdgRad) * fwd } or { x = here.x, z = here.z } local initialTotal = lc.total or 0 local requested = (howMany and howMany > 0) and howMany or initialTotal local dropPlan = {} if crateKey then local available = lc.byKey[crateKey] or 0 if available <= 0 then local friendly = self:_friendlyNameForKey(crateKey) or crateKey _msgGroup(group, string.format('No %s crates loaded.', friendly)) return end local qty = math.min(requested, available) table.insert(dropPlan, { key = crateKey, count = qty }) else local keys = {} for key,_ in pairs(lc.byKey) do table.insert(keys, key) end table.sort(keys, function(a, b) local fa = self:_friendlyNameForKey(a) or a local fb = self:_friendlyNameForKey(b) or b if fa == fb then return a < b end return fa < fb end) local remaining = math.min(requested, initialTotal) for _,key in ipairs(keys) do if remaining <= 0 then break end local available = lc.byKey[key] or 0 if available > 0 then local qty = math.min(available, remaining) table.insert(dropPlan, { key = key, count = qty }) remaining = remaining - qty end end end local totalToDrop = 0 for _,entry in ipairs(dropPlan) do totalToDrop = totalToDrop + (entry.count or 0) end if totalToDrop <= 0 then _msgGroup(group, 'No valid crates selected to drop.') return end _eventSend(self, group, nil, 'drop_initiated', { count = totalToDrop, key = crateKey }) -- Warn about crate timeout when dropping local lifeSec = tonumber(self.Config.CrateLifetime or 0) or 0 if lifeSec > 0 then local mins = math.floor((lifeSec + 30) / 60) _msgGroup(group, string.format('Note: Crates will despawn after %d mins to prevent clutter.', mins)) end -- Drop following the prepared plan for _,entry in ipairs(dropPlan) do local k = entry.key local dropNow = entry.count or 0 if dropNow > 0 then local cat = self.Config.CrateCatalog[k] local crateWeight = (cat and cat.weightKg) or 0 for i=1,dropNow do local cname = string.format('CTLD_CRATE_%s_%d', k, math.random(100000,999999)) _spawnStaticCargo(self.Side, dropPt, (cat and cat.dcsCargoType) or 'uh1h_cargo', cname) CTLD._crates[cname] = { key = k, side = self.Side, spawnTime = timer.getTime(), point = { x = dropPt.x, z = dropPt.z } } -- Add to spatial index _addToSpatialGrid(cname, CTLD._crates[cname], 'crate') lc.byKey[k] = lc.byKey[k] - 1 if lc.byKey[k] <= 0 then lc.byKey[k] = nil end lc.total = lc.total - 1 lc.totalWeightKg = (lc.totalWeightKg or 0) - crateWeight end end end local actualDropped = initialTotal - (lc.total or 0) _eventSend(self, group, nil, 'dropped_crates', { count = actualDropped, key = crateKey }) -- Update DCS internal cargo weight after dropping self:_updateCargoWeight(group) -- Refresh drop-by-type menu after dropping self:_scheduleLoadedCrateMenuRefresh(group) -- Reiterate timeout after drop completes (players may miss the initial warning) if lifeSec > 0 then local mins = math.floor((lifeSec + 30) / 60) _msgGroup(group, string.format('Reminder: Dropped crates will despawn after %d mins to prevent clutter.', mins)) end end -- Show inventory at the nearest pickup zone/FOB function CTLD:ShowNearestZoneInventory(group) local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Find nearest active pickup zone local zone, dist = self:_nearestActivePickupZone(unit) if not zone then _msgGroup(group, 'No active pickup zones found nearby. Move closer to a supply zone.') return end local zoneName = zone:GetName() local isMetric = _getPlayerIsMetric(unit) local rngV, rngU = _fmtRange(dist, isMetric) -- Get inventory for this zone local stockTbl = CTLD._stockByZone[zoneName] or {} -- Build the inventory display local lines = {} table.insert(lines, string.format('Inventory at %s', zoneName)) table.insert(lines, string.format('Distance: %.1f %s', rngV, rngU)) table.insert(lines, '') -- Check if inventory system is enabled local invEnabled = self.Config.Inventory and self.Config.Inventory.Enabled ~= false if not invEnabled then table.insert(lines, 'Inventory tracking is disabled - all items available.') _msgGroup(group, table.concat(lines, '\n'), 20) return end -- Count total items and organize by category local totalItems = 0 local byCategory = {} for key, count in pairs(stockTbl) do if count > 0 then local def = self.Config.CrateCatalog[key] if def and ((not def.side) or def.side == self.Side) then local cat = (def.menuCategory or 'Other') byCategory[cat] = byCategory[cat] or {} table.insert(byCategory[cat], { key = key, name = def.menu or def.description or key, count = count, isRecipe = (type(def.requires) == 'table') }) totalItems = totalItems + count end end end if totalItems == 0 then table.insert(lines, 'No items in stock at this location.') table.insert(lines, 'Request resupply or move to another zone.') else table.insert(lines, string.format('Total items in stock: %d', totalItems)) table.insert(lines, '') -- Sort categories for consistent display local categories = {} for cat, _ in pairs(byCategory) do table.insert(categories, cat) end table.sort(categories) -- Display items by category for _, cat in ipairs(categories) do table.insert(lines, string.format('-- %s --', cat)) local items = byCategory[cat] -- Sort items by name table.sort(items, function(a, b) return a.name < b.name end) for _, item in ipairs(items) do if item.isRecipe then -- For recipes, calculate available bundles local def = self.Config.CrateCatalog[item.key] local bundles = math.huge if def and def.requires then for reqKey, qty in pairs(def.requires) do local have = tonumber(stockTbl[reqKey] or 0) or 0 local need = tonumber(qty or 0) or 0 if need > 0 then bundles = math.min(bundles, math.floor(have / need)) end end end if bundles == math.huge then bundles = 0 end table.insert(lines, string.format(' %s: %d bundle%s', item.name, bundles, (bundles == 1 and '' or 's'))) else table.insert(lines, string.format(' %s: %d', item.name, item.count)) end end table.insert(lines, '') end end -- Display the inventory _msgGroup(group, table.concat(lines, '\n'), 30) end --#endregion Loaded crate management -- ========================= -- Hover pickup scanner -- ========================= --#region Hover pickup scanner function CTLD:ScanHoverPickup() local coachCfg = CTLD.HoverCoachConfig or { enabled = false } if not coachCfg.enabled then return end -- iterate all groups that have menus (active transports) for gname,_ in pairs(self.MenusByGroup or {}) do local group = GROUP:FindByName(gname) if group and group:IsAlive() then local unit = group:GetUnit(1) if unit and unit:IsAlive() then -- Allowed type check local typ = _getUnitType(unit) if _isIn(self.Config.AllowedAircraft, typ) then local uname = unit:GetName() local now = timer.getTime() local p3 = unit:GetPointVec3() local ground = land and land.getHeight and land.getHeight({ x = p3.x, y = p3.z }) or 0 local agl = math.max(0, p3.y - ground) -- Skip hover coaching if on the ground (let ground auto-load handle it) local groundCfg = CTLD.GroundAutoLoadConfig or {} local groundContactAGL = groundCfg.GroundContactAGL or 3.5 if agl <= groundContactAGL then -- On ground, clear hover state and skip hover logic CTLD._hoverState[uname] = nil -- Also, when firmly landed, suppress any completed ground-load state -- so returning to this spot without crates won't keep retriggering. if CTLD._groundLoadState and CTLD._groundLoadState[uname] and CTLD._groundLoadState[uname].completed then CTLD._groundLoadState[uname] = nil end else -- speeds (ground/vertical) local last = CTLD._unitLast[uname] local gs, vs = 0, 0 if last and (now > (last.t or 0)) then local dt = now - last.t if dt > 0 then local dx = (p3.x - last.x) local dz = (p3.z - last.z) gs = math.sqrt(dx*dx + dz*dz) / dt if last.agl then vs = (agl - last.agl) / dt end end end CTLD._unitLast[uname] = { x = p3.x, z = p3.z, t = now, agl = agl } -- Use spatial indexing to find nearby crates/troops efficiently local maxd = coachCfg.autoPickupDistance or 25 local nearby = _getNearbyFromSpatialGrid(p3.x, p3.z, maxd) local friendlyCrateCount = 0 local friendlyTroopCount = 0 local bestName, bestMeta, bestd local bestType = 'crate' -- Search nearby crates from spatial grid for name, meta in pairs(nearby.crates or {}) do if meta.side == self.Side then friendlyCrateCount = friendlyCrateCount + 1 local dx = (meta.point.x - p3.x) local dz = (meta.point.z - p3.z) local d = math.sqrt(dx*dx + dz*dz) if d <= maxd and ((not bestd) or d < bestd) then bestName, bestMeta, bestd = name, meta, d bestType = 'crate' end end end -- Search nearby deployed troops from spatial grid for troopGroupName, troopMeta in pairs(nearby.troops or {}) do if troopMeta.side == self.Side then friendlyTroopCount = friendlyTroopCount + 1 local troopGroup = GROUP:FindByName(troopGroupName) if troopGroup and troopGroup:IsAlive() then local troopPos = troopGroup:GetCoordinate() if troopPos then local tp = troopPos:GetVec3() local dx = (tp.x - p3.x) local dz = (tp.z - p3.z) local d = math.sqrt(dx*dx + dz*dz) if d <= maxd and ((not bestd) or d < bestd) then bestName, bestMeta, bestd = troopGroupName, troopMeta, d bestType = 'troops' end end else -- Group doesn't exist or is dead, remove from tracking _removeFromSpatialGrid(troopGroupName, troopMeta.point, 'troops') CTLD._deployedTroops[troopGroupName] = nil end end end if CTLD.Config and CTLD.Config.DebugHoverCrates and (friendlyCrateCount > 0 or friendlyTroopCount > 0) then local debugLabel = bestName or 'none' local debugType = bestType local debugDist = bestd if not bestName and friendlyCrateCount > 0 then debugLabel = 'pending' debugType = 'crate' debugDist = math.huge end _debugCrateSight('HoverDebug', { unit = uname, now = now, interval = CTLD.Config.DebugHoverCratesInterval, step = CTLD.Config.DebugHoverCratesStep, name = debugLabel, distance = debugDist, count = friendlyCrateCount, troops = friendlyTroopCount, radius = maxd, typeHint = debugType, note = string.format('coachGS<=%.1f', coachCfg.thresholds.captureGS or (4/3.6)), }) end local coachEnabled = coachCfg.enabled if CTLD._coachOverride and CTLD._coachOverride[gname] ~= nil then coachEnabled = CTLD._coachOverride[gname] end -- If coach is on, provide phased guidance if coachEnabled and bestName and bestMeta then local thresholds = coachCfg.thresholds or {} local isMetric = _getPlayerIsMetric(unit) -- Arrival phase if bestd <= (thresholds.arrivalDist or 1000) then _coachSend(self, group, uname, 'coach_arrival', {}, false) end -- Close-in guidance if bestd <= (thresholds.closeDist or 100) then _coachSend(self, group, uname, 'coach_close', {}, false) end -- Precision phase if bestd <= (thresholds.precisionDist or 30) then local hdg, _ = _headingRadDeg(unit) local dx = (bestMeta.point.x - p3.x) local dz = (bestMeta.point.z - p3.z) local right, fwd = _projectToBodyFrame(dx, dz, hdg) -- Horizontal hint formatting local function hintDir(val, posWord, negWord, toUnits) local mag = math.abs(val) local v, u = _fmtDistance(mag, isMetric) if mag < 0.5 then return nil end return string.format("%s %d %s", (val >= 0 and posWord or negWord), v, u) end local h = {} local rHint = hintDir(right, 'Right', 'Left') local fHint = hintDir(fwd, 'Forward', 'Back') if rHint then table.insert(h, rHint) end if fHint then table.insert(h, fHint) end -- Vertical hint against AGL window local vHint local aglMin = thresholds.aglMin or 5 local aglMax = thresholds.aglMax or 20 if agl < aglMin then local dv, du = _fmtAGL(aglMin - agl, isMetric) vHint = string.format("Up %d %s", dv, du) elseif agl > aglMax then local dv, du = _fmtAGL(agl - aglMax, isMetric) vHint = string.format("Down %d %s", dv, du) end if vHint then table.insert(h, vHint) end local hints = table.concat(h, ", ") local gsV, gsU = _fmtSpeed(gs, isMetric) local data = { hints = (hints ~= '' and (hints..'.') or ''), gs = gsV, gs_u = gsU } _coachSend(self, group, uname, 'coach_hint', data, true) -- Error prompts (dominant one) local maxGS = thresholds.maxGS or (8/3.6) local aglMinT = aglMin local aglMaxT = aglMax if gs > maxGS then local v, u = _fmtSpeed(gs, isMetric) _coachSend(self, group, uname, 'coach_too_fast', { gs = v, gs_u = u }, false) elseif agl > aglMaxT then local v, u = _fmtAGL(agl, isMetric) _coachSend(self, group, uname, 'coach_too_high', { agl = v, agl_u = u }, false) elseif agl < aglMinT then local v, u = _fmtAGL(agl, isMetric) _coachSend(self, group, uname, 'coach_too_low', { agl = v, agl_u = u }, false) end end end -- Auto-load logic using capture thresholds local capGS = coachCfg.thresholds.captureGS or (4/3.6) local aglMin = coachCfg.thresholds.aglMin or 5 local aglMax = coachCfg.thresholds.aglMax or 20 local speedOK = gs <= capGS local heightOK = (agl >= aglMin and agl <= aglMax) if bestName and bestMeta and speedOK and heightOK then local withinRadius = bestd <= (coachCfg.thresholds.captureHoriz or 2) if withinRadius then local carried = CTLD._loadedCrates[gname] local total = carried and carried.total or 0 local currentWeight = carried and carried.totalWeightKg or 0 -- Get aircraft-specific capacity instead of global setting local capacity = _getAircraftCapacity(unit) local maxCrates = capacity.maxCrates local maxTroops = capacity.maxTroops local maxWeight = capacity.maxWeightKg or 0 -- Calculate weight and check capacity based on type local itemWeight = 0 local countOK = false local weightOK = false if bestType == 'crate' then -- Picking up a crate itemWeight = (bestMeta and self.Config.CrateCatalog[bestMeta.key] and self.Config.CrateCatalog[bestMeta.key].weightKg) or 0 local wouldBeWeight = currentWeight + itemWeight countOK = (total < maxCrates) weightOK = (maxWeight <= 0) or (wouldBeWeight <= maxWeight) elseif bestType == 'troops' then -- Picking up troops - check if we can ADD them to existing load itemWeight = bestMeta.weightKg or 0 local wouldBeWeight = currentWeight + itemWeight local troopCount = bestMeta.count or 0 -- Check if we already have troops loaded - if so, check if we can add more local currentTroops = CTLD._troopsLoaded[gname] local currentTroopCount = currentTroops and currentTroops.count or 0 local totalTroopCount = currentTroopCount + troopCount -- Check total capacity (allow mixing different troop types) countOK = (totalTroopCount <= maxTroops) weightOK = (maxWeight <= 0) or (wouldBeWeight <= maxWeight) -- Provide feedback if capacity exceeded if not countOK then local hs = CTLD._hoverState[uname] if not hs or hs.messageShown ~= true then _msgGroup(group, string.format('Troop capacity exceeded! Current: %d, Adding: %d, Max: %d', currentTroopCount, troopCount, maxTroops)) if not hs then CTLD._hoverState[uname] = { messageShown = true } else hs.messageShown = true end end end end -- Check both count AND weight limits if countOK and weightOK then local hs = CTLD._hoverState[uname] if not hs or hs.targetCrate ~= bestName or hs.targetType ~= bestType then CTLD._hoverState[uname] = { targetCrate = bestName, targetType = bestType, startTime = now } if coachEnabled then _coachSend(self, group, uname, 'coach_hold', {}, false) end else -- stability hold timer local holdNeeded = coachCfg.thresholds.stabilityHold or 1.8 if (now - hs.startTime) >= holdNeeded then -- load it if bestType == 'crate' then -- Use shared loading function local success = self:_loadCrateIntoAircraft(group, bestName, bestMeta) if success then if coachEnabled then _coachSend(self, group, uname, 'coach_loaded', {}, false) else _msgGroup(group, string.format('Loaded %s crate', tostring(bestMeta.key))) end end elseif bestType == 'troops' then -- Pick up the troop group local troopGroup = GROUP:FindByName(bestName) if troopGroup then troopGroup:Destroy() end _removeFromSpatialGrid(bestName, bestMeta.point, 'troops') -- Remove from spatial index CTLD._deployedTroops[bestName] = nil -- ADD to existing troops if any, don't overwrite local currentTroops = CTLD._troopsLoaded[gname] if currentTroops then -- Add to existing load (supports mixing types) local troopTypes = currentTroops.troopTypes or { { typeKey = currentTroops.typeKey, count = currentTroops.count } } table.insert(troopTypes, { typeKey = bestMeta.typeKey, count = bestMeta.count }) CTLD._troopsLoaded[gname] = { count = currentTroops.count + bestMeta.count, typeKey = 'Mixed', -- Indicate mixed types troopTypes = troopTypes, -- Store individual type details weightKg = currentTroops.weightKg + bestMeta.weightKg } self:_refreshLoadedTroopSummaryForGroup(gname) _msgGroup(group, string.format('Loaded %d more troops (total: %d)', bestMeta.count, CTLD._troopsLoaded[gname].count)) else -- First load CTLD._troopsLoaded[gname] = { count = bestMeta.count, typeKey = bestMeta.typeKey, troopTypes = { { typeKey = bestMeta.typeKey, count = bestMeta.count } }, weightKg = bestMeta.weightKg } self:_refreshLoadedTroopSummaryForGroup(gname) if coachEnabled then _msgGroup(group, string.format('Loaded %d troops', bestMeta.count)) else _msgGroup(group, string.format('Loaded %d troops', bestMeta.count)) end end -- Update cargo weight self:_updateCargoWeight(group) end CTLD._hoverState[uname] = nil end end else -- Aircraft at capacity - notify player with weight/count info local aircraftType = _getUnitType(unit) or 'aircraft' if not weightOK then -- Weight limit exceeded _msgGroup(group, string.format('Weight capacity reached! Current: %dkg, Item: %dkg, Max: %dkg for %s', math.floor(currentWeight), math.floor(itemWeight), math.floor(maxWeight), aircraftType)) elseif bestType == 'crate' then -- Count limit exceeded for crates _eventSend(self, group, nil, 'crate_aircraft_capacity', { current = total, max = maxCrates, aircraft = aircraftType }) elseif bestType == 'troops' then -- Count limit exceeded for troops _eventSend(self, group, nil, 'troop_aircraft_capacity', { count = bestMeta.count or 0, max = maxTroops, aircraft = aircraftType }) end CTLD._hoverState[uname] = nil end else -- lost precision window if coachEnabled then _coachSend(self, group, uname, 'coach_hover_lost', {}, false) end CTLD._hoverState[uname] = nil end else -- reset hover state when outside primary envelope if CTLD._hoverState[uname] then if coachEnabled then _coachSend(self, group, uname, 'coach_abort', {}, false) end end CTLD._hoverState[uname] = nil end end end end end end end --#endregion Hover pickup scanner -- ========================= -- Ground Auto-Load Scanner -- ========================= --#region Ground auto-load scanner function CTLD:ScanGroundAutoLoad() local groundCfg = CTLD.GroundAutoLoadConfig or { Enabled = false } if not groundCfg.Enabled then return end local now = timer.getTime() local progressMsgInterval = (self.GroundLoadComms and self.GroundLoadComms.ProgressInterval) or 5 -- Iterate all groups that have menus (active transports) for gname, _ in pairs(self.MenusByGroup or {}) do local group = GROUP:FindByName(gname) if group and group:IsAlive() then local unit = group:GetUnit(1) if unit and unit:IsAlive() then local typ = _getUnitType(unit) if _isIn(self.Config.AllowedAircraft, typ) then local uname = unit:GetName() -- Ensure ground-load state table exists CTLD._groundLoadState = CTLD._groundLoadState or {} -- Check if already carrying crates (skip if at capacity) local carried = CTLD._loadedCrates[gname] local currentCount = carried and carried.total or 0 local capacity = _getAircraftCapacity(unit) if currentCount < capacity.maxCrates then -- Check basic requirements: on ground, low speed local agl = _getUnitAGL(unit) local gs = _getGroundSpeed(unit) local onGround = (agl <= (groundCfg.GroundContactAGL or 3.5)) local slowEnough = (gs <= (groundCfg.MaxGroundSpeed or 2.0)) -- If a previous ground auto-load completed while we remain effectively stationary -- on the ground, avoid auto-starting again until the aircraft has moved or lifted off. local state = CTLD._groundLoadState[uname] local canProcess = true if state and state.completed and onGround and slowEnough then local p3 = unit:GetPointVec3() local sx = state.completedPosition and state.completedPosition.x or state.startPosition and state.startPosition.x or p3.x local sz = state.completedPosition and state.completedPosition.z or state.startPosition and state.startPosition.z or p3.z local dx = (p3.x - sx) local dz = (p3.z - sz) local moved = math.sqrt(dx*dx + dz*dz) -- Require a small reposition (e.g., taxi or liftoff) before new auto-load cycles if moved < 20 then canProcess = false end end if onGround and slowEnough and canProcess then -- Check zone requirement local inValidZone = false if groundCfg.RequirePickupZone then local inPickupZone = self:_isUnitInsidePickupZone(unit, true) if not inPickupZone and groundCfg.AllowInFOBZones then -- Check FOB zones too for _, fobZone in ipairs(self.FOBZones or {}) do local fname = fobZone:GetName() if self._ZoneActive.FOB[fname] ~= false then local fobPoint = fobZone:GetPointVec3() local unitPoint = unit:GetPointVec3() local dx = (fobPoint.x - unitPoint.x) local dz = (fobPoint.z - unitPoint.z) local d = math.sqrt(dx*dx + dz*dz) local fobRadius = self:_getZoneRadius(fobZone) if d <= fobRadius then inValidZone = true break end end end else inValidZone = inPickupZone end else inValidZone = true -- no zone requirement end if inValidZone then -- Find nearby crates local p3 = unit:GetPointVec3() local searchRadius = groundCfg.SearchRadius or 50 local nearby = _getNearbyFromSpatialGrid(p3.x, p3.z, searchRadius) local bestGroundCrate, bestGroundDist = nil, math.huge local loadableCrates = {} for name, meta in pairs(nearby.crates or {}) do if meta.side == self.Side then local dx = (meta.point.x - p3.x) local dz = (meta.point.z - p3.z) local d = math.sqrt(dx*dx + dz*dz) if d <= searchRadius then local entry = { name = name, meta = meta, dist = d } table.insert(loadableCrates, entry) if d < bestGroundDist then bestGroundCrate, bestGroundDist = entry, d end end end end if CTLD.Config and CTLD.Config.DebugGroundCrates then local shouldReport = true local gst = CTLD._groundLoadState and CTLD._groundLoadState[uname] if gst and gst.reportHold then -- only emit periodic heartbeat during hold local last = gst.reportLast or 0 if (now - last) < (CTLD.Config.DebugGroundCratesInterval or 2.0) then shouldReport = false else CTLD._groundLoadState[uname].reportLast = now end end if shouldReport then _debugCrateSight('GroundDebug', { unit = uname, now = now, interval = CTLD.Config.DebugGroundCratesInterval, step = CTLD.Config.DebugGroundCratesStep, name = bestGroundCrate and bestGroundCrate.name or 'none', distance = (bestGroundDist ~= math.huge) and bestGroundDist or nil, count = #loadableCrates, troops = 0, radius = searchRadius, typeHint = 'crate', note = string.format('freeSlots=%d', math.max(0, capacity.maxCrates - currentCount)) }) end end if #loadableCrates > 0 then -- Sort by distance, load closest first (up to capacity) table.sort(loadableCrates, function(a, b) return a.dist < b.dist end) -- Determine how many we can load local canLoad = math.min(#loadableCrates, capacity.maxCrates - currentCount) local cratesToLoad = {} for i = 1, canLoad do table.insert(cratesToLoad, loadableCrates[i]) end if #cratesToLoad > 0 then -- Ground load state machine local state = CTLD._groundLoadState[uname] if not state or not state.loading then -- Start new load sequence CTLD._groundLoadState[uname] = { loading = true, startTime = now, cratesToLoad = cratesToLoad, startPosition = { x = p3.x, z = p3.z }, lastCheckTime = now, } local msgData = _prepareGroundLoadMessage(self, 'Start', { seconds = groundCfg.LoadDelay, count = #cratesToLoad, }) _coachSend(self, group, uname, 'ground_load_started', msgData, false) else -- Validate that crates in state still exist local validCrates = {} for _, crateInfo in ipairs(state.cratesToLoad or {}) do -- Check if crate still exists in CTLD._crates if CTLD._crates[crateInfo.name] then table.insert(validCrates, crateInfo) end end -- If no valid crates remain, reset state if #validCrates == 0 then CTLD._groundLoadState[uname] = nil else -- Update state with only valid crates state.cratesToLoad = validCrates -- Continue existing sequence local elapsed = now - state.startTime local remaining = (groundCfg.LoadDelay or 15) - elapsed -- Check if moved too much local dx = (p3.x - state.startPosition.x) local dz = (p3.z - state.startPosition.z) local moved = math.sqrt(dx*dx + dz*dz) if moved > 10 then -- moved more than 10m _coachSend(self, group, uname, 'ground_load_aborted', {}, false) CTLD._groundLoadState[uname] = nil else -- Progress message every 5 seconds if (now - state.lastCheckTime) >= progressMsgInterval and remaining > 1 then local msgData = _prepareGroundLoadMessage(self, 'Progress', { remaining = math.max(0, math.ceil(remaining)), }) _coachSend(self, group, uname, 'ground_load_progress', msgData, false) state.lastCheckTime = now state.reportHold = true end -- Check if time elapsed if remaining <= 0 then -- Load the crates! local loadedCount = 0 for _, crateInfo in ipairs(state.cratesToLoad) do local success = self:_loadCrateIntoAircraft(group, crateInfo.name, crateInfo.meta) if success then loadedCount = loadedCount + 1 end end if loadedCount > 0 then local msgData = _prepareGroundLoadMessage(self, 'Complete', { count = loadedCount, }) _coachSend(self, group, uname, 'ground_load_complete', msgData, false) -- Mark completion and remember where it happened so we don't -- immediately restart another cycle while still parked. CTLD._groundLoadState[uname] = { completed = true, completedTime = now, completedPosition = { x = p3.x, z = p3.z }, reportHold = false, } else -- Nothing actually loaded; clear state fully. CTLD._groundLoadState[uname] = nil end end end end -- end of validCrates > 0 end -- end of state exists check else CTLD._groundLoadState[uname] = nil end else CTLD._groundLoadState[uname] = nil end else -- Not in a valid zone local state = CTLD._groundLoadState[uname] if state and state.sentZoneWarning ~= true then -- Send zone requirement message (once) local nearestZone, nearestDist = self:_nearestActivePickupZone(unit) if nearestZone and nearestDist then local isMetric = _getPlayerIsMetric(unit) local brg = _bearingTo(unit, nearestZone) local distV, distU = _fmtDistance(nearestDist, isMetric) _coachSend(self, group, uname, 'ground_load_no_zone', { zone_dist = distV, zone_dist_u = distU, zone_brg = brg }, false) end if not state then CTLD._groundLoadState[uname] = { sentZoneWarning = true } else state.sentZoneWarning = true end end end else -- Not on ground or moving too fast, reset state local state = CTLD._groundLoadState[uname] if state and state.loading then -- Was loading but now lifted off or moved _coachSend(self, group, uname, 'ground_load_aborted', {}, false) end CTLD._groundLoadState[uname] = nil end else -- At capacity, no need to check CTLD._groundLoadState[uname] = nil end end end end end end -- Helper: Load a crate into an aircraft (shared by hover and ground load) function CTLD:_loadCrateIntoAircraft(group, crateName, crateMeta) if not group or not crateName or not crateMeta then return false end local gname = group:GetName() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return false end -- Destroy the static object first local obj = StaticObject.getByName(crateName) if obj then obj:destroy() end -- Clean up crate smoke refresh schedule _cleanupCrateSmoke(crateName) -- Remove from spatial grid and tracking _removeFromSpatialGrid(crateName, crateMeta.point, 'crate') CTLD._crates[crateName] = nil -- Add to loaded crates using existing method (maintains consistency with rest of code) self:_addLoadedCrate(group, crateMeta.key) -- Update inventory if enabled if self.Config.Inventory and self.Config.Inventory.Enabled and crateMeta.spawnZone then pcall(function() self:_updateInventoryOnPickup(crateMeta.spawnZone, crateMeta.key) end) end _logDebug(string.format('[Load] Loaded crate %s (%s) into %s', crateName, crateMeta.key, gname)) return true end --#endregion Ground auto-load scanner -- ========================= -- Troops -- ========================= --#region Troops function CTLD:_lookupCrateLabel(crateKey) if not crateKey then return 'Unknown Crate' end local cat = self.Config and self.Config.CrateCatalog or {} local def = cat[crateKey] if def then return def.menu or def.description or def.name or def.displayName or crateKey end return crateKey end function CTLD:_lookupTroopLabel(typeKey) if not typeKey or typeKey == '' then return 'Troops' end local cfg = self.Config and self.Config.Troops and self.Config.Troops.TroopTypes local def = cfg and cfg[typeKey] if def and def.label and def.label ~= '' then return def.label end return typeKey end function CTLD:_refreshLoadedTroopSummaryForGroup(groupName) if not groupName or groupName == '' then return end local load = CTLD._troopsLoaded[groupName] if not load or (load.count or 0) == 0 then CTLD._loadedTroopTypes[groupName] = nil return end local entries = {} if load.troopTypes and #load.troopTypes > 0 then entries = load.troopTypes else entries = { { typeKey = load.typeKey, count = load.count } } end local summary = { total = 0, byType = {}, labels = {} } for _, entry in ipairs(entries) do local typeKey = entry.typeKey or load.typeKey or 'Troops' local count = entry.count or 0 if count > 0 then summary.byType[typeKey] = (summary.byType[typeKey] or 0) + count summary.labels[typeKey] = self:_lookupTroopLabel(typeKey) summary.total = summary.total + count end end if summary.total > 0 then CTLD._loadedTroopTypes[groupName] = summary else CTLD._loadedTroopTypes[groupName] = nil end end function CTLD:LoadTroops(group, opts) local gname = group:GetName() local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Check for MEDEVAC crew pickup first if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then local medevacPickedUp = self:CheckMEDEVACPickup(group) if medevacPickedUp then return -- MEDEVAC crew was picked up, don't continue with normal troop loading end end -- Ground requirement check for troop loading (realistic behavior) if self.Config.RequireGroundForTroopLoad then local unitType = _getUnitType(unit) local capacities = self.Config.AircraftCapacities or {} local specific = capacities[unitType] -- Check per-aircraft override first, then fall back to global config local requireGround = (specific and specific.requireGround ~= nil) and specific.requireGround or true if requireGround then -- Must be on the ground if _isUnitInAir(unit) then local isMetric = _getPlayerIsMetric(unit) local maxSpeed = (specific and specific.maxGroundSpeed) or self.Config.MaxGroundSpeedForLoading or 2.0 local speedVal, speedUnit = _fmtSpeed(maxSpeed, isMetric) _eventSend(self, group, nil, 'troop_load_must_land', { max_speed = speedVal, speed_u = speedUnit }) return end -- Check ground speed (must not be taxiing too fast) local groundSpeed = _getGroundSpeed(unit) local maxSpeed = (specific and specific.maxGroundSpeed) or self.Config.MaxGroundSpeedForLoading or 2.0 if groundSpeed > maxSpeed then local isMetric = _getPlayerIsMetric(unit) local currentVal, currentUnit = _fmtSpeed(groundSpeed, isMetric) local maxVal, maxUnit = _fmtSpeed(maxSpeed, isMetric) _eventSend(self, group, nil, 'troop_load_too_fast', { current_speed = currentVal, max_speed = maxVal, speed_u = maxUnit }) return end end end -- Check for nearby deployed troops first (allow pickup regardless of zone restrictions) local p3 = unit:GetPointVec3() local maxPickupDistance = 25 -- meters for ground-based troop pickup (matches hover pickup distance) local nearby = _getNearbyFromSpatialGrid(p3.x, p3.z, maxPickupDistance) local nearbyTroopGroup = nil local nearbyTroopMeta = nil local nearbyTroopDist = nil -- Search for nearby deployed troops for troopGroupName, troopMeta in pairs(nearby.troops) do if troopMeta.side == self.Side then local troopGroup = GROUP:FindByName(troopGroupName) if troopGroup and troopGroup:IsAlive() then local troopPos = troopGroup:GetCoordinate() if troopPos then local tp = troopPos:GetVec3() local dx = (tp.x - p3.x) local dz = (tp.z - p3.z) local d = math.sqrt(dx*dx + dz*dz) if d <= maxPickupDistance and ((not nearbyTroopDist) or d < nearbyTroopDist) then nearbyTroopGroup = troopGroup nearbyTroopMeta = troopMeta nearbyTroopDist = d end end end end end -- If we found nearby deployed troops, pick them up (bypass zone requirement) if nearbyTroopGroup and nearbyTroopMeta then -- Load the deployed troops local troopCount = nearbyTroopMeta.count or 0 local typeKey = nearbyTroopMeta.typeKey or 'AS' local troopWeight = nearbyTroopMeta.weightKg or 0 -- Check aircraft capacity local capacity = _getAircraftCapacity(unit) local maxTroops = capacity.maxTroops local maxWeight = capacity.maxWeightKg or 0 local currentTroops = CTLD._troopsLoaded[gname] local currentTroopCount = currentTroops and currentTroops.count or 0 local totalTroopCount = currentTroopCount + troopCount local carried = CTLD._loadedCrates[gname] local currentWeight = carried and carried.totalWeightKg or 0 local wouldBeWeight = currentWeight + troopWeight -- Check capacity if totalTroopCount > maxTroops then local aircraftType = _getUnitType(unit) or 'aircraft' _msgGroup(group, string.format('Troop capacity exceeded! Current: %d, Adding: %d, Max: %d for %s', currentTroopCount, troopCount, maxTroops, aircraftType)) return end if maxWeight > 0 and wouldBeWeight > maxWeight then local aircraftType = _getUnitType(unit) or 'aircraft' _msgGroup(group, string.format('Weight capacity exceeded! Current: %dkg, Troops: %dkg, Max: %dkg for %s', math.floor(currentWeight), math.floor(troopWeight), math.floor(maxWeight), aircraftType)) return end -- Load the troops and remove from deployed tracking if currentTroops then local troopTypes = currentTroops.troopTypes or { { typeKey = currentTroops.typeKey, count = currentTroops.count } } table.insert(troopTypes, { typeKey = typeKey, count = troopCount }) CTLD._troopsLoaded[gname] = { count = totalTroopCount, typeKey = 'Mixed', troopTypes = troopTypes, weightKg = currentTroops.weightKg + troopWeight, } else CTLD._troopsLoaded[gname] = { count = troopCount, typeKey = typeKey, troopTypes = { { typeKey = typeKey, count = troopCount } }, weightKg = troopWeight, } end -- Remove from deployed tracking local troopGroupName = nearbyTroopGroup:GetName() _removeFromSpatialGrid(troopGroupName, nearbyTroopMeta.point, 'troops') CTLD._deployedTroops[troopGroupName] = nil -- Destroy the troop group nearbyTroopGroup:Destroy() self:_refreshLoadedTroopSummaryForGroup(gname) _eventSend(self, group, nil, 'troops_loaded', { count = totalTroopCount }) _msgGroup(group, string.format('Picked up %d deployed troops (total onboard: %d)', troopCount, totalTroopCount)) return -- Successfully picked up deployed troops, exit function end -- No nearby deployed troops found, enforce pickup zone requirement for spawning new troops if self.Config.RequirePickupZoneForTroopLoad then local hasPickupZones = (self.PickupZones and #self.PickupZones > 0) or (self.Config.Zones and self.Config.Zones.PickupZones and #self.Config.Zones.PickupZones > 0) if not hasPickupZones then _eventSend(self, group, nil, 'no_pickup_zones', {}) return end local zone, dist = self:_nearestActivePickupZone(unit) if not zone or not dist then -- No active pickup zone resolvable; provide helpful vectors to nearest configured zone if any local list = {} if self.Config and self.Config.Zones and self.Config.Zones.PickupZones then for _, z in ipairs(self.Config.Zones.PickupZones) do table.insert(list, z) end elseif self.PickupZones and #self.PickupZones > 0 then for _, mz in ipairs(self.PickupZones) do if mz and mz.GetName then table.insert(list, { name = mz:GetName() }) end end end local fbZone, fbDist = _nearestZonePoint(unit, list) if fbZone and fbDist then local isMetric = _getPlayerIsMetric(unit) local rZone = self:_getZoneRadius(fbZone) or 0 local delta = math.max(0, fbDist - rZone) local v, u = _fmtRange(delta, isMetric) local up = unit:GetPointVec3(); local zp = fbZone:GetPointVec3() local brg = _bearingDeg({ x = up.x, z = up.z }, { x = zp.x, z = zp.z }) _eventSend(self, group, nil, 'troop_pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg }) else _eventSend(self, group, nil, 'no_pickup_zones', {}) end return end local inside = false if zone then local rZone = self:_getZoneRadius(zone) or 0 if dist and rZone and dist <= rZone then inside = true end end if not inside then local isMetric = _getPlayerIsMetric(unit) local rZone = (self:_getZoneRadius(zone) or 0) local delta = (dist and rZone) and math.max(0, dist - rZone) or 0 local v, u = _fmtRange(delta, isMetric) -- Bearing from player to zone center local up = unit:GetPointVec3() local zp = zone and zone:GetPointVec3() or nil local brg = 0 if zp then brg = _bearingDeg({ x = up.x, z = up.z }, { x = zp.x, z = zp.z }) end _eventSend(self, group, nil, 'troop_pickup_zone_required', { zone_dist = v, zone_dist_u = u, zone_brg = brg }) return end end -- Determine troop type and composition local requestedType = (opts and (opts.typeKey or opts.type)) or (self.Config.Troops and self.Config.Troops.DefaultType) or 'AS' local unitsList, label = self:_resolveTroopUnits(requestedType) local troopDef = (self.Config.Troops and self.Config.Troops.TroopTypes and self.Config.Troops.TroopTypes[requestedType]) or nil -- Check if we already have troops (allow mixing different types now) local currentTroops = CTLD._troopsLoaded[gname] -- Check aircraft capacity for troops local capacity = _getAircraftCapacity(unit) local maxTroops = capacity.maxTroops local maxWeight = capacity.maxWeightKg or 0 local troopCount = #unitsList -- Calculate troop weight from catalog local troopWeight = 0 if troopDef and troopDef.weightKg then troopWeight = troopDef.weightKg elseif troopCount > 0 then -- Fallback: estimate 100kg per soldier if no weight defined troopWeight = troopCount * 100 end -- Check current cargo weight and troop count local carried = CTLD._loadedCrates[gname] local currentWeight = carried and carried.totalWeightKg or 0 local currentTroopCount = currentTroops and currentTroops.count or 0 local totalTroopCount = currentTroopCount + troopCount local wouldBeWeight = currentWeight + troopWeight -- Check total troop count limit if totalTroopCount > maxTroops then -- Aircraft cannot carry this many troops total local aircraftType = _getUnitType(unit) or 'aircraft' _msgGroup(group, string.format('Troop capacity exceeded! Current: %d, Adding: %d, Max: %d for %s', currentTroopCount, troopCount, maxTroops, aircraftType)) return end -- Check weight limit (if enabled) if maxWeight > 0 and wouldBeWeight > maxWeight then -- Weight capacity exceeded local aircraftType = _getUnitType(unit) or 'aircraft' _msgGroup(group, string.format('Weight capacity exceeded! Current: %dkg, Troops: %dkg, Max: %dkg for %s', math.floor(currentWeight), math.floor(troopWeight), math.floor(maxWeight), aircraftType)) return end -- ADD to existing troops or create new entry if currentTroops then -- Add to existing load (supports mixing types) local troopTypes = currentTroops.troopTypes or { { typeKey = currentTroops.typeKey, count = currentTroops.count } } table.insert(troopTypes, { typeKey = requestedType, count = troopCount }) CTLD._troopsLoaded[gname] = { count = totalTroopCount, typeKey = 'Mixed', -- Indicate mixed types troopTypes = troopTypes, -- Store individual type details weightKg = currentTroops.weightKg + troopWeight, } self:_refreshLoadedTroopSummaryForGroup(gname) _eventSend(self, group, nil, 'troops_loaded', { count = totalTroopCount }) _msgGroup(group, string.format('Loaded %d more troops (total: %d)', troopCount, totalTroopCount)) else CTLD._troopsLoaded[gname] = { count = troopCount, typeKey = requestedType, troopTypes = { { typeKey = requestedType, count = troopCount } }, weightKg = troopWeight, } self:_refreshLoadedTroopSummaryForGroup(gname) _eventSend(self, group, nil, 'troops_loaded', { count = troopCount }) end -- Update DCS internal cargo weight self:_updateCargoWeight(group) end function CTLD:UnloadTroops(group, opts) local gname = group:GetName() local load = CTLD._troopsLoaded[gname] if not load or (load.count or 0) == 0 then _eventSend(self, group, nil, 'no_troops', {}) return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Check for MEDEVAC crew delivery to MASH first if CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled then local medevacStatus = self:CheckMEDEVACDelivery(group, load) if medevacStatus == 'delivered' then -- Crew delivered to MASH, clear troops and return CTLD._troopsLoaded[gname] = nil CTLD._loadedTroopTypes[gname] = nil -- Update DCS internal cargo weight after delivery self:_updateCargoWeight(group) return elseif medevacStatus == 'pending' then return end end -- Determine if unit is in the air and check for fast-rope capability local isInAir = _isUnitInAir(unit) local canFastRope = false local isFastRope = false if isInAir then -- Unit is airborne - check if fast-rope is enabled and if altitude is safe if self.Config.EnableFastRope then local p3 = unit:GetPointVec3() local ground = land and land.getHeight and land.getHeight({x = p3.x, y = p3.z}) or 0 local agl = p3.y - ground local maxFastRopeAGL = self.Config.FastRopeMaxHeight or 20 local minFastRopeAGL = self.Config.FastRopeMinHeight or 5 if agl > maxFastRopeAGL then -- Too high for fast-rope local isMetric = _getPlayerIsMetric(unit) local aglDisplay = _fmtAGL(agl, isMetric) _eventSend(self, group, nil, 'troop_unload_altitude_too_high', { max_agl = math.floor(maxFastRopeAGL), current_agl = math.floor(agl) }) return elseif agl < minFastRopeAGL then -- Too low for safe fast-rope _eventSend(self, group, nil, 'troop_unload_altitude_too_low', { min_agl = math.floor(minFastRopeAGL), current_agl = math.floor(agl) }) return else -- Within safe fast-rope window canFastRope = true isFastRope = true end else -- Fast-rope disabled - must land _msgGroup(group, "Must land to deploy troops. Fast-rope is disabled.", 10) return end end -- Restrict deploying troops inside Pickup Zones if configured if self.Config.ForbidTroopDeployInsidePickupZones then local activeOnly = (self.Config.ForbidChecksActivePickupOnly ~= false) local inside = false local ok, _ = pcall(function() inside = select(1, self:_isUnitInsidePickupZone(unit, activeOnly)) end) if ok and inside then _eventSend(self, group, nil, 'troop_deploy_forbidden_in_pickup', {}) return end end local p = unit:GetPointVec3() local here = { x = p.x, z = p.z } local hdgRad, _ = _headingRadDeg(unit) -- Offset troop spawn forward to avoid spawning under/near rotors local troopOffset = math.max(0, tonumber(self.Config.TroopSpawnOffset or 0) or 0) local center = (troopOffset > 0) and { x = here.x + math.sin(hdgRad) * troopOffset, z = here.z + math.cos(hdgRad) * troopOffset } or { x = here.x, z = here.z } -- Build the unit composition - handle mixed troop types local units = {} local spacing = 1.8 local unitIndex = 0 if load.troopTypes then -- Mixed types - spawn each type's units for _, troopTypeData in ipairs(load.troopTypes) do local comp, _ = self:_resolveTroopUnits(troopTypeData.typeKey) for i=1, #comp do unitIndex = unitIndex + 1 local dx = (unitIndex-1) * spacing local dz = ((unitIndex % 2) == 0) and 2.0 or -2.0 table.insert(units, { type = tostring(comp[i] or 'Infantry AK'), name = string.format('CTLD-TROOP-%d', math.random(100000,999999)), x = center.x + dx, y = center.z + dz, heading = hdgRad }) end end else -- Single type (legacy support) local comp, _ = self:_resolveTroopUnits(load.typeKey) for i=1, #comp do unitIndex = unitIndex + 1 local dx = (unitIndex-1) * spacing local dz = ((unitIndex % 2) == 0) and 2.0 or -2.0 table.insert(units, { type = tostring(comp[i] or 'Infantry AK'), name = string.format('CTLD-TROOP-%d', math.random(100000,999999)), x = center.x + dx, y = center.z + dz, heading = hdgRad }) end end local groupData = { visible=false, lateActivation=false, tasks={}, task='Ground Nothing', units=units, route={}, name=string.format('CTLD_TROOPS_%d', math.random(100000,999999)) } local spawned = _coalitionAddGroup(self.Side, Group.Category.GROUND, groupData, self.Config) if spawned then -- Track deployed troop groups for later pickup local troopGroupName = spawned:getName() CTLD._deployedTroops[troopGroupName] = { typeKey = load.typeKey, count = load.count, side = self.Side, spawnTime = timer.getTime(), point = { x = center.x, z = center.z }, weightKg = load.weightKg or 0, behavior = opts and opts.behavior or 'defend' } -- Add to spatial index for efficient hover pickup _addToSpatialGrid(troopGroupName, CTLD._deployedTroops[troopGroupName], 'troops') CTLD._troopsLoaded[gname] = nil CTLD._loadedTroopTypes[gname] = nil -- Update DCS internal cargo weight after unloading troops self:_updateCargoWeight(group) -- Send appropriate message based on deployment method if isFastRope then local aircraftType = _getUnitType(unit) or 'aircraft' _eventSend(self, nil, self.Side, 'troops_fast_roped_coalition', { count = #units, player = _playerNameFromGroup(group), aircraft = aircraftType }) else _eventSend(self, nil, self.Side, 'troops_unloaded_coalition', { count = #units, player = _playerNameFromGroup(group) }) end -- Assign optional behavior local behavior = opts and opts.behavior or nil _logDebug(string.format("TROOP DEPLOY: Group '%s' spawned with behavior='%s'", spawned:getName(), tostring(behavior))) if behavior == 'attack' and self.Config.AttackAI and self.Config.AttackAI.Enabled then _logDebug(string.format("TROOP DEPLOY: Initiating attack behavior for '%s'", spawned:getName())) local t = self:_assignAttackBehavior(spawned:getName(), center, false) -- Announce intentions globally local isMetric = _getPlayerIsMetric(group:GetUnit(1)) if t and t.kind == 'base' then local brg = _bearingDeg({ x = center.x, z = center.z }, { x = t.point.x, z = t.point.z }) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_base_announce', { unit_name = spawned:getName(), player = _playerNameFromGroup(group), base_name = t.name, brg = brg, rng = v, rng_u = u }) elseif t and t.kind == 'enemy' then local brg = _bearingDeg({ x = center.x, z = center.z }, { x = t.point.x, z = t.point.z }) local v, u = _fmtRange(t.dist or 0, isMetric) _eventSend(self, nil, self.Side, 'attack_enemy_announce', { unit_name = spawned:getName(), player = _playerNameFromGroup(group), enemy_type = t.etype or 'unit', brg = brg, rng = v, rng_u = u }) else local v, u = _fmtRange((self.Config.AttackAI and self.Config.AttackAI.TroopSearchRadius) or 3000, isMetric) _eventSend(self, nil, self.Side, 'attack_no_targets', { unit_name = spawned:getName(), player = _playerNameFromGroup(group), rng = v, rng_u = u }) end end else _eventSend(self, group, nil, 'troops_deploy_failed', { reason = 'DCS group spawn error' }) end end --#endregion Troops -- Internal: resolve troop composition list for a given type key and coalition function CTLD:_resolveTroopUnits(typeKey) local tcfg = (self.Config.Troops and self.Config.Troops.TroopTypes) or {} local def = tcfg[typeKey or 'AS'] or {} -- Log warning if troop types are missing if not def or not def.size then _logError(string.format('WARNING: Troop type "%s" not found or incomplete. TroopTypes table has %d entries.', typeKey or 'AS', (tcfg and type(tcfg) == 'table') and #tcfg or 0)) end local size = tonumber(def.size or 0) or 0 if size <= 0 then size = 6 end local pool if self.Side == coalition.side.BLUE then pool = def.unitsBlue or def.units elseif self.Side == coalition.side.RED then pool = def.unitsRed or def.units else pool = def.units end if not pool or #pool == 0 then pool = { 'Infantry AK' } end -- Debug: Log what units will spawn local unitList = {} for i=1,math.min(size, 3) do table.insert(unitList, pool[((i-1) % #pool) + 1]) end _logDebug(string.format('Spawning %d troops for type "%s": %s%s', size, typeKey or 'AS', table.concat(unitList, ', '), size > 3 and '...' or '')) local list = {} for i=1,size do list[i] = pool[((i-1) % #pool) + 1] end local label = def.label or typeKey or 'Troops' return list, label end -- ========================= -- Public helpers -- ========================= -- ========================= -- Auto-build FOB in zones -- ========================= --#region Auto-build FOB in zones function CTLD:AutoBuildFOBCheck() if not (self.FOBZones and #self.FOBZones > 0) then return end -- Find any FOB recipe definitions local fobDefs = {} for key,def in pairs(self.Config.CrateCatalog) do if def.isFOB and def.build then fobDefs[key] = def end end if next(fobDefs) == nil then return end for _,zone in ipairs(self.FOBZones) do local center = zone:GetPointVec3() local radius = self:_getZoneRadius(zone) local nearby = self:GetNearbyCrates({ x = center.x, z = center.z }, radius) -- filter to this coalition side local filtered = {} for _,c in ipairs(nearby) do if c.meta.side == self.Side then table.insert(filtered, c) end end nearby = filtered if #nearby > 0 then local counts = {} for _,c in ipairs(nearby) do counts[c.meta.key] = (counts[c.meta.key] or 0) + 1 end local function consumeCrates(key, qty) local removed = 0 for _,c in ipairs(nearby) do if removed >= qty then break end if c.meta.key == key then local obj = StaticObject.getByName(c.name) if obj then obj:destroy() end _cleanupCrateSmoke(c.name) -- Clean up smoke refresh schedule CTLD._crates[c.name] = nil removed = removed + 1 end end end local built = false -- Prefer composite recipes for recipeKey,cat in pairs(fobDefs) do if type(cat.requires) == 'table' then local ok = true for reqKey,qty in pairs(cat.requires) do if (counts[reqKey] or 0) < qty then ok = false; break end end if ok then local gdata = cat.build({ x = center.x, z = center.z }, 0, cat.side or self.Side) local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config) if g then for reqKey,qty in pairs(cat.requires) do consumeCrates(reqKey, qty) end _msgCoalition(self.Side, string.format('FOB auto-built at %s', zone:GetName())) built = true break -- move to next zone; avoid multiple builds per tick end end end end -- Then single-key FOB recipes if not built then for key,cat in pairs(fobDefs) do if not cat.requires and (counts[key] or 0) >= (cat.required or 1) then local gdata = cat.build({ x = center.x, z = center.z }, 0, cat.side or self.Side) local g = _coalitionAddGroup(cat.side or self.Side, cat.category or Group.Category.GROUND, gdata, self.Config) if g then consumeCrates(key, cat.required or 1) _msgCoalition(self.Side, string.format('FOB auto-built at %s', zone:GetName())) built = true break end end end end -- next zone iteration continues automatically end end end --#endregion Auto-build FOB in zones -- ========================= -- Public helpers -- ========================= --#region Public helpers function CTLD:RegisterCrate(key, def) self.Config.CrateCatalog[key] = def end function CTLD:MergeCatalog(tbl) for k,v in pairs(tbl or {}) do self.Config.CrateCatalog[k] = v end end -- ========================= -- Inventory helpers -- ========================= --#region Inventory helpers function CTLD:InitInventory() if not (self.Config.Inventory and self.Config.Inventory.Enabled) then return end -- Seed stock for each configured pickup zone (by name only) for _,z in ipairs(self.PickupZones or {}) do local name = z:GetName() self:_SeedZoneStock(name, 1.0) end end function CTLD:_SeedZoneStock(zoneName, factor) if not zoneName then return end CTLD._stockByZone[zoneName] = CTLD._stockByZone[zoneName] or {} local f = factor or 1.0 for key,def in pairs(self.Config.CrateCatalog or {}) do local n = tonumber(def.initialStock or 0) or 0 n = math.max(0, math.floor(n * f + 0.0001)) -- Only seed if not already present (avoid overwriting saved/progress state) if CTLD._stockByZone[zoneName][key] == nil then CTLD._stockByZone[zoneName][key] = n end end end function CTLD:_CreateFOBPickupZone(point, cat, hdg) -- Create a small pickup zone at the FOB to act as a supply point local name = string.format('FOB_PZ_%d', math.random(100000,999999)) local v2 = (VECTOR2 and VECTOR2.New) and VECTOR2:New(point.x, point.z) or { x = point.x, y = point.z } local r = 150 local z = ZONE_RADIUS:New(name, v2, r) table.insert(self.PickupZones, z) self._ZoneDefs.PickupZones[name] = { name = name, radius = r, active = true } self._ZoneActive.Pickup[name] = true table.insert(self.Config.Zones.PickupZones, { name = name, radius = r, active = true }) -- Seed FOB stock at fraction of initial pickup stock local f = (self.Config.Inventory and self.Config.Inventory.FOBStockFactor) or 0.25 self:_SeedZoneStock(name, f) _msgCoalition(self.Side, string.format('FOB supply established: %s (stock seeded at %d%%)', name, math.floor(f*100+0.5))) -- Auto-refresh map drawings so the new FOB pickup zone is visible immediately if self.Config.MapDraw and self.Config.MapDraw.Enabled then local ok, err = pcall(function() self:DrawZonesOnMap() end) if not ok then _logError(string.format('DrawZonesOnMap failed after FOB creation: %s', tostring(err))) end end end --#endregion Inventory helpers -- ========================= -- FARP System -- ========================= --#region FARP -- Initialize FARP system (called from CTLD:New) function CTLD:InitFARP() if not (CTLD.FARPConfig and CTLD.FARPConfig.Enabled) then return end _logInfo('FARP system initialized') -- Initialize unit ID counter for spawning service units CTLD._farpUnitIdCounter = CTLD._farpUnitIdCounter or 50000 end -- Get next unique unit ID for FARP service units function CTLD:GetNextUnitId() CTLD._farpUnitIdCounter = (CTLD._farpUnitIdCounter or 50000) + 1 return CTLD._farpUnitIdCounter end -- Get FARP data for a FOB zone function CTLD:GetFARPData(zoneName) if not zoneName then return nil end return CTLD._farpData[zoneName] end -- Find nearest FOB pickup zone to a point function CTLD:FindNearestFOBZone(point) local nearestZone = nil local nearestDist = math.huge for _, zone in ipairs(self.PickupZones or {}) do local zname = zone:GetName() -- Check if this is a FOB zone (starts with FOB_PZ_) if zname and zname:match('^FOB_PZ_') then local zoneCenter = zone:GetVec2() local dist = ((point.x - zoneCenter.x)^2 + (point.z - zoneCenter.y)^2)^0.5 local radius = self:_getZoneRadius(zone) if dist < (radius + 50) and dist < nearestDist then nearestZone = zone nearestDist = dist end end end return nearestZone, nearestDist end -- Spawn static objects for a FARP stage function CTLD:SpawnFARPStatics(zoneName, stage, centerPoint, coalitionId) if not (CTLD.FARPConfig and CTLD.FARPConfig.StageLayouts[stage]) then _logError(string.format('Invalid FARP stage %d or missing layout config', stage)) return false end local layout = CTLD.FARPConfig.StageLayouts[stage] local farpData = CTLD._farpData[zoneName] or { stage = 0, statics = {}, coalition = coalitionId } _logInfo(string.format('Spawning FARP Stage %d statics for zone %s (coalition %d)', stage, zoneName, coalitionId)) -- Get coalition name for DCS -- Note: 'coalitionId' parameter is a number (1=red, 2=blue), not the coalition table local coalitionName = (coalitionId == 2) and 'blue' or 'red' -- Service vehicle types that need to be spawned as ground units, not statics local serviceVehicles = { ["M978 HEMTT Tanker"] = true, -- Refuel service ["Ural-375 PBU"] = true, -- Fuel support ["Ural-4320 APA-5D"] = true, -- Ammo truck for rearm ["M1043 HMMWV Armament"] = true, -- Command/coordination ["GAZ-66"] = true, -- Support vehicle } for _, obj in ipairs(layout) do -- Calculate world position from relative offset local worldX = centerPoint.x + obj.x local worldZ = centerPoint.z + obj.z local worldY = land.getHeight({x = worldX, y = worldZ}) -- Check if this should be a service unit instead of static if serviceVehicles[obj.type] then -- Spawn as ground unit for FARP services local unitName = string.format('FARP_%s_S%d_%s_%d', zoneName, stage, obj.type:gsub('%s+', '_'), math.random(10000, 99999)) local groupName = unitName .. '_Group' local groupData = { ["visible"] = false, ["taskSelected"] = true, ["route"] = { ["points"] = { [1] = { ["alt"] = 0, ["type"] = "Turning Point", ["action"] = "Off Road", ["alt_type"] = "BARO", ["form"] = "Off Road", ["y"] = worldZ, ["x"] = worldX, ["speed"] = 0, ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = {} } } } } }, ["hidden"] = false, ["units"] = { [1] = { ["transportable"] = {["randomTransportable"] = false}, ["skill"] = "Average", ["type"] = obj.type, ["unitId"] = self:GetNextUnitId(), ["y"] = worldZ, ["x"] = worldX, ["name"] = unitName, ["heading"] = math.rad(obj.heading or 0), ["playerCanDrive"] = false } }, ["y"] = worldZ, ["x"] = worldX, ["name"] = groupName, ["start_time"] = 0 } local success, spawnedGroup = pcall(function() return coalition.addGroup(coalitionId, Group.Category.GROUND, groupData) end) if success and spawnedGroup then table.insert(farpData.statics, unitName) _logDebug(string.format('Spawned FARP service unit: %s at (%.1f, %.1f)', unitName, worldX, worldZ)) else _logError(string.format('Failed to spawn FARP service unit: %s (%s)', obj.type, tostring(spawnedGroup))) end else -- Spawn as static object (decorative) local staticName = string.format('FARP_%s_S%d_%s_%d', zoneName, stage, obj.type:gsub('%s+', '_'), math.random(10000, 99999)) -- Determine category and shape_name based on object type local category = "Fortifications" local shapeName = "" local linkUnit = nil local linkOffset = false local callsignID = math.random(1, 99) if obj.type == "FARP" then category = "Heliports" shapeName = "FARP" linkUnit = 0 linkOffset = true end -- Create static object data local staticData = { ["type"] = obj.type, ["name"] = staticName, ["heading"] = math.rad(obj.heading or 0), ["x"] = worldX, ["y"] = worldZ, ["category"] = category, ["canCargo"] = false, ["shape_name"] = shapeName, ["rate"] = 100, } -- Add FARP-specific data if obj.type == "FARP" then staticData["linkUnit"] = linkUnit staticData["linkOffset"] = linkOffset staticData["callsign_id"] = callsignID staticData["frequencyList"] = {127.5, 129.5, 121.5} staticData["modulation"] = 0 end -- Spawn the static local success, staticObj = pcall(function() return coalition.addStaticObject(coalitionId, staticData) end) if success and staticObj then table.insert(farpData.statics, staticName) _logDebug(string.format('Spawned FARP static: %s at (%.1f, %.1f)', staticName, worldX, worldZ)) else _logError(string.format('Failed to spawn FARP static: %s (%s)', obj.type, tostring(staticObj))) end end end farpData.stage = stage farpData.coalition = coalitionId CTLD._farpData[zoneName] = farpData _logInfo(string.format('FARP Stage %d complete for zone %s - spawned %d statics', stage, zoneName, #farpData.statics)) return true end -- FARP services are provided by DCS engine via F8 Ground Crew menu -- The FARP static object (spawned at stage 3) provides built-in services when helicopters: -- 1. Land within the FARP's service radius (handled by DCS) -- 2. Open F8 menu -> Ground Crew -- 3. Request Refuel, Rearm, or Repair -- Scripting cannot intercept or automate these services due to DCS API limitations -- Upgrade a FOB to the next FARP stage function CTLD:UpgradeFARP(group, zoneName) if not (CTLD.FARPConfig and CTLD.FARPConfig.Enabled) then MESSAGE:New('FARP system is disabled.', 10):ToGroup(group) return end local farpData = CTLD._farpData[zoneName] or { stage = 0, statics = {}, coalition = self.Side } local currentStage = farpData.stage or 0 local nextStage = currentStage + 1 -- Check if already maxed if nextStage > 3 then _eventSend(self, group, nil, 'farp_already_maxed', {}) return end -- Get upgrade cost local upgradeCost = CTLD.FARPConfig.StageCosts[nextStage] if not upgradeCost then MESSAGE:New(string.format('Invalid FARP stage %d', nextStage), 10):ToGroup(group) return end -- Check salvage points local currentSalvage = CTLD._salvagePoints[self.Side] or 0 if currentSalvage < upgradeCost then _eventSend(self, group, nil, 'farp_upgrade_insufficient_salvage', { stage = nextStage, need = upgradeCost, current = currentSalvage }) return end -- Find the zone to get center point local zone = nil for _, z in ipairs(self.PickupZones or {}) do if z:GetName() == zoneName then zone = z break end end if not zone then MESSAGE:New('FOB zone not found!', 10):ToGroup(group) return end local center = zone:GetVec2() -- Offset FARP 80m north from FOB zone center to avoid spawned trucks local centerPoint = { x = center.x, z = center.y + 80 } -- Deduct salvage CTLD._salvagePoints[self.Side] = currentSalvage - upgradeCost _eventSend(self, group, nil, 'farp_upgrade_started', { stage = nextStage }) local success = false -- Stage 3 uses MOOSE functional FARP, earlier stages use visual statics only if nextStage == 3 then success = self:SpawnFunctionalFARP(zoneName, centerPoint, self.Side) else success = self:SpawnFARPStatics(zoneName, nextStage, centerPoint, self.Side) end if success then local msgKey = (nextStage == 3) and 'farp_upgrade_complete_stage3' or 'farp_upgrade_complete' _eventSend(self, nil, self.Side, msgKey, { player = _playerNameFromGroup(group), stage = nextStage }) _logInfo(string.format('%s upgraded FOB %s to FARP Stage %d (cost: %d salvage)', _playerNameFromGroup(group), zoneName, nextStage, upgradeCost)) else -- Refund salvage on failure CTLD._salvagePoints[self.Side] = currentSalvage MESSAGE:New('FARP upgrade failed! Salvage refunded.', 15):ToGroup(group) end end -- Spawn a functional FARP using MOOSE utilities (Stage 3 only) function CTLD:SpawnFunctionalFARP(zoneName, centerPoint, coalitionId) _logInfo(string.format('Spawning functional FARP for zone %s (coalition %d)', zoneName, coalitionId)) -- Convert coalition ID to country local countryId = (coalitionId == 2) and country.id.USA or country.id.RUSSIA -- Generate unique FARP name and frequency CTLD._farpCounter = (CTLD._farpCounter or 0) + 1 local farpNameNumber = ((CTLD._farpCounter - 1) % 10) + 1 local farpFreq = 129 + CTLD._farpCounter local farpClearNames = { [1]="London", [2]="Dallas", [3]="Paris", [4]="Moscow", [5]="Berlin", [6]="Rome", [7]="Madrid", [8]="Warsaw", [9]="Dublin", [10]="Perth", } local clearName = farpClearNames[farpNameNumber] or "Outpost" local farpName = string.format("%s FARP %dAM", clearName, farpFreq) -- Create coordinate from centerPoint local coord = COORDINATE:New(centerPoint.x, land.getHeight({x = centerPoint.x, y = centerPoint.z}), centerPoint.z) -- Spawn functional FARP using MOOSE utility -- This creates a FARP with actual service capability local success = pcall(function() UTILS.SpawnFARPAndFunctionalStatics( farpName, -- FARP name coord, -- Coordinate ENUMS.FARPType.FARP, -- FARP type (visible) coalitionId, -- Coalition countryId, -- Country farpNameNumber, -- Callsign number farpFreq, -- Frequency radio.modulation.AM, -- Modulation nil, -- Link unit (auto) nil, -- Loadout type (default) nil, -- Resources (default) 20, -- Fuel tons (20 tons each type) 50 -- Equipment quantity ) end) if success then -- Store FARP data local farpData = CTLD._farpData[zoneName] or { stage = 0, statics = {}, coalition = coalitionId } farpData.stage = 3 farpData.farpName = farpName farpData.frequency = farpFreq CTLD._farpData[zoneName] = farpData _logInfo(string.format('Functional FARP %s created at freq %dAM', farpName, farpFreq)) -- Also add decorative statics around it from Stage 1 and 2 layouts self:SpawnFARPDecorations(zoneName, centerPoint, coalitionId) return true else _logError(string.format('Failed to spawn functional FARP for %s', zoneName)) return false end end -- Spawn decorative statics around the functional FARP function CTLD:SpawnFARPDecorations(zoneName, centerPoint, coalitionId) -- Decorative objects forming outermost square perimeter (120m from center) -- Functional FARP auto-spawns service objects in the center, these decorations complete the base local decorations = { -- North side - Command and operations { type = "FARP CP Blindage", x = 0, z = 120, heading = 180 }, { type = "FARP Tent", x = -40, z = 120, heading = 180 }, { type = "FARP Tent", x = 40, z = 120, heading = 180 }, { type = "Shelter", x = -80, z = 120, heading = 180 }, { type = "Windsock", x = 80, z = 120, heading = 0 }, -- South side - Logistics and storage { type = "container_40ft", x = 0, z = -120, heading = 0 }, { type = "FARP Tent", x = -50, z = -120, heading = 0 }, { type = "FARP Tent", x = 50, z = -120, heading = 0 }, { type = "FARP Ammo Dump Coating", x = -90, z = -120, heading = 0 }, { type = "FARP Ammo Dump Coating", x = 90, z = -120, heading = 0 }, -- East side - Fuel and support { type = "FARP Fuel Depot", x = 120, z = 40, heading = 270 }, { type = "FARP Fuel Depot", x = 120, z = -40, heading = 270 }, { type = "FARP Tent", x = 120, z = 0, heading = 270 }, { type = "GeneratorF", x = 120, z = 80, heading = 270 }, -- West side - Power and maintenance { type = "FARP Tent", x = -120, z = 40, heading = 90 }, { type = "FARP Tent", x = -120, z = -40, heading = 90 }, { type = "Electric power box", x = -120, z = 0, heading = 90 }, { type = "GeneratorF", x = -120, z = 80, heading = 90 }, -- Corner positions - Perimeter markers { type = "container_20ft", x = 110, z = 110, heading = 225 }, { type = "container_20ft", x = -110, z = 110, heading = 135 }, { type = "container_20ft", x = 110, z = -110, heading = 315 }, { type = "container_20ft", x = -110, z = -110, heading = 45 }, } for _, obj in ipairs(decorations) do local worldX = centerPoint.x + obj.x local worldZ = centerPoint.z + obj.z local staticName = string.format('FARP_%s_Decor_%s_%d', zoneName, obj.type:gsub('%s+', '_'), math.random(10000, 99999)) local staticData = { ["type"] = obj.type, ["name"] = staticName, ["heading"] = math.rad(obj.heading or 0), ["x"] = worldX, ["y"] = worldZ, ["category"] = "Fortifications", ["canCargo"] = false, ["rate"] = 100, } pcall(function() coalition.addStaticObject(coalitionId, staticData) end) end end -- Show FARP status for nearby FOB function CTLD:ShowFARPStatus(group) local unit = group:GetUnit(1) if not unit then return end local pos = unit:GetVec3() local point = { x = pos.x, z = pos.z } local fobZone, dist = self:FindNearestFOBZone(point) if not fobZone then _eventSend(self, group, nil, 'farp_not_at_fob', {}) return end local zoneName = fobZone:GetName() local farpData = CTLD._farpData[zoneName] or { stage = 0 } local currentStage = farpData.stage or 0 if currentStage >= 3 then -- Fully upgraded MESSAGE:New('FOB + FARP Status: Stage 3/3 (FULLY UPGRADED)\nFunctional FARP operational - use F8 Ground Crew menu\nFOB logistics: ACTIVE', 15):ToGroup(group) elseif currentStage > 0 then -- Partially upgraded local nextStage = currentStage + 1 local nextCost = CTLD.FARPConfig.StageCosts[nextStage] or 0 local statusMsg = string.format('FOB + FARP Status: Stage %d/3', currentStage) statusMsg = statusMsg .. '\nInfrastructure only - upgrade to Stage 3 for services' statusMsg = statusMsg .. '\nFOB logistics: ACTIVE' if nextStage <= 3 then statusMsg = statusMsg .. string.format('\nNext upgrade: %d salvage (Stage %d)', nextCost, nextStage) end MESSAGE:New(statusMsg, 15):ToGroup(group) else -- Base FOB, not yet upgraded local nextCost = CTLD.FARPConfig.StageCosts[1] or 0 MESSAGE:New(string.format('FOB Status: Base FOB (not upgraded)\nUpgrade to FARP Stage 1 for %d salvage points.\n\nCurrent salvage: %d', nextCost, CTLD._salvagePoints[self.Side] or 0), 15):ToGroup(group) end end -- Request FARP upgrade from menu function CTLD:RequestFARPUpgrade(group) local unit = group:GetUnit(1) if not unit then return end local pos = unit:GetVec3() local point = { x = pos.x, z = pos.z } local fobZone, dist = self:FindNearestFOBZone(point) if not fobZone then _eventSend(self, group, nil, 'farp_not_at_fob', {}) return end local zoneName = fobZone:GetName() self:UpgradeFARP(group, zoneName) end --#endregion FARP -- ========================= -- Sling-Load Salvage - Manual Crate Support -- ========================= --#region Manual Salvage Crates -- Scan mission editor for pre-placed cargo statics and register them as salvage function CTLD:ScanAndRegisterManualSalvageCrates() local cfg = self.Config.SlingLoadSalvage if not (cfg and cfg.Enabled and cfg.EnableManualCrates) then return end local prefix = cfg.ManualCratePrefix or 'SALVAGE-' local registered = 0 _logInfo('[ManualSalvage] Scanning for pre-placed salvage crates...') -- Get all static objects in the mission local allStatics = {} for _, coalitionSide in pairs({coalition.side.BLUE, coalition.side.RED, coalition.side.NEUTRAL}) do local groups = coalition.getStaticObjects(coalitionSide) or {} for _, static in pairs(groups) do table.insert(allStatics, {obj = static, side = coalitionSide}) end end for _, staticData in ipairs(allStatics) do local static = staticData.obj local staticSide = staticData.side if static and static:isExist() then local staticName = static:getName() -- Check if name starts with salvage prefix if staticName and staticName:sub(1, #prefix) == prefix then -- Check if it's a slingloadable cargo type local typeName = static:getTypeName() local isCargo = false for _, cargoType in ipairs(cfg.CargoTypes or {}) do if typeName == cargoType then isCargo = true break end end if isCargo then -- Parse the name to extract information -- Expected format: SALVAGE-{B|R}-{WEIGHT}KG-{ID} -- Example: SALVAGE-B-2000KG-CRASH01 local sideChar, weightStr, id = staticName:match('^SALVAGE%-([BR])%-(%d+)KG%-(.+)$') if sideChar and weightStr then local collectingSide = (sideChar == 'B') and coalition.side.BLUE or coalition.side.RED local weight = tonumber(weightStr) or 1000 -- Calculate reward based on weight class local rewardPer500kg = 3 -- default medium rate for _, wc in ipairs(cfg.WeightClasses or {}) do if weight >= wc.min and weight <= wc.max then rewardPer500kg = wc.rewardPer500kg or 3 break end end local rewardValue = math.floor((weight / 500) * rewardPer500kg) -- Get position local pos = static:getPoint() local position = {x = pos.x, z = pos.z} -- Register the crate (no expiration for manual crates) CTLD._salvageCrates[staticName] = { side = collectingSide, weight = weight, spawnTime = timer.getTime(), position = position, initialHealth = 1.0, rewardValue = rewardValue, warningsSent = {}, staticObject = static, crateClass = 'Manual', isManual = true, -- Flag to skip expiration checks } registered = registered + 1 _logInfo(string.format('[ManualSalvage] Registered: %s (Side=%s, Weight=%dkg, Reward=%dpts)', staticName, sideChar, weight, rewardValue)) else _logVerbose(string.format('[ManualSalvage] Skipping %s - invalid name format (use: SALVAGE-{B|R}-####KG-ID)', staticName)) end else _logVerbose(string.format('[ManualSalvage] Skipping %s - not a cargo type (found: %s)', staticName, tostring(typeName))) end end end end if registered > 0 then _logInfo(string.format('[ManualSalvage] Registered %d manual salvage crate(s)', registered)) _msgCoalition(self.Side, _fmtTemplate(self.Messages.slingload_manual_crates_registered, {count = registered})) else _logInfo('[ManualSalvage] No manual salvage crates found') end end --#endregion Manual Salvage Crates -- ========================= -- MEDEVAC System -- ========================= --#region MEDEVAC -- Initialize MEDEVAC system (called from CTLD:New) function CTLD:InitMEDEVAC() if not (CTLD.MEDEVAC and CTLD.MEDEVAC.Enabled) then return end -- Initialize salvage pools if CTLD.MEDEVAC.Salvage and CTLD.MEDEVAC.Salvage.Enabled then local before = CTLD._salvagePoints[self.Side] -- Check instance config for InitialSalvage override local initialValue = (self.Config.MEDEVAC and self.Config.MEDEVAC.InitialSalvage) or 0 CTLD._salvagePoints[self.Side] = CTLD._salvagePoints[self.Side] or initialValue local after = CTLD._salvagePoints[self.Side] env.info(string.format('[InitMEDEVAC] Side=%s Salvage BEFORE=%s InitialValue=%s AFTER=%s', tostring(self.Side), tostring(before), tostring(initialValue), tostring(after))) end -- Setup event handler for unit deaths local handler = EVENTHANDLER:New() handler:HandleEvent(EVENTS.Dead) local selfref = self function handler:OnEventDead(eventData) -- First check if this is an invulnerable MEDEVAC crew member that needs respawning local unit = eventData.IniUnit if unit then local unitName = unit:GetName() if unitName then for crewGroupName, crewData in pairs(CTLD._medevacCrews) do if unitName:find(crewGroupName, 1, true) then local now = timer.getTime() if crewData.invulnerable and now < crewData.invulnerableUntil then _logVerbose(string.format('[MEDEVAC] Invulnerable crew member %s killed, respawning...', unitName)) -- Respawn this crew member local id = timer.scheduleFunction(function() local grp = Group.getByName(crewGroupName) if grp and grp:isExist() then local cfg = CTLD.MEDEVAC local crewUnitType = cfg.CrewUnitTypes[crewData.side] or ((crewData.side == coalition.side.BLUE) and 'Soldier M4' or 'Paratrooper RPG-16') -- Use the stored country ID from the original spawn local countryId = crewData.countryId or ((crewData.side == coalition.side.BLUE) and (country.id.USA or 2) or 18) -- Random position near spawn point local angle = math.random() * 2 * math.pi local radius = 3 + math.random() * 5 local spawnX = crewData.position.x + math.cos(angle) * radius local spawnZ = crewData.position.z + math.sin(angle) * radius local newUnitData = { type = crewUnitType, name = unitName..'_respawn', x = spawnX, y = spawnZ, heading = math.random() * 2 * math.pi } coalition.addGroup(crewData.side, Group.Category.GROUND, { visible = false, lateActivation = false, tasks = {}, task = 'Ground Nothing', route = {}, units = {newUnitData}, name = unitName..'_respawn_grp', country = countryId }) _logVerbose(string.format('[MEDEVAC] Respawned invulnerable crew member %s', unitName)) end end, nil, timer.getTime() + 1) _trackOneShotTimer(id) return -- Don't process as normal death end end end end -- Next check if this death wiped out an active MEDEVAC crew group -- Be defensive: unit may be a Moose wrapper or raw DCS unit, and -- not all objects will expose a "GetGroup" method. local dcsGroup = (unit and unit.GetGroup and unit:GetGroup()) or (unit and unit.getGroup and unit:getGroup()) or nil if dcsGroup then local gName = dcsGroup:GetName() if gName and CTLD._medevacCrews[gName] then local anyAlive = false local units = dcsGroup:GetUnits() if units then for _, u in ipairs(units) do if u and u:IsAlive() then anyAlive = true break end end end if not anyAlive then selfref:_RemoveMEDEVACCrew(gName, 'killed') return end end end end -- Normal death processing for vehicle spawning MEDEVAC crews if not unit then _logDebug('[MEDEVAC] OnEventDead: No unit in eventData') return end -- Get the underlying DCS unit to safely extract data local dcsUnit = unit.DCSUnit or unit if not dcsUnit then _logDebug('[MEDEVAC] OnEventDead: No DCS unit') return end -- Extract coalition from event data if available, otherwise from unit local unitCoalition = eventData.IniCoalition if not unitCoalition and unit and unit.GetCoalition then local success, result = pcall(function() return unit:GetCoalition() end) if success then unitCoalition = result end end if not unitCoalition then _logDebug('[MEDEVAC] OnEventDead: Could not determine coalition') return end if unitCoalition ~= selfref.Side then _logDebug(string.format('[MEDEVAC] OnEventDead: Wrong coalition (unit: %s, CTLD: %s)', tostring(unitCoalition), tostring(selfref.Side))) return end -- Extract category from event data if available local unitCategory = eventData.IniCategory or (unit.GetCategory and unit:GetCategory()) if not unitCategory then _logDebug('[MEDEVAC] OnEventDead: Could not determine category') return end if unitCategory ~= Unit.Category.GROUND_UNIT then _logDebug(string.format('[MEDEVAC] OnEventDead: Not a ground unit (category: %s)', tostring(unitCategory))) return end -- Extract unit type name local unitType = eventData.IniTypeName or (unit.GetTypeName and unit:GetTypeName()) if not unitType then _logDebug('[MEDEVAC] OnEventDead: Could not determine unit type') return end _logVerbose(string.format('[MEDEVAC] OnEventDead: Ground unit destroyed - %s', unitType)) -- Check if this unit type is eligible for MEDEVAC local catalogEntry = selfref:_FindCatalogEntryByUnitType(unitType) if catalogEntry and catalogEntry.MEDEVAC == true then _logVerbose(string.format('[MEDEVAC] OnEventDead: %s is MEDEVAC eligible, spawning crew', unitType)) -- Pass eventData instead of unit to get position/heading safely selfref:_SpawnMEDEVACCrew(eventData, catalogEntry) else if catalogEntry then _logDebug(string.format('[MEDEVAC] OnEventDead: %s found in catalog but MEDEVAC=%s', unitType, tostring(catalogEntry.MEDEVAC))) else _logDebug(string.format('[MEDEVAC] OnEventDead: %s not found in catalog', unitType)) end end -- Sling-Load Salvage: Check if we should spawn a salvage crate for the OPPOSING coalition if selfref.Config.SlingLoadSalvage and selfref.Config.SlingLoadSalvage.Enabled then -- Get unit position local unitPos = nil if eventData.initiator and eventData.initiator.getPoint then local success, point = pcall(function() return eventData.initiator:getPoint() end) if success and point then unitPos = point end end if unitPos then -- Determine enemy coalition (who can collect this salvage) local enemySide = (selfref.Side == coalition.side.BLUE) and coalition.side.RED or coalition.side.BLUE selfref:_SpawnSlingLoadSalvageCrate(unitPos, unitType, enemySide, eventData) else _logDebug('[SlingLoadSalvage] Could not get unit position for salvage spawn') end end end self.MEDEVACHandler = handler -- Add hit event handler to prevent damage to invulnerable crews local hitHandler = EVENTHANDLER:New() hitHandler:HandleEvent(EVENTS.Hit) function hitHandler:OnEventHit(eventData) local unit = eventData.TgtUnit if not unit then return end local unitName = unit:GetName() if not unitName then return end -- Check if this unit belongs to an invulnerable MEDEVAC crew for crewGroupName, crewData in pairs(CTLD._medevacCrews) do if unitName:find(crewGroupName, 1, true) then -- This unit is part of a MEDEVAC crew, check invulnerability local now = timer.getTime() if crewData.invulnerable and now < crewData.invulnerableUntil then _logVerbose(string.format('[MEDEVAC] Unit %s is invulnerable, preventing damage', unitName)) -- Can't directly prevent damage in DCS, but log it -- Infantry is fragile anyway, so invulnerability is more of a "hope they survive" thing return end end end end self.MEDEVACHitHandler = hitHandler -- Start crew timeout checker (runs every 30 seconds) self.MEDEVACSched = SCHEDULER:New(nil, function() local ok, err = pcall(function() selfref:_CheckMEDEVACTimeouts() end) if not ok then _logError('MEDEVAC timeout scheduler error: '..tostring(err)) end end, {}, 30, 30) -- Sling-load salvage is handled by adaptive background loop if self.Config.SlingLoadSalvage and self.Config.SlingLoadSalvage.Enabled then _logInfo('Sling-Load Salvage system initialized for coalition '..tostring(self.Side)) end -- Initialize MASH zones from config self:_InitMASHZones() _logInfo('MEDEVAC system initialized for coalition '..tostring(self.Side)) end -- Find catalog entry that spawns a given unit type function CTLD:_FindCatalogEntryByUnitType(unitType) local catalog = self.Config.CrateCatalog or {} local catalogSize = 0 for _ in pairs(catalog) do catalogSize = catalogSize + 1 end _logDebug(string.format('[MEDEVAC] Searching catalog for unit type: %s (catalog has %d entries)', unitType, catalogSize)) for key, def in pairs(catalog) do -- Check if this catalog entry builds the unit type if def.build then -- Check global lookup table that maps build functions to unit types if type(def.build) == 'function' and _CTLD_BUILD_UNIT_TYPES and _CTLD_BUILD_UNIT_TYPES[def.build] then local buildUnitType = _CTLD_BUILD_UNIT_TYPES[def.build] _logDebug(string.format('[MEDEVAC] Catalog entry %s has unitType=%s (from global lookup)', key, tostring(buildUnitType))) if buildUnitType == unitType then _logDebug(string.format('[MEDEVAC] Found catalog entry for %s via global lookup: key=%s', unitType, key)) return def end end -- Fallback: Try to extract unit type from build function string (legacy compatibility) local buildStr = tostring(def.build) if buildStr:find(unitType, 1, true) then _logDebug(string.format('[MEDEVAC] Found catalog entry for %s via string search: key=%s', unitType, key)) return def end else _logDebug(string.format('[MEDEVAC] Catalog entry %s has no build function', key)) end -- Also check if catalog entry has a unitType field directly if def.unitType and def.unitType == unitType then _logDebug(string.format('[MEDEVAC] Found catalog entry for %s via def.unitType field: key=%s', unitType, key)) return def end end _logDebug(string.format('[MEDEVAC] No catalog entry found for unit type: %s', unitType)) return nil end -- Spawn MEDEVAC crew when vehicle destroyed function CTLD:_SpawnMEDEVACCrew(eventData, catalogEntry) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end -- Probability check: does the crew survive to request rescue? -- Use coalition-specific survival chance local survivalChance = 0.02 -- default fallback if cfg.CrewSurvivalChance then if type(cfg.CrewSurvivalChance) == 'table' then -- Per-coalition config survivalChance = cfg.CrewSurvivalChance[self.Side] or 0.02 else -- Legacy single value config (backward compatibility) local chanceValue = cfg.CrewSurvivalChance if type(chanceValue) == 'number' then survivalChance = chanceValue end end end local roll = math.random() if roll > survivalChance then -- Crew did not survive _logVerbose(string.format('[MEDEVAC] Crew did not survive (roll: %.4f > %.4f)', roll, survivalChance)) return end _logVerbose(string.format('[MEDEVAC] Crew survived! (roll: %.4f <= %.4f) - will spawn in 5 minutes after battle clears', roll, survivalChance)) -- Extract data from eventData instead of calling methods on dead unit local unit = eventData.IniUnit local unitType = eventData.IniTypeName or (unit and unit.GetTypeName and unit:GetTypeName()) local unitName = eventData.IniUnitName or (unit and unit.GetName and unit:GetName()) or 'Unknown' -- Get position - the unit is dead, so we need to get position from the DCS initiator object local pos = nil -- Try the raw DCS initiator object (this should have the last known position) if eventData.initiator then _logVerbose('[MEDEVAC] Trying DCS initiator object') local dcsUnit = eventData.initiator if dcsUnit and dcsUnit.getPoint then local success, point = pcall(function() return dcsUnit:getPoint() end) if success and point then pos = point _logVerbose(string.format('[MEDEVAC] Got position from DCS initiator:getPoint(): %.0f, %.0f, %.0f', pos.x, pos.y, pos.z)) end end if not pos and dcsUnit and dcsUnit.getPosition then local success, position = pcall(function() return dcsUnit:getPosition() end) if success and position and position.p then pos = position.p _logVerbose(string.format('[MEDEVAC] Got position from DCS initiator:getPosition().p: %.0f, %.0f, %.0f', pos.x, pos.y, pos.z)) end end end -- Try IniDCSUnit if not pos and eventData.IniDCSUnit then _logVerbose('[MEDEVAC] Trying IniDCSUnit') local dcsUnit = eventData.IniDCSUnit if dcsUnit and dcsUnit.getPoint then local success, point = pcall(function() return dcsUnit:getPoint() end) if success and point then pos = point _logVerbose(string.format('[MEDEVAC] Got position from IniDCSUnit:getPoint(): %.0f, %.0f, %.0f', pos.x, pos.y, pos.z)) end end end if not pos or not unitType then _logVerbose(string.format('[MEDEVAC] Cannot spawn crew - missing position (pos=%s) or unit type (type=%s)', tostring(pos), tostring(unitType))) return end -- Get heading if possible local heading = 0 if unit and unit.GetHeading then local success, result = pcall(function() return unit:GetHeading() end) if success and result then heading = result end end -- Determine crew size local crewSize = catalogEntry.crewSize or cfg.CrewDefaultSize or 2 -- Determine salvage value local salvageValue = catalogEntry.salvageValue if not salvageValue then salvageValue = catalogEntry.required or cfg.Salvage.DefaultValue or 1 end -- Find nearest enemy to spawn crew toward them local spawnPoint = { x = pos.x, z = pos.z } local enemySide = (self.Side == coalition.side.BLUE) and coalition.side.RED or coalition.side.BLUE local nearestEnemy = self:_findNearestEnemyGround({ x = pos.x, z = pos.z }, 2000) -- 2km search if nearestEnemy and nearestEnemy.point then -- Calculate direction toward enemy local dx = nearestEnemy.point.x - pos.x local dz = nearestEnemy.point.z - pos.z local dist = math.sqrt(dx*dx + dz*dz) if dist > 0 then local dirX = dx / dist local dirZ = dz / dist local offset = cfg.CrewSpawnOffset or 15 spawnPoint.x = pos.x + dirX * offset spawnPoint.z = pos.z + dirZ * offset end else -- No enemy found, spawn at random offset local angle = math.random() * 2 * math.pi local offset = cfg.CrewSpawnOffset or 15 spawnPoint.x = pos.x + math.cos(angle) * offset spawnPoint.z = pos.z + math.sin(angle) * offset end -- Prepare spawn data but delay actual spawning by 5 minutes (300 seconds) local spawnDelay = cfg.CrewSpawnDelay or 300 -- 5 minutes default local selfref = self _logVerbose(string.format('[MEDEVAC] Crew will spawn in %d seconds after battle clears', spawnDelay)) local spawnTimerId = timer.scheduleFunction(function() -- Now spawn the crew after battle has cleared local crewGroupName = string.format('MEDEVAC_Crew_%s_%d', unitType, math.random(100000, 999999)) local crewUnitType = catalogEntry.crewType or cfg.CrewUnitTypes[selfref.Side] or ((selfref.Side == coalition.side.BLUE) and 'Soldier M4' or 'Infantry AK') _logVerbose(string.format('[MEDEVAC] Coalition: %s, CrewUnitType selected: %s, catalogEntry.crewType=%s, cfg.CrewUnitTypes[side]=%s', (selfref.Side == coalition.side.BLUE and 'BLUE' or 'RED'), crewUnitType, tostring(catalogEntry.crewType), tostring(cfg.CrewUnitTypes and cfg.CrewUnitTypes[selfref.Side]) )) -- Determine if crew gets a MANPADS -- Use coalition-specific MANPADS spawn chance local manPadChance = 0.1 -- default fallback if cfg.ManPadSpawnChance then if type(cfg.ManPadSpawnChance) == 'table' then -- Per-coalition config manPadChance = cfg.ManPadSpawnChance[selfref.Side] or 0.1 else -- Legacy single value config (backward compatibility) local chanceValue = cfg.ManPadSpawnChance if type(chanceValue) == 'number' then manPadChance = chanceValue end end end local spawnManPad = math.random() <= manPadChance local manPadIndex = nil if spawnManPad and crewSize > 1 then manPadIndex = math.random(1, crewSize) -- Random crew member gets the MANPADS _logVerbose(string.format('[MEDEVAC] Crew will include MANPADS (unit %d of %d)', manPadIndex, crewSize)) end -- Get country ID from the destroyed unit instead of trying to map coalition to country -- This is the same approach used by the Medevac_KHASHURI.lua script local countryId = nil if eventData.initiator and eventData.initiator.getCountry then local success, result = pcall(function() return eventData.initiator:getCountry() end) if success and result then countryId = result _logVerbose(string.format('[MEDEVAC] Got country ID %d from destroyed unit', countryId)) end end -- Fallback if we couldn't get it from the unit if not countryId then _logVerbose('[MEDEVAC] WARNING: Could not get country from dead unit, using fallback') if selfref.Side == coalition.side.BLUE then countryId = country.id.USA or 2 else countryId = country.id.CJTF_RED or 18 -- Use CJTF RED as fallback end end _logVerbose(string.format('[MEDEVAC] Spawning crew now - coalition=%s, countryId=%d, crewUnitType=%s', (selfref.Side == coalition.side.BLUE and 'BLUE' or 'RED'), countryId, crewUnitType)) local groupData = { visible = false, lateActivation = false, tasks = {}, task = 'Ground Nothing', route = {}, units = {}, name = crewGroupName -- Country ID passed directly to coalition.addGroup(), not in groupData } for i = 1, crewSize do -- Randomize position within a small radius (3-8 meters) for natural scattered appearance local angle = math.random() * 2 * math.pi local radius = 3 + math.random() * 5 -- 3-8 meters from center local offsetX = math.cos(angle) * radius local offsetZ = math.sin(angle) * radius -- Determine unit type (MANPADS or regular crew) local unitType = crewUnitType if i == manPadIndex then unitType = cfg.ManPadUnitTypes[selfref.Side] or crewUnitType _logVerbose(string.format('[MEDEVAC] Unit %d assigned MANPADS type: %s', i, unitType)) end table.insert(groupData.units, { type = unitType, name = string.format('%s_U%d', crewGroupName, i), x = spawnPoint.x + offsetX, y = spawnPoint.z + offsetZ, heading = math.random() * 2 * math.pi -- Random heading for each unit }) end _logVerbose(string.format('[MEDEVAC] About to call coalition.addGroup with country=%d (coalition=%s)', countryId, (selfref.Side == coalition.side.BLUE and 'BLUE' or 'RED'))) -- CRITICAL: First parameter is COUNTRY ID, not coalition ID! -- This matches Medevac_KHASHURI.lua line 500: coalition.addGroup(_deadUnit:getCountry(), ...) local crewGroup = coalition.addGroup(countryId, Group.Category.GROUND, groupData) if not crewGroup then _logVerbose('[MEDEVAC] Failed to spawn crew') return end -- Double-check what coalition the spawned group actually belongs to local spawnedCoalition = crewGroup:getCoalition() _logVerbose(string.format('[MEDEVAC] Crew group %s spawned successfully - actual coalition: %s (%d)', crewGroupName, (spawnedCoalition == coalition.side.BLUE and 'BLUE' or spawnedCoalition == coalition.side.RED and 'RED' or 'NEUTRAL'), spawnedCoalition)) -- Set crew to hold position and defend themselves local crewController = crewGroup:getController() if crewController then crewController:setOption(AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.RETURN_FIRE) crewController:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) -- Make crew immortal and/or invisible during announcement delay to prevent early death if cfg.CrewImmortalDuringDelay then local setImmortal = { id = 'SetImmortal', params = { value = true } } Controller.setCommand(crewController, setImmortal) _logVerbose('[MEDEVAC] Crew set to immortal during announcement delay') end if cfg.CrewInvisibleDuringDelay then local setInvisible = { id = 'SetInvisible', params = { value = true } } Controller.setCommand(crewController, setInvisible) _logVerbose('[MEDEVAC] Crew set to invisible to AI during announcement delay') end end -- Track crew immediately (but don't make mission available yet) -- Smoke will be popped AFTER the announcement delay when they actually call for help local crewData = { vehicleType = unitType, side = selfref.Side, countryId = countryId, -- Store country ID for respawning spawnTime = timer.getTime(), position = spawnPoint, salvageValue = salvageValue, originalHeading = heading, requestTime = nil, -- Will be set after announcement delay warningsSent = {}, invulnerable = false, invulnerableUntil = 0, greetingSent = false } CTLD._medevacCrews[crewGroupName] = crewData -- Wait before announcing mission (verify crew survival) local announceDelay = cfg.CrewAnnouncementDelay or 60 _logVerbose(string.format('[MEDEVAC] Will announce mission in %d seconds if crew survives', announceDelay)) local announceTimerId = timer.scheduleFunction(function() -- Check if crew still exists local g = Group.getByName(crewGroupName) if not g or not g:isExist() then _logVerbose(string.format('[MEDEVAC] Crew %s died before announcement, mission cancelled', crewGroupName)) CTLD._medevacCrews[crewGroupName] = nil return end -- Crew survived! Now announce to players and make mission available _logVerbose(string.format('[MEDEVAC] Crew %s survived, announcing mission', crewGroupName)) -- Optionally remove immortality after announcement; visibility is controlled by KeepCrewInvisibleForLifetime local crewController = g:getController() if crewController then -- Remove immortality unless config says to keep it if cfg.CrewImmortalDuringDelay and not cfg.CrewImmortalAfterAnnounce then local setMortal = { id = 'SetImmortal', params = { value = false } } Controller.setCommand(crewController, setMortal) _logVerbose('[MEDEVAC] Crew immortality removed, now vulnerable') elseif cfg.CrewImmortalAfterAnnounce then _logVerbose('[MEDEVAC] Crew remains immortal after announcement (per config)') end end -- Pop smoke now that they're calling for help if cfg.PopSmokeOnSpawn then local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[selfref.Side]) or trigger.smokeColor.Red _spawnMEDEVACSmoke(spawnPoint, smokeColor, cfg) _logVerbose(string.format('[MEDEVAC] Crew popped smoke after announcement (color: %d)', smokeColor)) end local grid = selfref:_GetMGRSString(spawnPoint) -- Pick random request message local requestMessages = cfg.RequestAirLiftMessages or { "Stranded Crew: This is {vehicle} crew at {grid}. Need pickup ASAP! We have {salvage} salvage to collect." } local messageTemplate = requestMessages[math.random(1, #requestMessages)] -- Replace placeholders local message = messageTemplate message = message:gsub("{vehicle}", unitType) message = message:gsub("{grid}", grid) message = message:gsub("{crew_size}", tostring(crewSize)) message = message:gsub("{salvage}", tostring(salvageValue)) _msgCoalition(selfref.Side, message, 25) -- Now crew is requesting pickup CTLD._medevacCrews[crewGroupName].requestTime = timer.getTime() -- Create map marker if cfg.MapMarkers and cfg.MapMarkers.Enabled then local markerID = selfref:_CreateMEDEVACMarker(spawnPoint, unitType, crewSize, salvageValue, crewGroupName) CTLD._medevacCrews[crewGroupName].markerID = markerID end end, nil, timer.getTime() + announceDelay) _trackOneShotTimer(announceTimerId) end, nil, timer.getTime() + spawnDelay) _trackOneShotTimer(spawnTimerId) end -- Create map marker for MEDEVAC crew function CTLD:_CreateMEDEVACMarker(position, vehicleType, crewSize, salvageValue, crewGroupName) local cfg = CTLD.MEDEVAC.MapMarkers if not cfg or not cfg.Enabled then return nil end local grid = self:_GetMGRSString(position) local text = string.format('%s: %s Crew (%d) - Salvage: %d - %s', cfg.IconText or '🔴 MEDEVAC', vehicleType, crewSize, salvageValue, grid ) local markerID = _nextMarkupId() trigger.action.markToCoalition(markerID, text, {x = position.x, y = 0, z = position.z}, self.Side, true) return markerID end -- Get MGRS grid string for position function CTLD:_GetMGRSString(position) if not position then return 'N/A' end local lat, lon = coord.LOtoLL({x = position.x, y = 0, z = position.z}) local mgrs = coord.LLtoMGRS(lat, lon) if mgrs and mgrs.UTMZone and mgrs.MGRSDigraph then -- Ensure Easting and Northing are numbers local easting = tonumber(mgrs.Easting) or 0 local northing = tonumber(mgrs.Northing) or 0 return string.format('%s%s %05d %05d', mgrs.UTMZone, mgrs.MGRSDigraph, easting, northing) end return string.format('%.0f, %.0f', position.x, position.z) end -- Check for MEDEVAC crew timeouts and send warnings function CTLD:_CheckMEDEVACTimeouts() local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end local now = timer.getTime() local toRemove = {} for crewGroupName, data in pairs(CTLD._medevacCrews) do if data.side == self.Side then local requestTime = data.requestTime if requestTime then -- Only check after crew has requested pickup local elapsed = now - requestTime if type(data.warningsSent) ~= 'table' then data.warningsSent = {} end local remaining = (cfg.CrewTimeout or 3600) - elapsed -- Check for approaching rescue helos (pop smoke and send greeting with cooldown) if cfg.PopSmokeOnApproach then local approachDist = cfg.PopSmokeOnApproachDistance or 5000 local crewPos = data.position local smokeCooldown = cfg.SmokeCooldown or 900 -- Default 15 minutes (900 seconds) local lastSmoke = data.lastSmokeTime or 0 local canPopSmoke = (now - lastSmoke) >= smokeCooldown if canPopSmoke then -- Check all units of this coalition for nearby transport helos local coalitionUnits = coalition.getGroups(self.Side, Group.Category.AIRPLANE) local heloGroups = coalition.getGroups(self.Side, Group.Category.HELICOPTER) if heloGroups then for _, grp in ipairs(heloGroups) do if grp and grp:isExist() then local units = grp:getUnits() if units then for _, unit in ipairs(units) do if unit and unit:isExist() and unit:isActive() then -- Check if this is a transport helo (in AllowedAircraft list) local unitType = unit:getTypeName() local isTransport = false if self.Config.AllowedAircraft then for _, allowed in ipairs(self.Config.AllowedAircraft) do if unitType == allowed then isTransport = true break end end end if isTransport then local unitPos = unit:getPoint() if unitPos and crewPos then local dx = unitPos.x - crewPos.x local dz = unitPos.z - crewPos.z local dist = math.sqrt(dx*dx + dz*dz) if dist <= approachDist then -- Rescue helo detected! Pop smoke and send greeting local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[self.Side]) or trigger.smokeColor.Red _spawnMEDEVACSmoke(crewPos, smokeColor, cfg) -- Pick random greeting message local greetings = cfg.GreetingMessages or {"We see you! Over here!"} local greeting = greetings[math.random(1, #greetings)] _msgCoalition(self.Side, string.format('[MEDEVAC] %s crew: "%s"', data.vehicleType, greeting), 10) -- Set cooldown timer instead of permanent flag data.lastSmokeTime = now local cooldownMins = smokeCooldown / 60 _logVerbose(string.format('[MEDEVAC] Crew %s detected helo at %.0fm, popped smoke (cooldown: %.0f mins)', crewGroupName, dist, cooldownMins)) break end end end end end end end if data.lastSmokeTime == now then break end -- Just popped smoke, exit loop end end -- if heloGroups then end -- if canPopSmoke then end -- if cfg.PopSmokeOnApproach then -- Send warnings if cfg.Warnings then for _, warning in ipairs(cfg.Warnings) do local warnTime = warning.time if remaining <= warnTime and not data.warningsSent[warnTime] then local grid = self:_GetMGRSString(data.position) _msgCoalition(self.Side, _fmtTemplate(warning.message, { crew = data.vehicleType..' crew', grid = grid }), 15) data.warningsSent[warnTime] = true end end end -- Check timeout if remaining <= 0 then table.insert(toRemove, crewGroupName) end end end end -- Remove timed-out crews for _, crewGroupName in ipairs(toRemove) do self:_RemoveMEDEVACCrew(crewGroupName, 'timeout') end end -- Remove MEDEVAC crew (timeout or death) function CTLD:_RemoveMEDEVACCrew(crewGroupName, reason) local data = CTLD._medevacCrews[crewGroupName] if not data then return end -- Remove map marker if data.markerID then pcall(function() trigger.action.removeMark(data.markerID) end) end -- Destroy crew group local g = Group.getByName(crewGroupName) if g and g:isExist() then g:destroy() end -- Send message if reason == 'timeout' then local grid = self:_GetMGRSString(data.position) _msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_crew_timeout, { vehicle = data.vehicleType, grid = grid }), 15) -- Track statistics if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CTLD._medevacStats[self.Side].timedOut = (CTLD._medevacStats[self.Side].timedOut or 0) + 1 end elseif reason == 'killed' then local grid = self:_GetMGRSString(data.position) local lines = CTLD.Messages.medevac_crew_killed_lines if lines and #lines > 0 then local line = lines[math.random(1, #lines)] _msgCoalition(self.Side, _fmtTemplate(line, { vehicle = data.vehicleType, grid = grid, }), 15) else _msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_crew_killed, { vehicle = data.vehicleType, grid = grid, }), 15) end -- Track statistics if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CTLD._medevacStats[self.Side].killed = (CTLD._medevacStats[self.Side].killed or 0) + 1 end end -- Remove from tracking CTLD._medevacCrews[crewGroupName] = nil if data.rescueGroup and CTLD._medevacEnrouteStates then CTLD._medevacEnrouteStates[data.rescueGroup] = nil end _logVerbose(string.format('[MEDEVAC] Removed crew %s (reason: %s)', crewGroupName, reason or 'unknown')) end -- Check if crew was picked up (called from troop loading system) function CTLD:CheckMEDEVACPickup(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local pos = unit:GetPointVec3() local searchRadius = 100 -- meters to search for nearby crew for crewGroupName, data in pairs(CTLD._medevacCrews) do if data.side == self.Side and data.requestTime then local crewPos = data.position local dx = pos.x - crewPos.x local dz = pos.z - crewPos.z local dist = math.sqrt(dx*dx + dz*dz) if dist <= searchRadius then -- Check if crew group still exists and is being loaded local crewGroup = Group.getByName(crewGroupName) if crewGroup and crewGroup:isExist() then -- Crew was picked up! Handle respawn self:_HandleMEDEVACPickup(group, crewGroupName, data) return true end end end end return false end -- Auto-pickup: Send MEDEVAC crews to landed helicopter within range function CTLD:AutoPickupMEDEVACCrew(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end if not cfg.AutoPickup or not cfg.AutoPickup.Enabled then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Only work with landed helicopters if _isUnitInAir(unit) then return end local autoCfg = cfg.AutoPickup local requireGround = (autoCfg.RequireGroundContact ~= false) if requireGround then local agl = _getUnitAGL(unit) if agl > (autoCfg.GroundContactAGL or 3) then return -- still hovering/high skid - wait for full touchdown end local gs = _getGroundSpeed(unit) if gs > (autoCfg.MaxLandingSpeed or 2) then return -- helicopter is sliding/taxiing - hold crews until stable end end local pos = unit:GetPointVec3() if not pos then return end local maxDist = autoCfg.MaxDistance or 200 local groupName = group:GetName() -- Skip if helicopter already has an active load hold if CTLD._medevacLoadStates and CTLD._medevacLoadStates[groupName] then return end -- Find nearby MEDEVAC crews within pickup range for crewGroupName, data in pairs(CTLD._medevacCrews) do if data.side == self.Side and data.requestTime and not data.pickedUp then local crewPos = data.position local dx = pos.x - crewPos.x local dz = pos.z - crewPos.z local dist = math.sqrt(dx*dx + dz*dz) if dist <= maxDist then local crewGroup = Group.getByName(crewGroupName) if crewGroup and crewGroup:isExist() then -- Crew is close enough - start load hold local loadCfg = cfg.AutoPickup or {} local delay = loadCfg.LoadDelay or 15 local now = timer.getTime() -- Check if already in a load hold local existingState = CTLD._medevacLoadStates[groupName] if not existingState then -- Start new load hold CTLD._medevacLoadStates[groupName] = { startTime = now, delay = delay, crewGroupName = crewGroupName, crewData = data, holdAnnounced = true, nextReminder = now + math.max(1.5, delay / 3), lastQualified = now, } _msgGroup(group, string.format("MEDEVAC crew from %s is boarding. Hold position for %d seconds...", data.vehicleType or 'unknown vehicle', delay), 10) _logVerbose(string.format('[MEDEVAC][AutoLoad] Hold started for %s (delay=%.1fs, crew=%s, dist=%.0fm)', groupName, delay, crewGroupName, dist)) end end end end end end -- Auto-unload: Send MEDEVAC crews to landed helicopter within MASH zone -- Scan all active transport groups for auto-pickup and auto-unload opportunities function CTLD:ScanMEDEVACAutoActions() local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end -- Progress any ongoing load and unload holds before new scans self:_UpdateMedevacLoadStates() self:_UpdateMedevacUnloadStates() -- Scan all active transport groups for gname, _ in pairs(self.MenusByGroup or {}) do local group = GROUP:FindByName(gname) if group and group:IsAlive() then local unit = group:GetUnit(1) if unit and unit:IsAlive() then local isAirborne = _isUnitInAir(unit) local autoUnloadCfg = cfg.AutoUnload or {} local aglLimit = autoUnloadCfg.GroundContactAGL or 2 local agl = _getUnitAGL(unit) if agl == nil then agl = aglLimit end local hasGroundContact = (not isAirborne) or (agl <= aglLimit) if not isAirborne then -- Helicopter is landed according to DCS state if cfg.AutoPickup and cfg.AutoPickup.Enabled then self:AutoPickupMEDEVACCrew(group) end end if cfg.AutoUnload and cfg.AutoUnload.Enabled and hasGroundContact then -- Reduce log spam: only attempt auto-unload when there are rescued crews onboard local crews = self:_CollectRescuedCrewsForGroup(group:GetName()) if crews and #crews > 0 then self:AutoUnloadMEDEVACCrew(group) end end self:_TickMedevacEnrouteMessage(group, unit, isAirborne) else CTLD._medevacEnrouteStates[gname] = nil end else CTLD._medevacEnrouteStates[gname] = nil end end -- Finalize unload checks after handling current landings self:_UpdateMedevacUnloadStates() local enrouteStates = CTLD._medevacEnrouteStates if enrouteStates then for gname, _ in pairs(enrouteStates) do if not (self.MenusByGroup and self.MenusByGroup[gname]) then local group = GROUP:FindByName(gname) if not group or not group:IsAlive() then enrouteStates[gname] = nil end end end end end -- Auto-unload: Automatically unload MEDEVAC crews when landed in MASH zone function CTLD:AutoUnloadMEDEVACCrew(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end if not cfg.AutoUnload or not cfg.AutoUnload.Enabled then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local gname = group:GetName() or 'UNKNOWN' -- Early silent exit (reduces log spam): only proceed if there are rescued crews onboard local earlyCrews = self:_CollectRescuedCrewsForGroup(gname) if not earlyCrews or #earlyCrews == 0 then return end local autoCfg = cfg.AutoUnload or {} local aglLimit = autoCfg.GroundContactAGL or 2.0 local gsLimit = autoCfg.MaxLandingSpeed or 2.0 local settleLimit = autoCfg.SettledAGL or (aglLimit + 2.0) local agl = _getUnitAGL(unit) if agl == nil then agl = 0 end local gs = _getGroundSpeed(unit) if gs == nil then gs = 0 end local inAir = _isUnitInAir(unit) -- Treat the helicopter as landed when weight-on-wheels flips or when the skid height is within tolerance. local hasGroundContact = (not inAir) or (agl <= aglLimit) if not hasGroundContact then _logDebug(string.format('[MEDEVAC][AutoUnload] %s skipped: no ground contact (agl=%.2f, limit=%.2f, inAir=%s)', gname, agl, aglLimit, tostring(inAir))) return end if inAir and agl > aglLimit then _logDebug(string.format('[MEDEVAC][AutoUnload] %s skipped: AGL %.2f above limit %.2f while still airborne', gname, agl, aglLimit)) return end if gs > gsLimit then _logDebug(string.format('[MEDEVAC][AutoUnload] %s skipped: ground speed %.2f above limit %.2f', gname, gs, gsLimit)) return end if settleLimit and settleLimit > 0 and agl > settleLimit then _logDebug(string.format('[MEDEVAC][AutoUnload] %s skipped: AGL %.2f above settled limit %.2f', gname, agl, settleLimit)) return end local crews = self:_CollectRescuedCrewsForGroup(group:GetName()) if #crews == 0 then return end -- Check if inside MASH zone local pos = unit:GetPointVec3() local inMASH, mashZone = self:_IsPositionInMASHZone({ x = pos.x, z = pos.z }) if not inMASH then _logDebug(string.format('[MEDEVAC][AutoUnload] %s skipped: not inside MASH zone (crews=%d)', gname, #crews)) return end _logVerbose(string.format('[MEDEVAC][AutoUnload] %s qualified for unload in MASH %s (crews=%d, agl=%.2f, gs=%.2f)', gname, tostring((mashZone and (mashZone.name or mashZone.unitName)) or 'UNKNOWN'), #crews, agl, gs)) -- Begin or maintain the unload hold state self:_EnsureMedevacUnloadState(group, mashZone, crews, { trigger = 'auto' }) end -- Gather all MEDEVAC crews currently onboard the specified rescue group function CTLD:_CollectRescuedCrewsForGroup(groupName) local crews = {} if not groupName then return crews end for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do if data.side == self.Side and data.pickedUp and data.rescueGroup == groupName then crews[#crews + 1] = { name = crewGroupName, data = data } end end return crews end -- Periodically deliver enroute status chatter while MEDEVAC patients are onboard function CTLD:_TickMedevacEnrouteMessage(group, unit, isAirborne, forceSend) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end local enrouteCfg = cfg.EnrouteMessages or {} if enrouteCfg.Enabled == false then return end if not group or not unit or not unit:IsAlive() then if group then local gname = group:GetName() if gname and gname ~= '' then CTLD._medevacEnrouteStates[gname] = nil end end return end local gname = group:GetName() if not gname or gname == '' then return end local crews = self:_CollectRescuedCrewsForGroup(gname) if not crews or #crews == 0 then CTLD._medevacEnrouteStates[gname] = nil return end if not isAirborne and not forceSend then return end local interval = enrouteCfg.Interval or 180 if interval <= 0 then interval = 180 end CTLD._medevacEnrouteStates = CTLD._medevacEnrouteStates or {} local now = timer.getTime() local state = CTLD._medevacEnrouteStates[gname] if not state then state = { nextSend = now + interval, lastIndex = nil } CTLD._medevacEnrouteStates[gname] = state end if not forceSend and now < (state.nextSend or 0) then return end local vector = self:_ComputeNearestMASHVector(unit) if not vector then return end local messages = cfg.EnrouteToMashMessages or {} if #messages == 0 then return end local idx = math.random(1, #messages) if state.lastIndex and #messages > 1 and idx == state.lastIndex then idx = (idx % #messages) + 1 end state.lastIndex = idx state.nextSend = now + interval local text = _fmtTemplate(messages[idx], { mash = vector.name, brg = vector.bearing, rng = vector.rangeValue, rng_u = vector.rangeUnit }) _msgGroup(group, text, math.min(self.Config.MessageDuration or 15, 18)) end -- Ensure an unload hold state exists for the group and announce if newly started function CTLD:_EnsureMedevacUnloadState(group, mashZone, crews, opts) CTLD._medevacUnloadStates = CTLD._medevacUnloadStates or {} if not group or not group:IsAlive() then return nil end local gname = group:GetName() local now = timer.getTime() local cfg = self.MEDEVAC or {} local cfgAuto = cfg.AutoUnload or {} local delay = cfgAuto.UnloadDelay or 2 if delay < 0 then delay = 0 end local state = CTLD._medevacUnloadStates[gname] if not state then state = { groupName = gname, side = self.Side, startTime = now, delay = delay, holdAnnounced = false, mashZoneName = mashZone and (mashZone.name or mashZone.unitName) or nil, triggeredBy = opts and opts.trigger or 'auto', } CTLD._medevacUnloadStates[gname] = state self:_AnnounceMedevacUnloadHold(group, state) _logVerbose(string.format('[MEDEVAC][AutoUnload] Hold started for %s (delay=%0.1fs, trigger=%s, mash=%s, crews=%d)', gname, state.delay, tostring(state.triggeredBy), tostring(state.mashZoneName or 'UNKNOWN'), crews and #crews or 0)) else state.delay = delay state.triggeredBy = opts and opts.trigger or state.triggeredBy if mashZone then state.mashZoneName = mashZone.name or mashZone.unitName or state.mashZoneName end _logDebug(string.format('[MEDEVAC][AutoUnload] Hold refreshed for %s (trigger=%s, crews=%d)', gname, tostring(state.triggeredBy), crews and #crews or 0)) end state.lastQualified = now state.pendingCrewCount = crews and #crews or state.pendingCrewCount return state end -- Notify the pilot that unloading is in progress and set up reminder cadence function CTLD:_AnnounceMedevacUnloadHold(group, state) if not group or not state or state.holdAnnounced then return end state.holdAnnounced = true local delay = math.ceil(state.delay or 0) if delay < 1 then delay = 1 end _msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_unload_hold, { seconds = delay }), math.min(delay + 2, 12)) local unloadMsgs = (self.MEDEVAC and self.MEDEVAC.UnloadingMessages) or {} if #unloadMsgs > 0 then local msg = unloadMsgs[math.random(1, #unloadMsgs)] _msgGroup(group, msg, math.min(delay, 10)) end local now = timer.getTime() local spacing = state.delay or 2 spacing = math.max(1.5, math.min(4, spacing / 2)) state.nextReminder = now + spacing end -- Send a reminder from the unloading message pool while waiting out the hold function CTLD:_SendMedevacUnloadReminder(group) if not group then return end local unloadMsgs = (self.MEDEVAC and self.MEDEVAC.UnloadingMessages) or {} if #unloadMsgs == 0 then return end local msg = unloadMsgs[math.random(1, #unloadMsgs)] _msgGroup(group, msg, 6) end -- Inform the pilot that the unload was cancelled and the hold must restart function CTLD:_NotifyMedevacUnloadAbort(group, state, reasonKey) if not group or not state or state.abortNotified or not state.holdAnnounced then return end local reasonText if reasonKey == 'air' then reasonText = 'wheels up too soon' elseif reasonKey == 'zone' then reasonText = 'left the MASH zone' elseif reasonKey == 'agl' then reasonText = 'climbed above unload height' elseif reasonKey == 'crew' then reasonText = 'no MEDEVAC patients onboard' else reasonText = 'hold interrupted' end local delay = math.ceil(state.delay or 0) if delay < 1 then delay = 1 end _msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_unload_aborted, { reason = reasonText, seconds = delay }), 10) state.abortNotified = true end -- Finalize the unload, deliver all crews, and celebrate success function CTLD:_CompleteMedevacUnload(group, crews) if not group or not group:IsAlive() then return end if not crews or #crews == 0 then return end for _, crew in ipairs(crews) do self:_DeliverMEDEVACCrewToMASH(group, crew.name, crew.data) end local successMsgs = (self.MEDEVAC and self.MEDEVAC.UnloadCompleteMessages) or {} if #successMsgs > 0 then local msg = successMsgs[math.random(1, #successMsgs)] _msgGroup(group, msg, 10) end _logVerbose(string.format('[MEDEVAC] Auto unload complete for %s (%d crew group(s) delivered)', group:GetName(), #crews)) end -- Send loading reminder message to pilot function CTLD:_SendMedevacLoadReminder(group) if not group then return end local loadingMsgs = (self.MEDEVAC and self.MEDEVAC.LoadingMessages) or {} if #loadingMsgs == 0 then return end local msg = loadingMsgs[math.random(1, #loadingMsgs)] _msgGroup(group, msg, 6) end -- Inform the pilot that the loading was cancelled and the hold must restart function CTLD:_NotifyMedevacLoadAbort(group, state, reasonKey) if not group or not state or state.abortNotified or not state.holdAnnounced then return end local reasonText if reasonKey == 'air' then reasonText = 'wheels up too soon' elseif reasonKey == 'agl' then reasonText = 'climbed above loading height' elseif reasonKey == 'crew' then reasonText = 'crew lost contact' else reasonText = 'hold interrupted' end local delay = math.ceil(state.delay or 0) if delay < 1 then delay = 1 end _msgGroup(group, string.format("MEDEVAC boarding aborted: %s. Land and hold for %d seconds to restart.", reasonText, delay), 10) state.abortNotified = true end -- Complete the load, pick up crew, and show success message function CTLD:_CompleteMedevacLoad(group, crewGroupName, crewData) if not group or not group:IsAlive() then return end if not crewGroupName or not crewData then return end -- Destroy the crew unit local crewGroup = Group.getByName(crewGroupName) if crewGroup and crewGroup:isExist() then crewGroup:destroy() end -- Handle the actual pickup (respawn vehicle, etc.) self:_HandleMEDEVACPickup(group, crewGroupName, crewData) -- Show completion message local successMsgs = (self.MEDEVAC and self.MEDEVAC.LoadMessages) or {} if #successMsgs > 0 then local msg = successMsgs[math.random(1, #successMsgs)] _msgGroup(group, msg, 10) end _logVerbose(string.format('[MEDEVAC] Auto load complete for %s (crew %s)', group:GetName(), crewGroupName)) end -- Maintain load hold states, handling completion or interruption function CTLD:_UpdateMedevacLoadStates() local states = CTLD._medevacLoadStates if not states or not next(states) then return end local now = timer.getTime() local cfg = self.MEDEVAC or {} local cfgAuto = cfg.AutoPickup or {} local aglLimit = cfgAuto.GroundContactAGL or 3 local settleLimit = cfgAuto.SettledAGL or 6 local gsLimit = cfgAuto.MaxLandingSpeed or 2 local airGrace = cfgAuto.AirAbortGrace or 2 for gname, state in pairs(states) do local group = GROUP:FindByName(gname) if not group or not group:IsAlive() then states[gname] = nil _logDebug(string.format('[MEDEVAC][AutoLoad] %s removed: group not alive', gname)) else local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then states[gname] = nil _logDebug(string.format('[MEDEVAC][AutoLoad] %s removed: unit not alive', gname)) else local removeState = false local agl = _getUnitAGL(unit) local gs = _getGroundSpeed(unit) -- Check if crew still exists local crewGroup = Group.getByName(state.crewGroupName) if not crewGroup or not crewGroup:isExist() then _logVerbose(string.format('[MEDEVAC][AutoLoad] Hold abort for %s: crew %s no longer exists', gname, state.crewGroupName)) removeState = true else -- Check distance to crew local crewUnit = crewGroup:getUnit(1) if crewUnit then local crewPos = crewUnit:getPoint() local heliPos = unit:GetPointVec3() local dx = heliPos.x - crewPos.x local dz = heliPos.z - crewPos.z local dist = math.sqrt(dx*dx + dz*dz) if dist > 40 then self:_NotifyMedevacLoadAbort(group, state, 'crew') _logVerbose(string.format('[MEDEVAC][AutoLoad] Hold abort for %s: moved too far from crew (%.1fm)', gname, dist)) removeState = true end end if not removeState then -- Check landing status (similar to unload logic) local landed = not _isUnitInAir(unit) if landed then if settleLimit and settleLimit > 0 and agl > settleLimit then landed = false state.highAglSince = state.highAglSince or now _logDebug(string.format('[MEDEVAC][AutoLoad] %s hold paused: AGL %.2f above settled limit %.2f', gname, agl, settleLimit)) else state.highAglSince = nil end else state.highAglSince = nil if agl <= aglLimit and gs <= gsLimit then landed = true end end if landed then state.airborneSince = nil state.lastQualified = now -- Send reminders while holding if state.nextReminder and now >= state.nextReminder then self:_SendMedevacLoadReminder(group) local spacing = state.delay or 2 spacing = math.max(1.5, math.min(4, spacing / 2)) state.nextReminder = now + spacing end -- Complete load after delay if (now - state.startTime) >= state.delay then self:_CompleteMedevacLoad(group, state.crewGroupName, state.crewData) _logVerbose(string.format('[MEDEVAC][AutoLoad] Hold complete for %s', gname)) removeState = true end else state.airborneSince = state.airborneSince or now if (now - state.airborneSince) >= airGrace then self:_NotifyMedevacLoadAbort(group, state, 'air') _logVerbose(string.format('[MEDEVAC][AutoLoad] Hold abort for %s: airborne for %.1fs (grace=%.1f)', gname, now - state.airborneSince, airGrace)) removeState = true end end end end if removeState then states[gname] = nil end end end end end -- Maintain unload hold states, handling completion or interruption function CTLD:_UpdateMedevacUnloadStates() local states = CTLD._medevacUnloadStates if not states or not next(states) then return end local now = timer.getTime() local cfg = self.MEDEVAC or {} local cfgAuto = cfg.AutoUnload or {} local aglLimit = cfgAuto.GroundContactAGL or 2 local gsLimit = cfgAuto.MaxLandingSpeed or 2 local airGrace = cfgAuto.AirAbortGrace or 2 for gname, state in pairs(states) do -- Multiple CTLD instances share the global unload state table; skip entries owned by the other coalition. if not state.side or state.side == self.Side then local group = GROUP:FindByName(gname) local removeState = false if not group or not group:IsAlive() then removeState = true else local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then removeState = true else local crews = self:_CollectRescuedCrewsForGroup(gname) if #crews == 0 then self:_NotifyMedevacUnloadAbort(group, state, 'crew') _logVerbose(string.format('[MEDEVAC][AutoUnload] Hold abort for %s: crew list empty', gname)) removeState = true else local agl = _getUnitAGL(unit) if agl == nil then agl = 0 end local gs = _getGroundSpeed(unit) if gs == nil then gs = 0 end local settleLimit = cfgAuto.SettledAGL or (aglLimit + 2.0) local landed = not _isUnitInAir(unit) if landed then if settleLimit and settleLimit > 0 and agl > settleLimit then landed = false state.highAglSince = state.highAglSince or now _logDebug(string.format('[MEDEVAC][AutoUnload] %s hold paused: AGL %.2f above settled limit %.2f', gname, agl, settleLimit)) else state.highAglSince = nil end else state.highAglSince = nil if agl <= aglLimit and gs <= gsLimit then landed = true end end if landed then state.airborneSince = nil state.lastQualified = now local pos = unit:GetPointVec3() local inMASH, mashZone = self:_IsPositionInMASHZone({ x = pos.x, z = pos.z }) if not inMASH then self:_NotifyMedevacUnloadAbort(group, state, 'zone') _logVerbose(string.format('[MEDEVAC][AutoUnload] Hold abort for %s: left MASH zone', gname)) removeState = true else state.mashZoneName = mashZone and (mashZone.name or mashZone.unitName or state.mashZoneName) -- Send reminders while holding if state.nextReminder and now >= state.nextReminder then self:_SendMedevacUnloadReminder(group) local spacing = state.delay or 2 spacing = math.max(1.5, math.min(4, spacing / 2)) state.nextReminder = now + spacing end -- Complete unload after delay if (now - state.startTime) >= state.delay then self:_CompleteMedevacUnload(group, crews) _logVerbose(string.format('[MEDEVAC][AutoUnload] Hold complete for %s (crews delivered=%d)', gname, #crews)) removeState = true end end else state.airborneSince = state.airborneSince or now if (now - state.airborneSince) >= airGrace then self:_NotifyMedevacUnloadAbort(group, state, 'air') _logVerbose(string.format('[MEDEVAC][AutoUnload] Hold abort for %s: airborne for %.1fs (grace=%.1f)', gname, now - state.airborneSince, airGrace)) removeState = true end end end end end if removeState then states[gname] = nil end end end end -- Handle MEDEVAC crew pickup - respawn vehicle function CTLD:_HandleMEDEVACPickup(rescueGroup, crewGroupName, crewData) local cfg = CTLD.MEDEVAC -- Remove map marker if crewData.markerID then pcall(function() trigger.action.removeMark(crewData.markerID) end) end -- Show initial load message (random from LoadMessages) local loadMsgs = cfg.LoadMessages or {} if #loadMsgs > 0 then local randomLoadMsg = loadMsgs[math.random(1, #loadMsgs)] _msgGroup(rescueGroup, randomLoadMsg, 5) end -- Show loading progress messages during a brief delay (simulate boarding time) local loadingDuration = 8 -- seconds for crew to board local loadingMsgInterval = 2 -- show message every 2 seconds local loadingMsgs = cfg.LoadingMessages or {} local gname = rescueGroup:GetName() if #loadingMsgs > 0 then local messageCount = math.floor(loadingDuration / loadingMsgInterval) for i = 1, messageCount do local msgId = timer.scheduleFunction(function() local g = GROUP:FindByName(gname) if g and g:IsAlive() then local randomLoadingMsg = loadingMsgs[math.random(1, #loadingMsgs)] _msgGroup(g, randomLoadingMsg, loadingMsgInterval - 0.5) end end, nil, timer.getTime() + (i * loadingMsgInterval)) _trackOneShotTimer(msgId) end end -- Schedule final completion after loading duration local completionId = timer.scheduleFunction(function() local g = GROUP:FindByName(gname) if g and g:IsAlive() then -- Show completion message _msgGroup(g, _fmtTemplate(CTLD.Messages.medevac_crew_loaded, { vehicle = crewData.vehicleType, crew_size = crewData.crewSize }), 10) local unit = g:GetUnit(1) if unit and unit:IsAlive() then self:_TickMedevacEnrouteMessage(g, unit, _isUnitInAir(unit), true) end end -- Track statistics if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CTLD._medevacStats[self.Side].rescued = (CTLD._medevacStats[self.Side].rescued or 0) + 1 end -- Respawn vehicle if enabled if cfg.RespawnOnPickup then local respawnId = timer.scheduleFunction(function() self:_RespawnMEDEVACVehicle(crewData) end, nil, timer.getTime() + 2) -- 2 second delay for realism _trackOneShotTimer(respawnId) end -- Mark crew as picked up (for MASH delivery tracking) crewData.pickedUp = true crewData.rescueGroup = gname _logVerbose(string.format('[MEDEVAC] Crew %s picked up by %s', crewGroupName, gname)) end, nil, timer.getTime() + loadingDuration) _trackOneShotTimer(completionId) end -- Respawn the vehicle at original death location function CTLD:_RespawnMEDEVACVehicle(crewData) local cfg = CTLD.MEDEVAC if not cfg or not cfg.RespawnOnPickup then return end -- Calculate respawn position (offset from original death) local offset = cfg.RespawnOffset or 15 local angle = math.random() * 2 * math.pi local respawnPos = { x = crewData.position.x + math.cos(angle) * offset, z = crewData.position.z + math.sin(angle) * offset } local heading = cfg.RespawnSameHeading and (crewData.originalHeading or 0) or 0 -- Find catalog entry to get build function local catalogEntry = nil local catalogKey = nil for key, def in pairs(self.Config.CrateCatalog or {}) do if def and def.MEDEVAC then local matches = false if def.unitType and def.unitType == crewData.vehicleType then matches = true end if (not matches) and type(def.unitTypes) == 'table' then for _, unitType in ipairs(def.unitTypes) do if unitType == crewData.vehicleType then matches = true break end end end if not matches then local ok, unitTypes = pcall(function() return self:_collectEntryUnitTypes(def) end) if ok and type(unitTypes) == 'table' then for _, unitType in ipairs(unitTypes) do if unitType == crewData.vehicleType then matches = true break end end end end if matches then catalogEntry = def catalogKey = key break end end end if not catalogEntry or not catalogEntry.build then _logVerbose('[MEDEVAC] No catalog entry found for respawn: '..crewData.vehicleType) return end -- Spawn vehicle using catalog build function local groupData = catalogEntry.build(respawnPos, math.deg(heading)) if not groupData then _logVerbose('[MEDEVAC] Failed to generate group data for: '..crewData.vehicleType) return end if crewData.countryId then groupData.country = crewData.countryId end local category = catalogEntry.category or Group.Category.GROUND local newGroup = coalition.addGroup(self.Side, category, groupData) if newGroup then if catalogKey then _logVerbose(string.format('[MEDEVAC] Respawn using catalog entry %s for %s', tostring(catalogKey), crewData.vehicleType)) end _msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_vehicle_respawned, { vehicle = crewData.vehicleType }), 10) -- Track statistics if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CTLD._medevacStats[self.Side].vehiclesRespawned = (CTLD._medevacStats[self.Side].vehiclesRespawned or 0) + 1 end _logVerbose(string.format('[MEDEVAC] Respawned %s at %.0f, %.0f', crewData.vehicleType, respawnPos.x, respawnPos.z)) else _logVerbose('[MEDEVAC] Failed to respawn vehicle: '..crewData.vehicleType) end end -- Check if troops being unloaded are MEDEVAC crew and if inside MASH zone function CTLD:CheckMEDEVACDelivery(group, troopData) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return false end if not cfg.Salvage or not cfg.Salvage.Enabled then return false end if not group or not group:IsAlive() then return false end local gname = group:GetName() local crews = self:_CollectRescuedCrewsForGroup(gname) if #crews == 0 then return false end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return false end if _isUnitInAir(unit) then local delay = (cfg.AutoUnload and cfg.AutoUnload.UnloadDelay) or 2 delay = math.max(1, math.ceil(delay or 0)) _msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_unload_hold, { seconds = delay }), 10) return 'pending' end local pos = unit:GetPointVec3() local inMASH, mashZone = self:_IsPositionInMASHZone({ x = pos.x, z = pos.z }) if not inMASH then return false end self:_EnsureMedevacUnloadState(group, mashZone, crews, { trigger = 'manual' }) self:_UpdateMedevacUnloadStates() local remaining = self:_CollectRescuedCrewsForGroup(gname) if #remaining == 0 then return 'delivered' end return 'pending' end -- Deliver MEDEVAC crew to MASH - award salvage points function CTLD:_DeliverMEDEVACCrewToMASH(group, crewGroupName, crewData) local cfg = CTLD.MEDEVAC.Salvage if not cfg or not cfg.Enabled then return end -- Award salvage points CTLD._salvagePoints[self.Side] = (CTLD._salvagePoints[self.Side] or 0) + crewData.salvageValue -- Message to coalition (shown after brief delay to let unload message be seen) local msgId = timer.scheduleFunction(function() _msgCoalition(self.Side, _fmtTemplate(CTLD.Messages.medevac_crew_delivered_mash, { player = _playerNameFromGroup(group), vehicle = crewData.vehicleType, salvage = crewData.salvageValue, total = CTLD._salvagePoints[self.Side] }), 15) end, nil, timer.getTime() + 3) _trackOneShotTimer(msgId) -- Track statistics if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CTLD._medevacStats[self.Side].delivered = (CTLD._medevacStats[self.Side].delivered or 0) + 1 CTLD._medevacStats[self.Side].salvageEarned = (CTLD._medevacStats[self.Side].salvageEarned or 0) + crewData.salvageValue end -- Remove map marker if crewData.markerID then pcall(function() trigger.action.removeMark(crewData.markerID) end) end -- Destroy crew group to prevent clutter local crewGroup = Group.getByName(crewGroupName) if crewGroup and crewGroup:isExist() then crewGroup:destroy() end -- Remove crew from tracking CTLD._medevacCrews[crewGroupName] = nil if group and group:IsAlive() then local gname = group:GetName() if gname and gname ~= '' then CTLD._medevacEnrouteStates = CTLD._medevacEnrouteStates or {} CTLD._medevacEnrouteStates[gname] = nil end end _logVerbose(string.format('[MEDEVAC] Delivered %s crew to MASH - awarded %d salvage (total: %d)', crewData.vehicleType, crewData.salvageValue, CTLD._salvagePoints[self.Side])) end -- Try to use salvage to spawn a crate when out of stock function CTLD:_TryUseSalvageForCrate(group, crateKey, catalogEntry) local cfg = CTLD.MEDEVAC and CTLD.MEDEVAC.Salvage if not cfg or not cfg.Enabled then return false end if not cfg.AutoApply then return false end -- Check if item has salvage value (use same fallback logic as MEDEVAC) local salvageCost = catalogEntry.salvageValue if not salvageCost then salvageCost = catalogEntry.required or cfg.DefaultValue or 1 end if salvageCost <= 0 then return false end -- Check if we have enough salvage local available = CTLD._salvagePoints[self.Side] or 0 if available < salvageCost then -- Send insufficient salvage message local deficit = salvageCost - available _msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_salvage_insufficient, { need = salvageCost, deficit = deficit })) return false end -- Consume salvage CTLD._salvagePoints[self.Side] = available - salvageCost -- Track statistics if CTLD.MEDEVAC and CTLD.MEDEVAC.Statistics and CTLD.MEDEVAC.Statistics.Enabled then CTLD._medevacStats[self.Side].salvageUsed = (CTLD._medevacStats[self.Side].salvageUsed or 0) + salvageCost end -- Send success message _msgGroup(group, _fmtTemplate(CTLD.Messages.medevac_salvage_used, { item = self:_friendlyNameForKey(crateKey), salvage = salvageCost, remaining = CTLD._salvagePoints[self.Side] })) _logVerbose(string.format('[Salvage] Used %d salvage for %s (remaining: %d)', salvageCost, crateKey, CTLD._salvagePoints[self.Side])) return true end -- Check if salvage can cover a crate request (for bundle pre-checks) function CTLD:_CanUseSalvageForCrate(crateKey, catalogEntry, quantity) local cfg = CTLD.MEDEVAC and CTLD.MEDEVAC.Salvage if not cfg or not cfg.Enabled then return false end if not cfg.AutoApply then return false end quantity = quantity or 1 -- Check if item has salvage value (use same fallback logic as MEDEVAC) local salvageCost = catalogEntry.salvageValue if not salvageCost then salvageCost = catalogEntry.required or cfg.DefaultValue or 1 end salvageCost = salvageCost * quantity if salvageCost <= 0 then return false end local available = CTLD._salvagePoints[self.Side] or 0 return available >= salvageCost end -- Resolve the 2D position of a MASH zone, handling fixed and mobile variants function CTLD:_ResolveMASHPosition(mashData, mashKey) if not mashData then return nil end if mashData.position and mashData.position.x and mashData.position.z then return { x = mashData.position.x, z = mashData.position.z } end local zone = mashData.zone if zone then if zone.GetPointVec3 then local ok, vec3 = pcall(function() return zone:GetPointVec3() end) if ok and vec3 then return { x = vec3.x, z = vec3.z } end end if zone.GetPointVec2 then local ok, vec2 = pcall(function() return zone:GetPointVec2() end) if ok and vec2 then return { x = vec2.x, z = vec2.y } end end if zone.GetCoordinate then local ok, coord = pcall(function() return zone:GetCoordinate() end) if ok and coord then local vec3 = coord.GetVec3 and coord:GetVec3() if vec3 then return { x = vec3.x, z = vec3.z } end end end end if mashKey and trigger and trigger.misc and trigger.misc.getZone then local ok, zoneInfo = pcall(function() return trigger.misc.getZone(mashKey) end) if ok and zoneInfo and zoneInfo.point then return { x = zoneInfo.point.x, z = zoneInfo.point.z } end end return nil end -- Find the nearest friendly MASH zone to a given point (x/z expected) function CTLD:_FindNearestMASHForPoint(point) if not point then return nil end local nearestName, nearestData, nearestPos local nearestDist = math.huge for name, data in pairs(CTLD._mashZones or {}) do if data.side == self.Side then local pos = self:_ResolveMASHPosition(data, name) if pos then local dx = pos.x - point.x local dz = pos.z - point.z local dist = math.sqrt(dx * dx + dz * dz) if dist < nearestDist then nearestDist = dist nearestName = name nearestData = data nearestPos = pos end end end end if not nearestData or not nearestPos then return nil end local displayName = nearestData.displayName or nearestData.catalogKey if not displayName then local zone = nearestData.zone if zone and zone.GetName then local ok, zname = pcall(function() return zone:GetName() end) if ok and zname then displayName = zname end end end displayName = displayName or nearestName or 'MASH' return { name = displayName, position = nearestPos, distance = nearestDist, data = nearestData, } end -- Build directional info toward the nearest MASH for a specific unit function CTLD:_ComputeNearestMASHVector(unit) if not unit or not unit:IsAlive() then return nil end local pos = unit:GetPointVec3() if not pos then return nil end local info = self:_FindNearestMASHForPoint({ x = pos.x, z = pos.z }) if not info or not info.position then return nil end local bearing = _bearingDeg({ x = pos.x, z = pos.z }, info.position) local isMetric = _getPlayerIsMetric(unit) local rangeValue, rangeUnit = _fmtRange(info.distance, isMetric) if rangeUnit == 'm' and rangeValue >= 1000 then rangeValue = _round(rangeValue / 1000, 1) rangeUnit = 'km' end local valueText if math.abs(rangeValue - math.floor(rangeValue)) < 0.05 then valueText = string.format('%d', math.floor(rangeValue + 0.5)) else valueText = string.format('%.1f', rangeValue) end return { name = info.name, bearing = bearing, rangeValue = valueText, rangeUnit = rangeUnit, } end -- Check if position is inside any MASH zone function CTLD:_IsPositionInMASHZone(position) for zoneName, mashData in pairs(CTLD._mashZones) do if mashData.side == self.Side then local zonePos = self:_ResolveMASHPosition(mashData, zoneName) if zonePos then local radius = mashData.radius or CTLD.MEDEVAC.MASHZoneRadius or 500 local dx = position.x - zonePos.x local dz = position.z - zonePos.z local dist = math.sqrt(dx*dx + dz*dz) if dist <= radius then return true, mashData end end end end return false, nil end -- Initialize MASH zones from config function CTLD:_InitMASHZones() local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then return end _logDebug('_InitMASHZones called for coalition '..tostring(self.Side)) _logDebug('self.MASHZones count: '..tostring(#(self.MASHZones or {}))) _logDebug('self.Config.Zones.MASHZones count: '..tostring(#(self.Config.Zones and self.Config.Zones.MASHZones or {}))) -- Fixed MASH zones are now initialized via InitZones() in the standard Zones structure -- This function now focuses on setting up mobile MASH tracking and announcements if not CTLD._mashZones then CTLD._mashZones = {} end -- Register fixed MASH zones in the global _mashZones table for delivery detection -- (mobile MASH zones will be added dynamically when built) for _, mz in ipairs(self.MASHZones or {}) do local name = mz:GetName() local zdef = self._ZoneDefs.MASHZones[name] CTLD._mashZones[name] = { zone = mz, side = self.Side, isMobile = false, radius = (zdef and zdef.radius) or cfg.MASHZoneRadius or 500, freq = (zdef and zdef.freq) or nil } _logVerbose('[MEDEVAC] Registered fixed MASH zone: '..name) end end -- ========================= -- MEDEVAC Menu Functions -- ========================= -- List all active MEDEVAC requests function CTLD:ListActiveMEDEVACRequests(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _msgGroup(group, 'MEDEVAC system is not enabled.') return end local count = 0 local lines = {} table.insert(lines, '=== Active MEDEVAC Requests ===') table.insert(lines, '') for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do if data.side == self.Side and data.requestTime then count = count + 1 local grid = self:_GetMGRSString(data.position) local elapsed = timer.getTime() - data.requestTime local remaining = (cfg.CrewTimeout or 3600) - elapsed local remainMin = math.floor(remaining / 60) table.insert(lines, string.format('%d. %s crew', count, data.vehicleType)) table.insert(lines, string.format(' Grid: %s', grid)) table.insert(lines, string.format(' Crew Size: %d', data.crewSize or 2)) table.insert(lines, string.format(' Salvage: %d points', data.salvageValue or 1)) table.insert(lines, string.format(' Time Remaining: %d minutes', remainMin)) table.insert(lines, '') end end if count == 0 then table.insert(lines, 'No active MEDEVAC requests.') table.insert(lines, '') table.insert(lines, 'MEDEVAC missions appear when friendly vehicles') table.insert(lines, 'are destroyed and crew survives to call for rescue.') end _msgGroup(group, table.concat(lines, '\n'), 30) end -- Show nearest MEDEVAC location function CTLD:NearestMEDEVACLocation(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _msgGroup(group, 'MEDEVAC system is not enabled.') return end local unit = group:GetUnit(1) if not unit then return end local pos = unit:GetCoordinate() if not pos then return end local nearest = nil local nearestDist = math.huge for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do if data.side == self.Side and data.requestTime then local dist = math.sqrt((data.position.x - pos.x)^2 + (data.position.z - pos.z)^2) if dist < nearestDist then nearestDist = dist nearest = data end end end if not nearest then _msgGroup(group, 'No active MEDEVAC requests.') return end local grid = self:_GetMGRSString(nearest.position) local distKm = nearestDist / 1000 local distNm = nearestDist / 1852 local elapsed = timer.getTime() - nearest.requestTime local remaining = (cfg.CrewTimeout or 3600) - elapsed local remainMin = math.floor(remaining / 60) local lines = {} table.insert(lines, '=== Nearest MEDEVAC ===') table.insert(lines, '') table.insert(lines, string.format('%s crew at %s', nearest.vehicleType, grid)) table.insert(lines, string.format('Distance: %.1f km / %.1f nm', distKm, distNm)) table.insert(lines, string.format('Crew Size: %d', nearest.crewSize or 2)) table.insert(lines, string.format('Salvage Value: %d points', nearest.salvageValue or 1)) table.insert(lines, string.format('Time Remaining: %d minutes', remainMin)) _msgGroup(group, table.concat(lines, '\n'), 20) end -- Show coalition salvage points function CTLD:ShowSalvagePoints(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _msgGroup(group, 'MEDEVAC system is not enabled.') return end local salvage = CTLD._salvagePoints[self.Side] or 0 env.info('ShowSalvagePoints: self.Side = ' .. tostring(self.Side) .. ', CTLD._salvagePoints[self.Side] = ' .. tostring(CTLD._salvagePoints and CTLD._salvagePoints[self.Side] or 'nil') .. ', salvage = ' .. tostring(salvage)) local lines = {} table.insert(lines, '=== Coalition Salvage Points ===') table.insert(lines, '') table.insert(lines, string.format('Current Balance: %d points', salvage)) table.insert(lines, '') table.insert(lines, 'Earn salvage by:') table.insert(lines, '- Rescuing MEDEVAC crews and delivering them to a MASH zone') table.insert(lines, '') table.insert(lines, 'Use salvage to:') table.insert(lines, '- Build items that are out of stock (automatic)') table.insert(lines, '- Cost = item\'s required crate count') _msgGroup(group, table.concat(lines, '\n'), 20) end function CTLD:ShowOnboardManifest(group) if not group then return end local gname = group:GetName() if not gname or gname == '' then return end self:_refreshLoadedTroopSummaryForGroup(gname) local lines = { '=== Onboard Manifest ===', '' } local hasCargo = false local crateData = CTLD._loadedCrates[gname] if crateData and crateData.byKey then local keys = {} for crateKey, count in pairs(crateData.byKey) do if (count or 0) > 0 then table.insert(keys, crateKey) end end table.sort(keys, function(a, b) return self:_lookupCrateLabel(a) < self:_lookupCrateLabel(b) end) for _, crateKey in ipairs(keys) do local count = crateData.byKey[crateKey] or 0 if count > 0 then table.insert(lines, string.format('Crate: %s x %d', self:_lookupCrateLabel(crateKey), count)) hasCargo = true end end end local troopSummary = CTLD._loadedTroopTypes[gname] if troopSummary and troopSummary.total and troopSummary.total > 0 then local typeKeys = {} for typeKey, _ in pairs(troopSummary.byType) do if (troopSummary.byType[typeKey] or 0) > 0 then table.insert(typeKeys, typeKey) end end table.sort(typeKeys, function(a, b) local la = troopSummary.labels and troopSummary.labels[a] or self:_lookupTroopLabel(a) local lb = troopSummary.labels and troopSummary.labels[b] or self:_lookupTroopLabel(b) return la < lb end) for _, typeKey in ipairs(typeKeys) do local count = troopSummary.byType[typeKey] or 0 if count > 0 then local label = troopSummary.labels and troopSummary.labels[typeKey] or self:_lookupTroopLabel(typeKey) table.insert(lines, string.format('Troop: %s x %d', label, count)) hasCargo = true end end end local crews = self:_CollectRescuedCrewsForGroup(gname) if crews and #crews > 0 then local crewTotals = {} for _, crew in ipairs(crews) do local data = crew.data or {} local label = data.vehicleType or 'Wounded crew' local size = data.crewSize or 0 if size <= 0 then size = 1 end crewTotals[label] = (crewTotals[label] or 0) + size end local labels = {} for label, _ in pairs(crewTotals) do table.insert(labels, label) end table.sort(labels) for _, label in ipairs(labels) do table.insert(lines, string.format('Wounded: %s x %d', label, crewTotals[label])) end hasCargo = true end if not hasCargo then table.insert(lines, 'Nothing onboard.') end local salvage = CTLD._salvagePoints and (CTLD._salvagePoints[self.Side] or 0) or 0 table.insert(lines, '') table.insert(lines, string.format('Salvage: %d pts', salvage)) _msgGroup(group, table.concat(lines, '\n'), math.min(self.Config.MessageDuration or 20, 25)) end -- Vectors to nearest MEDEVAC (shows top 3 with time remaining) function CTLD:VectorsToNearestMEDEVAC(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _msgGroup(group, 'MEDEVAC system is not enabled.') return end local unit = group:GetUnit(1) if not unit then return end local pos = unit:GetCoordinate() if not pos then return end local heading = unit:GetHeading() or 0 local isMetric = _getPlayerIsMetric(unit) -- Collect all active MEDEVAC requests with distance local requests = {} for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do if data.side == self.Side and data.requestTime and not data.pickedUp then local dist = math.sqrt((data.position.x - pos.x)^2 + (data.position.z - pos.z)^2) table.insert(requests, { data = data, distance = dist }) end end if #requests == 0 then _msgGroup(group, 'No active MEDEVAC requests.') return end -- Sort by distance (closest first) table.sort(requests, function(a, b) return a.distance < b.distance end) -- Show top 3 (or fewer if less than 3 exist) local lines = {} table.insert(lines, 'MEDEVAC VECTORS (nearest 3):') table.insert(lines, '') local maxShow = math.min(3, #requests) for i = 1, maxShow do local req = requests[i] local data = req.data local dist = req.distance local dx = data.position.x - pos.x local dz = data.position.z - pos.z -- DCS uses LuaJIT (Lua 5.1) which has math.atan2, not math.atan(y,x) local atan2 = math.atan2 or function(y, x) return math.atan(y, x) end local bearing = math.deg(atan2(dz, dx)) if bearing < 0 then bearing = bearing + 360 end local relativeBrg = bearing - heading if relativeBrg < 0 then relativeBrg = relativeBrg + 360 end if relativeBrg > 180 then relativeBrg = relativeBrg - 360 end -- Calculate time remaining local timeoutAt = data.spawnTime + (cfg.CrewTimeout or 3600) local timeRemainSec = math.max(0, timeoutAt - timer.getTime()) local timeRemainMin = math.floor(timeRemainSec / 60) -- Format distance local distV, distU = _fmtRange(dist, isMetric) -- Build message for this crew table.insert(lines, string.format('#%d: %s crew', i, data.vehicleType)) table.insert(lines, string.format(' BRG %03d° (%+.0f° rel) | RNG %s %s', math.floor(bearing + 0.5), relativeBrg, distV, distU)) table.insert(lines, string.format(' Time left: %d min | Salvage: %d pts', timeRemainMin, data.salvageValue or 1)) if i < maxShow then table.insert(lines, '') end end _msgGroup(group, table.concat(lines, '\n'), 20) end -- List MASH locations function CTLD:ListMASHLocations(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _msgGroup(group, 'MEDEVAC system is not enabled.') return end local unit = group:GetUnit(1) local playerPos = unit and unit:GetCoordinate() local playerVec3 = nil if playerPos then if playerPos.GetVec3 then local ok, vec = pcall(function() return playerPos:GetVec3() end) if ok then playerVec3 = vec end elseif playerPos.x and playerPos.z then playerVec3 = playerPos end end local count = 0 local lines = {} table.insert(lines, '=== MASH Locations ===') table.insert(lines, '') for name, data in pairs(CTLD._mashZones or {}) do if data.side == self.Side then count = count + 1 -- Get position from zone object local position = nil if data.position then position = data.position elseif data.zone and data.zone.GetCoordinate then local coord = data.zone:GetCoordinate() if coord then position = {x = coord.x, z = coord.z} end end local grid = position and self:_GetMGRSString(position) or 'Unknown' local typeStr = data.isMobile and 'Mobile' or 'Fixed' local radius = tonumber(data.radius) or 500 local label = data.displayName or name table.insert(lines, string.format('%d. MASH %s (%s)', count, label, typeStr)) table.insert(lines, string.format(' Grid: %s', grid)) table.insert(lines, string.format(' Radius: %d m', radius)) if playerVec3 and position then local dist = math.sqrt((position.x - playerVec3.x)^2 + (position.z - playerVec3.z)^2) local distKm = dist / 1000 table.insert(lines, string.format(' Distance: %.1f km', distKm)) end if data.freq then local freq = tonumber(data.freq) if freq then table.insert(lines, string.format(' Beacon: %.2f MHz', freq)) else table.insert(lines, string.format(' Beacon: %s', tostring(data.freq))) end end table.insert(lines, '') end end if count == 0 then table.insert(lines, 'No MASH zones configured.') table.insert(lines, '') table.insert(lines, 'MASH zones are where you deliver rescued') table.insert(lines, 'MEDEVAC crews to earn salvage points.') else table.insert(lines, 'Deliver rescued crews to any MASH to earn salvage.') end _msgGroup(group, table.concat(lines, '\n'), 30) end -- Pop smoke at all active MEDEVAC sites function CTLD:PopSmokeAtMEDEVACSites(group) _logVerbose('[MEDEVAC] PopSmokeAtMEDEVACSites called') local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _logVerbose('[MEDEVAC] MEDEVAC system not enabled') _msgGroup(group, 'MEDEVAC system is not enabled.') return end if not CTLD._medevacCrews then _logVerbose('[MEDEVAC] No _medevacCrews table') _msgGroup(group, 'No active MEDEVAC requests to mark with smoke.') return end local count = 0 _logVerbose(string.format('[MEDEVAC] Checking %d crew entries', CTLD._medevacCrews and #CTLD._medevacCrews or 0)) for crewGroupName, data in pairs(CTLD._medevacCrews) do if data and data.side == self.Side and data.requestTime and data.position then count = count + 1 _logVerbose(string.format('[MEDEVAC] Popping smoke for crew %s', crewGroupName)) local smokeColor = (cfg.SmokeColor and cfg.SmokeColor[self.Side]) or trigger.smokeColor.Red _spawnMEDEVACSmoke(data.position, smokeColor, cfg) end end _logVerbose(string.format('[MEDEVAC] Popped smoke at %d locations', count)) if count == 0 then _msgGroup(group, 'No active MEDEVAC requests to mark with smoke.') else _msgGroup(group, string.format('Smoke popped at %d MEDEVAC location(s).', count), 10) end end -- Pop smoke at MASH zones (delivery locations) function CTLD:PopSmokeAtMASHZones(group) _logVerbose('[MEDEVAC] PopSmokeAtMASHZones called') local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _logVerbose('[MEDEVAC] MEDEVAC system not enabled') _msgGroup(group, 'MEDEVAC system is not enabled.') return end if not CTLD._mashZones then _msgGroup(group, 'No MASH zones configured.') return end local count = 0 local smokeColor = trigger.smokeColor.Orange for name, data in pairs(CTLD._mashZones) do if data and data.side == self.Side then -- Get position from zone object local position = nil if data.position then position = data.position elseif data.zone and data.zone.GetCoordinate then local coord = data.zone:GetCoordinate() if coord then position = {x = coord.x, z = coord.z} end end if position then count = count + 1 _spawnMEDEVACSmoke(position, smokeColor, cfg) _logVerbose(string.format('[MEDEVAC] Popped smoke at MASH zone: %s', name)) end end end if count == 0 then _msgGroup(group, 'No MASH zones found for your coalition.') else _msgGroup(group, string.format('Smoke popped at %d MASH zone(s).', count), 10) end end -- Clear all MEDEVAC missions (admin function) function CTLD:ClearAllMEDEVACMissions(group) local cfg = CTLD.MEDEVAC if not cfg or not cfg.Enabled then _msgGroup(group, 'MEDEVAC system is not enabled.') return end local count = 0 for crewGroupName, data in pairs(CTLD._medevacCrews or {}) do if data.side == self.Side then count = count + 1 self:_RemoveMEDEVACCrew(crewGroupName, 'admin_clear') end end _msgGroup(group, string.format('Cleared %d MEDEVAC mission(s).', count), 10) _logVerbose(string.format('[MEDEVAC] Admin cleared %d MEDEVAC missions for coalition %s', count, self.Side)) end --#endregion MEDEVAC --#region Mobile MASH -- Create a Mobile MASH zone and start announcements function CTLD:_CreateMobileMASH(group, position, catalogDef) _logInfo('[MobileMASH] _CreateMobileMASH called') local cfg = self.Config.MEDEVAC if not cfg or not cfg.Enabled then _logInfo('[MobileMASH] Config missing or MEDEVAC disabled; aborting mobile deployment') return end if not cfg.MobileMASH or not cfg.MobileMASH.Enabled then _logInfo('[MobileMASH] MobileMASH feature disabled in config; aborting') return end if not position or not position.x or not position.z then _logInfo('[MobileMASH] Missing build position; aborting Mobile MASH deployment') return end local groupNamePreview = 'unknown' if group then local okPreview, namePreview = pcall(function() return group:getName() end) if okPreview and namePreview and namePreview ~= '' then groupNamePreview = namePreview end end _logInfo(string.format('[MobileMASH] Build requested for group %s at (%.1f, %.1f)', groupNamePreview, position.x or 0, position.z or 0)) local function safeGetName(g) if not g then return nil end if g.getName then local ok, name = pcall(function() return g:getName() end) if ok and name and name ~= '' then return name end end if g.GetName then local ok, name = pcall(function() return g:GetName() end) if ok and name and name ~= '' then return name end end return nil end local side = catalogDef.side or self.Side if not side then _logError('[MobileMASH] Unable to determine coalition side; aborting Mobile MASH deployment') return end _logInfo(string.format('[MobileMASH] Using coalition side %s (%s)', tostring(side), tostring(catalogDef.side or self.Side))) CTLD._mobileMASHCounter = CTLD._mobileMASHCounter or { [coalition.side.BLUE] = 0, [coalition.side.RED] = 0 } CTLD._mobileMASHCounter[side] = (CTLD._mobileMASHCounter[side] or 0) + 1 local index = CTLD._mobileMASHCounter[side] _logInfo(string.format('[MobileMASH] Assigned deployment index %d for side %s', index, tostring(side))) local mashId = string.format('MOBILE_MASH_%d_%d', side, index) local displayName if cfg.MobileMASH.AutoIncrementName == false then displayName = catalogDef.description or mashId else displayName = string.format('Mobile MASH %d', index) end _logInfo(string.format('[MobileMASH] mashId=%s displayName=%s recipeDesc=%s', mashId, tostring(displayName), tostring(catalogDef.description))) local initialPos = { x = position.x, z = position.z } local radius = cfg.MobileMASH.ZoneRadius or 500 local beaconFreq = cfg.MobileMASH.BeaconFrequency or '30.0 FM' local mashGroupName = safeGetName(group) _logInfo(string.format('[MobileMASH] Initial position (%.1f, %.1f) radius %.1f freq %s groupName=%s', initialPos.x or 0, initialPos.z or 0, radius, tostring(beaconFreq), tostring(mashGroupName))) local function buildZoneObject(name, r, pos) if ZONE_RADIUS and VECTOR2 and VECTOR2.New then local ok, zoneObj = pcall(function() local v2 = VECTOR2:New(pos.x, pos.z) return ZONE_RADIUS:New(name, v2, r) end) if ok and zoneObj then _logDebug('[MobileMASH] Created ZONE_RADIUS object for mobile MASH') return zoneObj end if not ok then _logDebug(string.format('[MobileMASH] ZONE_RADIUS creation failed: %s', tostring(zoneObj))) end end local posCopy = { x = pos.x, z = pos.z } _logDebug('[MobileMASH] Falling back to table-based zone representation') local zoneObj = {} function zoneObj:GetName() return name end function zoneObj:GetPointVec3() return { x = posCopy.x, y = 0, z = posCopy.z } end function zoneObj:GetRadius() return r end function zoneObj:SetPointVec3(vec3) if vec3 and vec3.x and vec3.z then posCopy.x = vec3.x posCopy.z = vec3.z end end function zoneObj:SetVec2(vec2) if vec2 and vec2.x and vec2.y then posCopy.x = vec2.x posCopy.z = vec2.y end end return zoneObj end local rawGroupHandle = group local function finalizeMobileMASH() _logVerbose(string.format('[MobileMASH] Finalizing Mobile MASH %s', mashId)) local mashGroupMoose = nil if GROUP and GROUP.FindByName and not mashGroupName then local ok, found = pcall(function() -- coalition.addGroup sometimes renames groups; scan by coalition if rawGroupHandle and rawGroupHandle.getName then return GROUP:FindByName(rawGroupHandle:getName()) end return nil end) if ok and found then mashGroupMoose = found mashGroupName = mashGroupName or safeGetName(found) end elseif GROUP and GROUP.FindByName and mashGroupName then local ok, found = pcall(function() return GROUP:FindByName(mashGroupName) end) if ok and found then mashGroupMoose = found end end local function resolveRawGroup() if rawGroupHandle and rawGroupHandle.isExist and rawGroupHandle:isExist() then return rawGroupHandle end if mashGroupName and Group and Group.getByName then local ok, g = pcall(function() return Group.getByName(mashGroupName) end) if ok and g then rawGroupHandle = g if g.isExist and g:isExist() then return rawGroupHandle end elseif not ok then _logDebug(string.format('[MobileMASH] resolveRawGroup Group.getByName error: %s', tostring(g))) end end return nil end local function groupIsAlive() if mashGroupMoose and mashGroupMoose.IsAlive then local ok, alive = pcall(function() return mashGroupMoose:IsAlive() end) if ok and alive then return true end if not ok then _logDebug(string.format('[MobileMASH] groupIsAlive Moose check error: %s', tostring(alive))) end end local g = resolveRawGroup() if not g then return false end local units = g:getUnits() if not units then return false end for _, u in ipairs(units) do if u and u.isExist and u:isExist() then return true end end return false end local function groupVec3() if mashGroupMoose and mashGroupMoose.GetCoordinate then local ok, coord = pcall(function() return mashGroupMoose:GetCoordinate() end) if ok and coord then local vec3 = coord.GetVec3 and coord:GetVec3() if vec3 then return vec3 end end if not ok then _logDebug(string.format('[MobileMASH] groupVec3 Moose coordinate error: %s', tostring(coord))) end end local g = resolveRawGroup() if g then local units = g:getUnits() if units and units[1] and units[1].getPoint then local ok, point = pcall(function() return units[1]:getPoint() end) if ok and point then return point end end end return nil end local zoneObj = buildZoneObject(displayName, radius, initialPos) CTLD._mashZones = CTLD._mashZones or {} local mashData = { id = mashId, displayName = displayName, position = { x = initialPos.x, z = initialPos.z }, radius = radius, side = side, group = mashGroupMoose or rawGroupHandle, groupName = mashGroupName, isMobile = true, catalogKey = catalogDef.description or 'Mobile MASH', zone = zoneObj, freq = beaconFreq, } CTLD._mashZones[mashId] = mashData _logInfo(string.format('[MobileMASH] Registered mashId=%s displayName=%s zoneRadius=%.1f freq=%s', mashId, displayName, radius, tostring(beaconFreq))) self._ZoneDefs = self._ZoneDefs or { PickupZones = {}, DropZones = {}, FOBZones = {}, MASHZones = {} } self._ZoneDefs.MASHZones = self._ZoneDefs.MASHZones or {} self._ZoneDefs.MASHZones[displayName] = { name = displayName, radius = radius, active = true, freq = beaconFreq } self._ZoneActive = self._ZoneActive or { Pickup = {}, Drop = {}, FOB = {}, MASH = {} } self._ZoneActive.MASH = self._ZoneActive.MASH or {} self._ZoneActive.MASH[displayName] = true -- Add zone to MASHZones array so it's recognized by the system self.MASHZones = self.MASHZones or {} table.insert(self.MASHZones, zoneObj) _logInfo(string.format('[MobileMASH] Added zone to MASHZones array, total count: %d', #self.MASHZones)) -- Add to MEDEVAC zones if MEDEVAC is active if self.MEDEVAC and self.MEDEVAC.AddZone then local ok, err = pcall(function() self.MEDEVAC:AddZone(displayName, zoneObj) end) if ok then _logInfo(string.format('[MobileMASH] Added zone to MEDEVAC system: %s', displayName)) -- Refresh MEDEVAC menu to include the new zone pcall(function() self.MEDEVAC:__Start(1) end) else _logDebug(string.format('[MobileMASH] Could not add to MEDEVAC system: %s', tostring(err))) end end -- Auto-draw the new zone on the map using the update function -- This ensures the drawing is tracked properly and can be updated/removed later local md = self.Config and self.Config.MapDraw or {} if md.Enabled and md.DrawMASHZones then _logInfo('[MobileMASH] Drawing new Mobile MASH zone on map') local ok, err = pcall(function() self:_updateMobileMASHDrawing(mashId) end) if not ok then _logError(string.format('_updateMobileMASHDrawing failed after Mobile MASH creation: %s', tostring(err))) end end local gridStr = self:_GetMGRSString(initialPos) trigger.action.outTextForCoalition(side, _fmtTemplate(CTLD.Messages.medevac_mash_deployed, { mash_id = index, grid = gridStr, freq = beaconFreq, }), 30) _logInfo(string.format('[MobileMASH] Mobile MASH "%s" registered at %s', displayName, gridStr)) if cfg.MobileMASH.AnnouncementInterval and cfg.MobileMASH.AnnouncementInterval > 0 then local ctldInstance = self local scheduler = SCHEDULER:New(nil, function() local ok, err = pcall(function() if not groupIsAlive() then ctldInstance:_RemoveMobileMASH(mashId) return end local vec3 = groupVec3() if vec3 then mashData.position = { x = vec3.x, z = vec3.z } if mashData.zone then if mashData.zone.SetPointVec3 then mashData.zone:SetPointVec3({ x = vec3.x, y = vec3.y or 0, z = vec3.z }) elseif mashData.zone.SetVec2 then mashData.zone:SetVec2({ x = vec3.x, y = vec3.z }) end end local currentGrid = ctldInstance:_GetMGRSString({ x = vec3.x, z = vec3.z }) trigger.action.outTextForCoalition(side, _fmtTemplate(CTLD.Messages.medevac_mash_announcement, { mash_id = index, grid = currentGrid, freq = beaconFreq, }), 20) _logDebug(string.format('[MobileMASH] Announcement tick for %s at grid %s', displayName, tostring(currentGrid))) end end) if not ok then _logError('Mobile MASH announcement scheduler error: '..tostring(err)) end end, {}, cfg.MobileMASH.AnnouncementInterval, cfg.MobileMASH.AnnouncementInterval) mashData.scheduler = scheduler _logDebug(string.format('[MobileMASH] Announcement scheduler started every %.1fs', cfg.MobileMASH.AnnouncementInterval)) end -- Create a separate frequent position update scheduler for mobile MASH tracking -- This ensures the zone follows the vehicle even if announcements are infrequent local ctldInstance = self local positionUpdateInterval = 15 -- Update position every 15 seconds local mapRedrawInterval = 15 -- Redraw map every 15 seconds local updatesSinceRedraw = 0 local posScheduler = SCHEDULER:New(nil, function() local ok, err = pcall(function() if not groupIsAlive() then ctldInstance:_RemoveMobileMASH(mashId) return end local vec3 = groupVec3() if vec3 then mashData.position = { x = vec3.x, z = vec3.z } if mashData.zone then if mashData.zone.SetPointVec3 then mashData.zone:SetPointVec3({ x = vec3.x, y = vec3.y or 0, z = vec3.z }) elseif mashData.zone.SetVec2 then mashData.zone:SetVec2({ x = vec3.x, y = vec3.z }) end end _logDebug(string.format('[MobileMASH] Position updated for %s at (%.1f, %.1f)', displayName, vec3.x, vec3.z)) -- Redraw map only every 120 seconds updatesSinceRedraw = updatesSinceRedraw + positionUpdateInterval if updatesSinceRedraw >= mapRedrawInterval then pcall(function() ctldInstance:_updateMobileMASHDrawing(mashId) end) updatesSinceRedraw = 0 end end end) if not ok then _logError('Mobile MASH position update scheduler error: '..tostring(err)) end end, {}, positionUpdateInterval, positionUpdateInterval) mashData.positionScheduler = posScheduler _logDebug(string.format('[MobileMASH] Position update scheduler started every %ds (map redraw every %ds)', positionUpdateInterval, mapRedrawInterval)) if EVENTHANDLER then local ctldInstance = self local eventHandler = EVENTHANDLER:New() eventHandler:HandleEvent(EVENTS.Dead) function eventHandler:OnEventDead(EventData) local killedName = EventData.IniGroupName or (EventData.IniGroup and EventData.IniGroup:GetName()) if killedName and killedName == mashGroupName then ctldInstance:_RemoveMobileMASH(mashId) end end mashData.eventHandler = eventHandler _logDebug(string.format('[MobileMASH] Event handler registered for group %s', tostring(mashGroupName))) end end if timer and timer.scheduleFunction and timer.getTime then _logDebug('[MobileMASH] Scheduling finalizeMobileMASH via timer') timer.scheduleFunction(function(_args, _time) local ok, err = pcall(finalizeMobileMASH) if not ok then _logError(string.format('[MobileMASH] finalize failed: %s', tostring(err))) end return nil end, {}, timer.getTime() + 0.2) else _logDebug('[MobileMASH] timer.scheduleFunction unavailable, running finalizeMobileMASH inline') local ok, err = pcall(finalizeMobileMASH) if not ok then _logError(string.format('[MobileMASH] finalize failed: %s', tostring(err))) end end end -- Remove a Mobile MASH zone (on destruction or manual removal) function CTLD:_RemoveMobileMASH(mashId) if not CTLD._mashZones then return end local mash = CTLD._mashZones[mashId] if mash then -- Stop schedulers if mash.scheduler then mash.scheduler:Stop() end if mash.positionScheduler then mash.positionScheduler:Stop() end -- Remove map drawings if mash.circleId then trigger.action.removeMark(mash.circleId) end if mash.textId then trigger.action.removeMark(mash.textId) end local name = mash.displayName or mashId if self._ZoneDefs and self._ZoneDefs.MASHZones then self._ZoneDefs.MASHZones[name] = nil end if self._ZoneActive and self._ZoneActive.MASH then self._ZoneActive.MASH[name] = nil end self:_removeZoneDrawing('MASH', name) -- Remove from MASHZones array if self.MASHZones and mash.zone then for i = #self.MASHZones, 1, -1 do if self.MASHZones[i] == mash.zone then table.remove(self.MASHZones, i) _logDebug(string.format('[MobileMASH] Removed zone from MASHZones array, remaining count: %d', #self.MASHZones)) break end end end -- Remove from MEDEVAC system if possible if self.MEDEVAC and self.MEDEVAC.RemoveZone then pcall(function() self.MEDEVAC:RemoveZone(name) end) _logDebug(string.format('[MobileMASH] Attempted to remove zone from MEDEVAC system: %s', name)) end -- Send destruction message local msg = _fmtTemplate(CTLD.Messages.medevac_mash_destroyed, { mash_id = string.match(mashId, 'MOBILE_MASH_%d+_(%d+)') or '?' }) trigger.action.outTextForCoalition(mash.side, msg, 20) -- Remove from table CTLD._mashZones[mashId] = nil _logVerbose(string.format('[MobileMASH] Removed MASH %s', mashId)) if self.Config and self.Config.MapDraw and self.Config.MapDraw.Enabled then pcall(function() self:DrawZonesOnMap() end) end end end --#endregion Mobile MASH --#endregion Inventory helpers -- Create a new Drop Zone (AO) at the player's current location and draw it on the map if enabled function CTLD:CreateDropZoneAtGroup(group) if not group or not group:IsAlive() then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end -- Prevent creating a Drop Zone inside or too close to a Pickup Zone -- 1) Block if inside a (potentially active-only) pickup zone local activeOnlyForInside = (self.Config and self.Config.ForbidChecksActivePickupOnly ~= false) local inside, pz, distInside, pr = self:_isUnitInsidePickupZone(unit, activeOnlyForInside) if inside then local isMetric = _getPlayerIsMetric(unit) local curV, curU = _fmtRange(distInside or 0, isMetric) local needV, needU = _fmtRange(self.Config.MinDropZoneDistanceFromPickup or 10000, isMetric) _eventSend(self, group, nil, 'drop_zone_too_close_to_pickup', { zone = (pz and pz.GetName and pz:GetName()) or '(pickup)', need = needV, need_u = needU, dist = curV, dist_u = curU, }) return end -- 2) Enforce a minimum distance from the nearest pickup zone (configurable) local minD = tonumber(self.Config and self.Config.MinDropZoneDistanceFromPickup) or 0 if minD > 0 then local considerActive = (self.Config and self.Config.MinDropDistanceActivePickupOnly ~= false) local nearestZone, nearestDist if considerActive then nearestZone, nearestDist = self:_nearestActivePickupZone(unit) else local list = (self.Config and self.Config.Zones and self.Config.Zones.PickupZones) or {} nearestZone, nearestDist = _nearestZonePoint(unit, list) end if nearestZone and nearestDist and nearestDist < minD then local isMetric = _getPlayerIsMetric(unit) local needV, needU = _fmtRange(minD, isMetric) local curV, curU = _fmtRange(nearestDist, isMetric) _eventSend(self, group, nil, 'drop_zone_too_close_to_pickup', { zone = (nearestZone and nearestZone.GetName and nearestZone:GetName()) or '(pickup)', need = needV, need_u = needU, dist = curV, dist_u = curU, }) return end end local p = unit:GetPointVec3() local baseName = group:GetName() or 'GROUP' local safe = tostring(baseName):gsub('%W', '') local name = string.format('AO_%s_%d', safe, math.random(100000,999999)) local r = tonumber(self.Config and self.Config.DropZoneRadius) or 250 local v2 = (VECTOR2 and VECTOR2.New) and VECTOR2:New(p.x, p.z) or { x = p.x, y = p.z } local mz = ZONE_RADIUS:New(name, v2, r) -- Register in runtime and config so other features can find it self.DropZones = self.DropZones or {} table.insert(self.DropZones, mz) self._ZoneDefs = self._ZoneDefs or { PickupZones = {}, DropZones = {}, FOBZones = {} } self._ZoneDefs.DropZones[name] = { name = name, radius = r, active = true } self._ZoneActive = self._ZoneActive or { Pickup = {}, Drop = {}, FOB = {} } self._ZoneActive.Drop[name] = true self.Config.Zones = self.Config.Zones or { PickupZones = {}, DropZones = {}, FOBZones = {} } self.Config.Zones.DropZones = self.Config.Zones.DropZones or {} table.insert(self.Config.Zones.DropZones, { name = name, radius = r, active = true }) -- Draw on map if configured local md = self.Config and self.Config.MapDraw or {} if md.Enabled and (md.DrawDropZones ~= false) then local ok, err = pcall(function() self:DrawZonesOnMap() end) if not ok then _logError(string.format('DrawZonesOnMap failed after creating drop zone %s: %s', name, tostring(err))) end end MESSAGE:New(string.format('Drop Zone created: %s (r≈%dm)', name, r), 10):ToGroup(group) end function CTLD:AddPickupZone(z) local mz = _findZone(z) if mz then table.insert(self.PickupZones, mz); table.insert(self.Config.Zones.PickupZones, z) end end function CTLD:AddDropZone(z) local mz = _findZone(z) if mz then table.insert(self.DropZones, mz); table.insert(self.Config.Zones.DropZones, z) end end function CTLD:SetAllowedAircraft(list) self.Config.AllowedAircraft = DeepCopy(list) end -- Explicit cleanup handler for mission end -- Call this to properly shut down all CTLD schedulers and clear state function CTLD:Cleanup() _logInfo('Cleanup initiated - stopping all schedulers and clearing state') -- Stop all smoke refresh schedulers if CTLD._smokeRefreshSchedules then for crateId, schedule in pairs(CTLD._smokeRefreshSchedules) do if schedule.funcId then pcall(function() timer.removeFunction(schedule.funcId) end) end end CTLD._smokeRefreshSchedules = {} end -- Stop all Mobile MASH schedulers if CTLD._mashZones then for mashId, mash in pairs(CTLD._mashZones) do if mash.scheduler then pcall(function() mash.scheduler:Stop() end) end if mash.eventHandler then -- Event handlers clean themselves up, but we can nil the reference mash.eventHandler = nil end end end -- Stop any MEDEVAC timeout checkers or other schedulers -- (If you add schedulers in the future, stop them here) if self.MEDEVACSched then pcall(function() self.MEDEVACSched:Stop() end) self.MEDEVACSched = nil end if self.SalvageSched then pcall(function() self.SalvageSched:Stop() end) self.SalvageSched = nil end -- Clear spatial grid CTLD._spatialGrid = {} -- Clear state tables (optional - helps with memory in long-running missions) CTLD._crates = {} CTLD._troopsLoaded = {} CTLD._loadedCrates = {} CTLD._loadedTroopTypes = {} CTLD._deployedTroops = {} CTLD._hoverState = {} CTLD._unitLast = {} CTLD._coachState = {} CTLD._msgState = {} CTLD._buildConfirm = {} CTLD._buildCooldown = {} CTLD._jtacReservedCodes = { [coalition.side.BLUE] = {}, [coalition.side.RED] = {}, [coalition.side.NEUTRAL] = {} } if self._loadedCrateMenus then for _,state in pairs(self._loadedCrateMenus) do if state and state.commands then for _,cmd in ipairs(state.commands) do if cmd and cmd.Remove then pcall(function() cmd:Remove() end) end end end end self._loadedCrateMenus = {} end -- Clear salvage state if CTLD._salvageCrates then for crateName, meta in pairs(CTLD._salvageCrates) do if meta.staticObject and meta.staticObject.destroy then pcall(function() meta.staticObject:destroy() end) end end CTLD._salvageCrates = {} end if self.JTACSched then pcall(function() self.JTACSched:Stop() end) self.JTACSched = nil end if self._jtacRegistry then for groupName in pairs(self._jtacRegistry) do self:_cleanupJTACEntry(groupName) end self._jtacRegistry = {} end _logInfo('Cleanup complete') end -- Register mission end event to auto-cleanup -- This ensures resources are properly released if not CTLD._cleanupHandlerRegistered then CTLD._cleanupHandlerRegistered = true local cleanupHandler = EVENTHANDLER:New() cleanupHandler:HandleEvent(EVENTS.MissionEnd) function cleanupHandler:OnEventMissionEnd(EventData) _logInfo('Mission end detected - initiating cleanup') -- Cleanup all instances for _, instance in pairs(CTLD._instances or {}) do if instance and instance.Cleanup then pcall(function() instance:Cleanup() end) end end -- Also call static cleanup if CTLD.Cleanup then pcall(function() CTLD:Cleanup() end) end end end --#endregion Public helpers -- ========================= -- Sling-Load Salvage System -- ========================= --#region SlingLoadSalvage -- Spawn a salvage crate when an enemy ground unit dies function CTLD:_SpawnSlingLoadSalvageCrate(unitPos, unitTypeName, enemySide, eventData) local cfg = self.Config.SlingLoadSalvage if not cfg or not cfg.Enabled then return end -- Check spawn chance for this coalition local spawnChance = cfg.SpawnChance[enemySide] or 0.15 if math.random() > spawnChance then _logVerbose(string.format('[SlingLoadSalvage] Spawn roll failed (%.2f chance)', spawnChance)) return end -- Check spawn restrictions if cfg.NoSpawnNearPickupZones then local minDist = cfg.NoSpawnNearPickupZoneDistance or 1000 for _, zone in ipairs(self.PickupZones or {}) do local zoneName = zone:GetName() if zoneName and (self._ZoneActive.Pickup[zoneName] ~= false) then local zonePos = zone:GetPointVec3() local dist = math.sqrt((unitPos.x - zonePos.x)^2 + (unitPos.z - zonePos.z)^2) if dist < minDist then _logVerbose('[SlingLoadSalvage] Too close to pickup zone, aborting spawn') return end end end end if cfg.NoSpawnNearAirbasesKm and cfg.NoSpawnNearAirbasesKm > 0 then local airbases = coalition.getAirbases(enemySide) if airbases then local minDistKm = cfg.NoSpawnNearAirbasesKm * 1000 for _, ab in ipairs(airbases) do local abPos = ab:getPoint() local dist = math.sqrt((unitPos.x - abPos.x)^2 + (unitPos.z - abPos.z)^2) if dist < minDistKm then _logVerbose('[SlingLoadSalvage] Too close to airbase, aborting spawn') return end end end end -- Select weight class local totalProb = 0 for _, wc in ipairs(cfg.WeightClasses) do totalProb = totalProb + wc.probability end local roll = math.random() * totalProb local cumulative = 0 local selectedClass = cfg.WeightClasses[1] -- fallback for _, wc in ipairs(cfg.WeightClasses) do cumulative = cumulative + wc.probability if roll <= cumulative then selectedClass = wc break end end local weight = math.random(selectedClass.min, selectedClass.max) local rewardValue = math.floor((weight / 500) * selectedClass.rewardPer500kg) -- Calculate spawn position local minDist = cfg.MinSpawnDistance or 10 local maxDist = cfg.MaxSpawnDistance or 25 local distance = minDist + math.random() * (maxDist - minDist) local angle = math.random() * 2 * math.pi local spawnPos = { x = unitPos.x + math.cos(angle) * distance, z = unitPos.z + math.sin(angle) * distance } -- Get land height local landHeight = land.getHeight({ x = spawnPos.x, y = spawnPos.z }) -- Select cargo type based on weight local cargoType if weight < 1500 then -- Light: barrels or ammo pallets local lightTypes = { 'barrels_cargo', 'ammo_cargo' } cargoType = lightTypes[math.random(1, #lightTypes)] elseif weight < 2500 then -- Medium: fuel tanks or containers local mediumTypes = { 'fueltank_cargo', 'container_cargo', 'ammo_cargo' } cargoType = mediumTypes[math.random(1, #mediumTypes)] else -- Heavy: large containers only cargoType = 'container_cargo' end -- Create unique crate name -- Use prefix that matches the coalition allowed to collect this crate local sidePrefix = (enemySide == coalition.side.BLUE) and 'B' or 'R' local crateName = string.format('SALVAGE-%s-%04dKG-%06d', sidePrefix, weight, math.random(100000, 999999)) -- Enforce active salvage crate cap before spawning if cfg.MaxActiveCrates then local activeCount = 0 for cname, meta in pairs(CTLD._salvageCrates or {}) do if meta and meta.side == enemySide then activeCount = activeCount + 1 end end if activeCount >= cfg.MaxActiveCrates then _logVerbose(string.format('[SlingLoadSalvage] Max active crates (%d) reached for side %d; skipping spawn', cfg.MaxActiveCrates, enemySide)) return end end -- Spawn the static cargo -- Spawn the crate for the coalition that can recover it (enemySide) local countryId = nil if CTLD._instances then for _, inst in ipairs(CTLD._instances) do if inst and inst.Side == enemySide and inst.CountryId then countryId = inst.CountryId break end end end if not countryId then countryId = _defaultCountryForSide(enemySide) end local staticData = { ['type'] = cargoType, ['name'] = crateName, ['x'] = spawnPos.x, ['y'] = spawnPos.z, ['heading'] = math.random() * 2 * math.pi, ['canCargo'] = true, ['mass'] = weight, } local success, staticObj = pcall(function() return coalition.addStaticObject(countryId, staticData) end) if not success or not staticObj then _logError('[SlingLoadSalvage] Failed to spawn salvage crate: ' .. tostring(staticObj)) return end -- Store crate metadata CTLD._salvageCrates[crateName] = { side = enemySide, weight = weight, spawnTime = timer.getTime(), position = spawnPos, initialHealth = 1.0, rewardValue = rewardValue, warningsSent = {}, staticObject = staticObj, crateClass = selectedClass.name, } -- Update stats if not CTLD._salvageStats[enemySide] then CTLD._salvageStats[enemySide] = { spawned = 0, delivered = 0, expired = 0, totalWeight = 0, totalReward = 0 } end CTLD._salvageStats[enemySide].spawned = CTLD._salvageStats[enemySide].spawned + 1 -- Spawn smoke if enabled (use unified crate smoke offset logic) if cfg.SpawnSmoke then local smokeColor = cfg.SmokeColor or trigger.smokeColor.Orange -- Reuse crate smoke offset parameters but force Enabled for salvage spawn event local baseCfg = self.Config.CrateSmoke or {} local smokeConfig = { Enabled = true, -- always allow initial salvage smoke when SlingLoadSalvage.SpawnSmoke = true AutoRefresh = false, -- do not auto-refresh salvage smoke unless we explicitly add support later RefreshInterval = baseCfg.RefreshInterval, MaxRefreshDuration = baseCfg.MaxRefreshDuration, OffsetMeters = baseCfg.OffsetMeters, OffsetRandom = (baseCfg.OffsetRandom ~= false), OffsetVertical = baseCfg.OffsetVertical, } -- Provide a position table compatible with _spawnCrateSmoke (y = ground height) _spawnCrateSmoke({ x = spawnPos.x, y = landHeight, z = spawnPos.z }, smokeColor, smokeConfig, crateName) end -- Calculate expiration time local lifetime = cfg.CrateLifetime or 10800 local timeRemainMin = math.floor(lifetime / 60) local timeRemainHrs = math.floor(timeRemainMin / 60) local timeRemainStr if timeRemainHrs >= 1 then timeRemainStr = string.format("%d hr%s", timeRemainHrs, timeRemainHrs > 1 and "s" or "") else timeRemainStr = string.format("%d min%s", timeRemainMin, timeRemainMin > 1 and "s" or "") end local grid = self:_GetMGRSString(spawnPos) -- Announce to coalition local msg = _fmtTemplate(self.Messages.slingload_salvage_spawned, { grid = grid, weight = weight, reward = rewardValue, time_remain = timeRemainStr, }) _msgCoalition(enemySide, msg) _logInfo(string.format('[SlingLoadSalvage] Spawned %s: weight=%dkg, reward=%dpts at %s', crateName, weight, rewardValue, grid)) end -- Check salvage crates for delivery and cleanup function CTLD:_CheckSlingLoadSalvageCrates() local cfg = self.Config.SlingLoadSalvage if not cfg or not cfg.Enabled then return end local now = timer.getTime() local cratesToRemove = {} for crateName, meta in pairs(CTLD._salvageCrates) do if meta.side == self.Side then local elapsed = now - meta.spawnTime local lifetime = cfg.CrateLifetime or 10800 -- Check for expiration (skip for manual crates) if elapsed >= lifetime and not meta.isManual then table.insert(cratesToRemove, crateName) -- Update stats CTLD._salvageStats[meta.side].expired = CTLD._salvageStats[meta.side].expired + 1 -- Announce expiration local grid = self:_GetMGRSString(meta.position) local msg = _fmtTemplate(self.Messages.slingload_salvage_expired, { id = crateName, grid = grid, }) _msgCoalition(meta.side, msg) -- Remove the static object if meta.staticObject and meta.staticObject.destroy then pcall(function() meta.staticObject:destroy() end) end _logVerbose(string.format('[SlingLoadSalvage] Crate %s expired', crateName)) else -- Check for warnings (skip for manual crates) if not meta.isManual then local remaining = lifetime - elapsed for _, warnTime in ipairs(cfg.WarningTimes or { 1800, 300 }) do if remaining <= warnTime and not meta.warningsSent[warnTime] then meta.warningsSent[warnTime] = true local grid = self:_GetMGRSString(meta.position) local msgKey = (warnTime >= 1800) and 'slingload_salvage_warn_30min' or 'slingload_salvage_warn_5min' local msg = _fmtTemplate(self.Messages[msgKey], { id = crateName, grid = grid, weight = meta.weight, }) _msgCoalition(meta.side, msg) end end end -- Check if crate is in a salvage zone if meta.staticObject and meta.staticObject:isExist() then local cratePos = meta.staticObject:getPoint() if cratePos then -- Check all salvage zones for this coalition for _, zone in ipairs(self.SalvageDropZones or {}) do local zoneName = zone:GetName() local zoneDef = self._ZoneDefs.SalvageDropZones[zoneName] if zoneDef and zoneDef.side == meta.side and (self._ZoneActive.SalvageDrop[zoneName] ~= false) then -- cratePos is a DCS Vec3 table, so use the direct Vec3 helper to avoid GetVec2 calls if zone:IsVec3InZone(cratePos) then -- Simple CTLD.lua style: just check if crate is in air local crateHooked = _isCrateHooked(meta.staticObject) if not crateHooked then -- Crate is on the ground in the zone - deliver it! _logInfo(string.format('[SlingLoadSalvage] Delivering %s', crateName)) self:_DeliverSlingLoadSalvageCrate(crateName, meta, zoneName) table.insert(cratesToRemove, crateName) break else -- Crate is still hooked - send hint and wait for release self:_SendSalvageHint(meta, 'slingload_salvage_hooked_in_zone', { id = crateName, zone = zoneName, }, cratePos, 8) _logDebug(string.format('[SlingLoadSalvage] Crate %s still hooked, waiting for release', crateName)) end end end end -- Provide guidance if crate is lingering inside other zone types self:_CheckCrateZoneHints(crateName, meta, cratePos) end else -- Crate no longer exists (destroyed or removed) table.insert(cratesToRemove, crateName) _logVerbose(string.format('[SlingLoadSalvage] Crate %s no longer exists', crateName)) end end end end -- Remove processed crates for _, crateName in ipairs(cratesToRemove) do CTLD._salvageCrates[crateName] = nil end end -- Deliver a salvage crate and award points function CTLD:_DeliverSlingLoadSalvageCrate(crateName, meta, zoneName) local cfg = self.Config.SlingLoadSalvage -- Check crate health for condition multiplier local healthRatio = 1.0 if meta.staticObject and meta.staticObject.getLife then local success, currentLife = pcall(function() return meta.staticObject:getLife() end) if success and currentLife then local success2, maxLife = pcall(function() return meta.staticObject:getLife0() end) if success2 and maxLife and maxLife > 0 then healthRatio = currentLife / maxLife end end end -- Determine condition multiplier local conditionMult = cfg.ConditionMultipliers.Damaged or 1.0 local conditionLabel = "Damaged" if healthRatio >= 0.9 then conditionMult = cfg.ConditionMultipliers.Undamaged or 1.5 conditionLabel = "Undamaged" elseif healthRatio < 0.5 then conditionMult = cfg.ConditionMultipliers.HeavyDamage or 0.5 conditionLabel = "Heavy Damage" end -- Calculate final reward local finalReward = math.floor(meta.rewardValue * conditionMult) -- Award salvage points CTLD._salvagePoints[meta.side] = (CTLD._salvagePoints[meta.side] or 0) + finalReward -- Update stats CTLD._salvageStats[meta.side].delivered = CTLD._salvageStats[meta.side].delivered + 1 CTLD._salvageStats[meta.side].totalWeight = CTLD._salvageStats[meta.side].totalWeight + meta.weight CTLD._salvageStats[meta.side].totalReward = CTLD._salvageStats[meta.side].totalReward + finalReward -- Find the player who delivered (nearest transport helo in zone) local playerName = "Unknown Pilot" local deliveryUnit = nil for _, zone in ipairs(self.SalvageDropZones or {}) do if zone:GetName() == zoneName then -- Find nearby friendly helicopters local zonePos = zone:GetPointVec3() local radius = self:_getZoneRadius(zone) or 300 local nearbyUnits = {} -- Search for units in the zone local sphere = _buildSphereVolume(zonePos, radius) local foundUnits = {} world.searchObjects(Object.Category.UNIT, sphere, function(obj) if obj and obj:isExist() and obj.getCoalition then local objCoal = obj:getCoalition() if objCoal == meta.side and obj.getGroup then local grp = obj:getGroup() if grp then local grpName = grp:getName() table.insert(foundUnits, { unit = obj, group = grp, groupName = grpName }) end end end return true end) -- Find player name from group if #foundUnits > 0 then deliveryUnit = foundUnits[1].unit local grpName = foundUnits[1].groupName if grpName then -- Try to extract player name from group local mooseGrp = GROUP:FindByName(grpName) if mooseGrp then local unit1 = mooseGrp:GetUnit(1) if unit1 then local pName = unit1:GetPlayerName() if pName and pName ~= '' then playerName = pName else playerName = grpName end end end end end break end end -- Announce delivery local msg = _fmtTemplate(self.Messages.slingload_salvage_delivered, { player = playerName, weight = meta.weight, reward = finalReward, condition = conditionLabel, total = CTLD._salvagePoints[meta.side], }) local quip local quipPool = self.Messages.slingload_salvage_received_quips if quipPool and #quipPool > 0 then local template = quipPool[math.random(#quipPool)] if template and template ~= '' then quip = _fmtTemplate(template, { player = playerName, zone = zoneName, reward = finalReward, weight = meta.weight, condition = conditionLabel, total = CTLD._salvagePoints[meta.side], coalition = (self.Side == coalition.side.BLUE) and 'BLUE' or 'RED', }) end end if quip and quip ~= '' then msg = msg .. '\n' .. quip end _msgCoalition(meta.side, msg) -- Remove the crate if meta.staticObject and meta.staticObject.destroy then pcall(function() meta.staticObject:destroy() end) end _logInfo(string.format('[SlingLoadSalvage] %s delivered %s: %dkg, %dpts (%s), total=%d', playerName, crateName, meta.weight, finalReward, conditionLabel, CTLD._salvagePoints[meta.side])) end -- Menu: Create Salvage Zone at group position function CTLD:CreateSalvageZoneAtGroup(group) local cfg = self.Config.SlingLoadSalvage if not cfg or not cfg.Enabled then _msgGroup(group, 'Sling-Load Salvage system is disabled.') return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local pos = unit:GetPointVec3() local coord = COORDINATE:NewFromVec3(pos) local radius = cfg.DefaultZoneRadius or 300 -- Check for nearby salvage cargo (prevent zone placement within 1km of cargo) local minDistance = 1000 -- 1km for crateName, meta in pairs(CTLD._salvageCrates or {}) do if meta and meta.position then local cratePos = meta.position local distance = math.sqrt((pos.x - cratePos.x)^2 + (pos.z - cratePos.z)^2) if distance < minDistance then _msgGroup(group, string.format('Cannot create salvage zone within %.0fm of existing salvage cargo. Nearest cargo is %.0fm away.', minDistance, distance)) return end end end self._DynamicSalvageZones = self._DynamicSalvageZones or {} self._DynamicSalvageQueue = self._DynamicSalvageQueue or {} -- Pre-clean existing dynamics so limit checks are up to date self:_enforceDynamicSalvageZoneLimit() -- Generate unique zone name local zoneName = string.format('SalvageZone-%s-%d', (self.Side == coalition.side.BLUE and 'BLUE' or 'RED'), math.random(1000, 9999)) -- Create MOOSE zone local zone = ZONE_RADIUS:New(zoneName, coord:GetVec2(), radius) -- Add to instance zones table.insert(self.SalvageDropZones, zone) local now = timer and timer.getTime and timer.getTime() or 0 local lifetime = tonumber(cfg.DynamicZoneLifetime or 0) or 0 local expiresAt = (lifetime > 0) and (now + lifetime) or nil self._ZoneDefs.SalvageDropZones[zoneName] = { name = zoneName, side = self.Side, active = true, radius = radius, dynamic = true, createdAt = now, expiresAt = expiresAt, } self._ZoneActive.SalvageDrop[zoneName] = true -- Track dynamic zone metadata for cleanup enforcement self._DynamicSalvageZones[zoneName] = { zone = zone, createdAt = now, expiresAt = expiresAt, radius = radius, } table.insert(self._DynamicSalvageQueue, zoneName) -- Enforce limits after registering the new zone self:_enforceDynamicSalvageZoneLimit() if not self._DynamicSalvageZones[zoneName] then _msgGroup(group, 'Unable to create salvage zone (limit reached). Older zones were not cleared in time.') return end -- Announce local msg = _fmtTemplate(self.Messages.slingload_salvage_zone_created, { zone = zoneName, radius = radius, }) if lifetime > 0 then msg = msg .. string.format(' Expires in %s.', _ctldFormatSeconds(lifetime)) end local maxZones = tonumber(cfg.MaxDynamicZones or 0) or 0 if maxZones > 0 then msg = msg .. string.format(' Active zone cap: %d.', maxZones) end _msgGroup(group, msg) _logInfo(string.format('[SlingLoadSalvage] Created zone %s at %s', zoneName, coord:ToStringLLDMS())) local ok, err = pcall(function() self:DrawZonesOnMap() end) if not ok then _logError(string.format('[SlingLoadSalvage] DrawZonesOnMap failed after creating %s: %s', zoneName, tostring(err))) end end function CTLD:RetireOldestDynamicSalvageZone(group) local cfg = self.Config.SlingLoadSalvage if not cfg or not cfg.Enabled then return end self._DynamicSalvageQueue = self._DynamicSalvageQueue or {} if #self._DynamicSalvageQueue == 0 then if group then _msgGroup(group, 'No dynamic salvage zones to retire.') end return end local oldest = self._DynamicSalvageQueue[1] if not oldest then if group then _msgGroup(group, 'No dynamic salvage zones to retire.') end return end local exists = self._DynamicSalvageZones and self._DynamicSalvageZones[oldest] if exists then self:_removeDynamicSalvageZone(oldest, 'manual-retire') if group then _msgGroup(group, string.format('Retired salvage zone: %s', oldest)) end else -- Remove stale entry from queue and notify user table.remove(self._DynamicSalvageQueue, 1) if group then _msgGroup(group, 'Oldest salvage zone already retired.') end end end -- Menu: Show active salvage zones function CTLD:ShowActiveSalvageZones(group) local cfg = self.Config.SlingLoadSalvage if not cfg or not cfg.Enabled then return end local activeZones = {} for _, zone in ipairs(self.SalvageDropZones or {}) do local zoneName = zone:GetName() if self._ZoneActive.SalvageDrop[zoneName] ~= false then local zoneDef = self._ZoneDefs.SalvageDropZones[zoneName] if zoneDef and zoneDef.side == self.Side then table.insert(activeZones, zoneName) end end end if #activeZones == 0 then _msgGroup(group, 'No active Salvage Collection Zones configured.') else local msg = 'Active Salvage Collection Zones:\n' .. table.concat(activeZones, '\n') _msgGroup(group, msg) end end -- Menu: Show nearest salvage crate vectors function CTLD:ShowNearestSalvageCrate(group) local cfg = self.Config.SlingLoadSalvage if not cfg or not cfg.Enabled then return end local unit = group:GetUnit(1) if not unit or not unit:IsAlive() then return end local pos = unit:GetPointVec3() local here = { x = pos.x, z = pos.z } local nearestName, nearestMeta, nearestDist = nil, nil, math.huge for crateName, meta in pairs(CTLD._salvageCrates) do if meta.side == self.Side then local dx = meta.position.x - here.x local dz = meta.position.z - here.z local dist = math.sqrt(dx*dx + dz*dz) if dist < nearestDist then nearestDist = dist nearestName = crateName nearestMeta = meta end end end if not nearestName or not nearestMeta or not nearestMeta.position then local msg = self.Messages.slingload_salvage_no_crates or 'No active salvage crates available.' _msgGroup(group, msg) return end local brg = _bearingDeg(here, nearestMeta.position) local isMetric = _getPlayerIsMetric(unit) local rng, rngU = _fmtRange(nearestDist, isMetric) local msg = _fmtTemplate(self.Messages.slingload_salvage_vectors, { id = nearestName, brg = brg, rng = rng, rng_u = rngU, weight = nearestMeta.weight, reward = nearestMeta.rewardValue, }) _msgGroup(group, msg) end --#endregion SlingLoadSalvage --#endregion Public helpers -- ========================= -- Return factory -- ========================= --#region Export _MOOSE_CTLD = CTLD return CTLD --#endregion Export