mirror of
https://github.com/iTracerFacer/Moose_DualCoalitionZoneCapture.git
synced 2025-12-03 04:12:31 +00:00
1167 lines
45 KiB
Lua
1167 lines
45 KiB
Lua
-- Refactored version with configurable zone ownership
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---@diagnostic disable: undefined-global, lowercase-global
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-- MOOSE framework globals are defined at runtime by DCS World
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-- **Author**: F99th-TracerFacer
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-- **Discord:** https://discord.gg/NdZ2JuSU (The Fighting 99th Discord Server where I spend most of my time.)
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-- ==========================================
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-- MESSAGE AND TIMING CONFIGURATION
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-- ==========================================
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local MESSAGE_CONFIG = {
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STATUS_BROADCAST_FREQUENCY = 3602, -- Zone status broadcast cadence (seconds)
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STATUS_BROADCAST_START_DELAY = 10, -- Delay before first broadcast (seconds)
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COLOR_VERIFICATION_FREQUENCY = 240, -- Zone color verification cadence (seconds)
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COLOR_VERIFICATION_START_DELAY = 60, -- Delay before first color check (seconds)
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TACTICAL_UPDATE_FREQUENCY = 180, -- Tactical marker update cadence (seconds)
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TACTICAL_UPDATE_START_DELAY = 30, -- Delay before first tactical update (seconds)
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STATUS_MESSAGE_DURATION = 15, -- How long general status messages stay onscreen
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VICTORY_MESSAGE_DURATION = 300, -- How long victory/defeat alerts stay onscreen
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CAPTURE_MESSAGE_DURATION = 15, -- Duration for capture/guard/empty notices
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ATTACK_MESSAGE_DURATION = 15, -- Duration for attack alerts
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GARBAGE_COLLECTION_FREQUENCY = 600 -- Lua garbage collection cadence (seconds) - helps prevent memory buildup
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}
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-- ==========================================
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-- ZONE COLOR CONFIGURATION (Centralized)
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-- ==========================================
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-- Colors are in RGB format: {Red, Green, Blue} where each value is 0.0 to 1.0
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local ZONE_COLORS = {
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-- Blue coalition zones
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BLUE_CAPTURED = {0, 0, 1}, -- Blue (owned by Blue)
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BLUE_ATTACKED = {0, 1, 1}, -- Cyan (owned by Blue, under attack)
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-- Red coalition zones
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RED_CAPTURED = {1, 0, 0}, -- Red (owned by Red)
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RED_ATTACKED = {1, 0.5, 0}, -- Orange (owned by Red, under attack)
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-- Neutral/Empty zones
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EMPTY = {0, 1, 0} -- Green (no owner)
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}
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-- Helper to get the appropriate color for a zone based on state/ownership
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local function GetZoneColor(zoneCapture)
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local zoneCoalition = zoneCapture:GetCoalition()
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local state = zoneCapture:GetCurrentState()
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-- Priority 1: Attacked overrides ownership color
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if state == "Attacked" then
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if zoneCoalition == coalition.side.BLUE then
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return ZONE_COLORS.BLUE_ATTACKED
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elseif zoneCoalition == coalition.side.RED then
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return ZONE_COLORS.RED_ATTACKED
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end
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end
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-- Priority 2: Empty/neutral
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if state == "Empty" then
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return ZONE_COLORS.EMPTY
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end
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-- Priority 3: Ownership color
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if zoneCoalition == coalition.side.BLUE then
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return ZONE_COLORS.BLUE_CAPTURED
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elseif zoneCoalition == coalition.side.RED then
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return ZONE_COLORS.RED_CAPTURED
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end
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-- Fallback
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return ZONE_COLORS.EMPTY
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end
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-- ==========================================
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-- COALITION TITLES CONFIGURATION
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-- ==========================================
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-- Mission makers: Customize the display names for each coalition
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-- These will be used in messages, mission names, and UI elements
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local COALITION_TITLES = {
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BLUE = "USA", -- Display name for Blue coalition (e.g., "USA", "NATO", "Allied Forces")
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RED = "Russia", -- Display name for Red coalition (e.g., "Russia", "Germany", "Axis Powers")
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BLUE_OPERATION = "Operation Polar Shield", -- Name of Blue coalition's operation
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RED_OPERATION = "Defend the Motherland" -- Name of Red coalition's operation
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}
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-- ==========================================
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-- ZONE CONFIGURATION
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-- ==========================================
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-- Mission makers: Edit this table to define zones and their initial ownership
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-- Just list the zone names under RED, BLUE, or NEUTRAL coalition
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-- The script will automatically create and configure all zones
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-- Make sure the zone names match exactly with those defined in the mission editor
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-- Zones must be defined in the mission editor as trigger zones named "Capture <ZoneName>"
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-- Note: Red/Blue/Neutral zones defined below are only setting their initial ownership state.
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-- If there are existing units in the zone at mission start, ownership may change based on unit presence.
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local ZONE_CONFIG = {
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-- Zones that start under RED coalition control
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-- IMPORTANT: Use the EXACT zone names from the mission editor (including "Capture " prefix if present)
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RED = {
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"Capture Zone-1",
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"Capture Zone-2",
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"Capture Zone-3",
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-- Add more zone names here for RED starting zones
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},
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-- Zones that start under BLUE coalition control
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BLUE = {
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"Capture Zone-4",
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"Capture Zone-5",
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"Capture Zone-6",
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},
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-- Zones that start neutral (empty/uncontrolled)
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NEUTRAL = {
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}
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}
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-- Advanced settings (usually don't need to change these)
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local ZONE_SETTINGS = {
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guardDelay = 1, -- Delay before entering Guard state after capture
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scanInterval = 30, -- How often to scan for units in the zone (seconds)
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captureScore = 200 -- Points awarded for capturing a zone
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}
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-- ==========================================
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-- END OF CONFIGURATION
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-- ==========================================
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-- Build Command Center and Mission for Blue Coalition
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local blueHQ = GROUP:FindByName("BLUEHQ")
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if blueHQ then
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US_CC = COMMANDCENTER:New(blueHQ, COALITION_TITLES.BLUE .. " HQ")
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US_Mission = MISSION:New(US_CC, "Zone Capture Example Mission", "Primary", "", coalition.side.BLUE)
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US_Score = SCORING:New("Zone Capture Example Mission")
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--US_Mission:AddScoring(US_Score)
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--US_Mission:Start()
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env.info("Blue Coalition Command Center and Mission started successfully")
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else
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env.info("ERROR: BLUEHQ group not found! Blue mission will not start.")
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end
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--Build Command Center and Mission Red
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local redHQ = GROUP:FindByName("REDHQ")
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if redHQ then
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RU_CC = COMMANDCENTER:New(redHQ, COALITION_TITLES.RED .. " HQ")
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RU_Mission = MISSION:New(RU_CC, "Zone Capture Example Mission", "Primary", "Hold what we have, take what we don't.", coalition.side.RED)
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--RU_Score = SCORING:New("Zone Capture Example Mission")
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--RU_Mission:AddScoring(RU_Score)
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RU_Mission:Start()
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env.info("Red Coalition Command Center and Mission started successfully")
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else
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env.info("ERROR: REDHQ group not found! Red mission will not start.")
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end
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-- Setup BLUE Missions
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do -- BLUE Mission
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US_Mission_Capture_Airfields = MISSION:New( US_CC, "Capture the Zones", "Primary",
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"Capture the Zones marked on your F10 map.\n" ..
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"Destroy " .. COALITION_TITLES.RED .. " ground forces in the surrounding area, " ..
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"then occupy each capture zone with a platoon.\n " ..
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"Your orders are to hold position until all capture zones are taken.\n" ..
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"Use the map (F10) for a clear indication of the location of each capture zone.\n" ..
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"Note that heavy resistance can be expected at the airbases!\n"
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, coalition.side.BLUE)
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--US_Score = SCORING:New( "Capture Airfields" )
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--US_Mission_Capture_Airfields:AddScoring( US_Score )
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US_Mission_Capture_Airfields:Start()
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end
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-- Setup RED Missions
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do -- RED Mission
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RU_Mission_Capture_Airfields = MISSION:New( RU_CC, "Defend the Territory", "Primary",
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"Defend " .. COALITION_TITLES.RED .. " territory and recapture lost zones.\n" ..
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"Eliminate " .. COALITION_TITLES.BLUE .. " forces in capture zones and " ..
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"maintain control with ground units.\n" ..
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"Your orders are to prevent the " .. COALITION_TITLES.BLUE .. " from capturing all strategic zones.\n" ..
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"Use the map (F10) for a clear indication of the location of each capture zone.\n" ..
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"Expect heavy " .. COALITION_TITLES.BLUE .. " resistance!\n"
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, coalition.side.RED)
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--RU_Score = SCORING:New( "Defend Territory" )
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--RU_Mission_Capture_Airfields:AddScoring( RU_Score )
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RU_Mission_Capture_Airfields:Start()
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end
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-- Logging configuration: toggle logging behavior for this module
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-- Set `CAPTURE_ZONE_LOGGING.enabled = false` to silence module logs
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if not CAPTURE_ZONE_LOGGING then
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CAPTURE_ZONE_LOGGING = { enabled = false, prefix = "[CAPTURE Module]" }
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end
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local function log(message, detailed)
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if CAPTURE_ZONE_LOGGING.enabled then
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-- Preserve the previous prefixing used across the module
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if CAPTURE_ZONE_LOGGING.prefix then
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env.info(tostring(CAPTURE_ZONE_LOGGING.prefix) .. " " .. tostring(message))
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else
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env.info(tostring(message))
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end
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end
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end
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-- ==========================================
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-- ZONE INITIALIZATION SYSTEM
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-- ==========================================
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-- Storage for all zone capture objects and metadata
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-- NOTE: These are exported as globals for plugin compatibility (e.g., Moose_DynamicGroundBattle_Plugin.lua)
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zoneCaptureObjects = {} -- Global: accessible by other scripts
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zoneNames = {} -- Global: accessible by other scripts
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local zoneMetadata = {} -- Stores coalition ownership info
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local activeTacticalMarkers = {} -- Track tactical markers to prevent memory leaks
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-- Function to initialize all zones from configuration
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local function InitializeZones()
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log("[INIT] Starting zone initialization from configuration...")
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local totalZones = 0
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-- Process each coalition's zones
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for coalitionName, zones in pairs(ZONE_CONFIG) do
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local coalitionSide = nil
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-- Map coalition name to DCS coalition constant
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if coalitionName == "RED" then
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coalitionSide = coalition.side.RED
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elseif coalitionName == "BLUE" then
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coalitionSide = coalition.side.BLUE
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elseif coalitionName == "NEUTRAL" then
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coalitionSide = coalition.side.NEUTRAL
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else
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log(string.format("[INIT] WARNING: Unknown coalition '%s' in ZONE_CONFIG", coalitionName))
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end
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if coalitionSide then
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for _, zoneName in ipairs(zones) do
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log(string.format("[INIT] Creating zone: %s (Coalition: %s)", zoneName, coalitionName))
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-- Create the MOOSE zone object (using exact name from config)
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local zone = ZONE:New(zoneName)
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if zone then
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-- Create the zone capture coalition object
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local zoneCapture = ZONE_CAPTURE_COALITION:New(zone, coalitionSide)
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if zoneCapture then
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-- Configure the zone
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zoneCapture:__Guard(ZONE_SETTINGS.guardDelay)
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zoneCapture:Start(ZONE_SETTINGS.scanInterval, ZONE_SETTINGS.scanInterval)
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-- Store in our data structures
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table.insert(zoneCaptureObjects, zoneCapture)
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table.insert(zoneNames, zoneName)
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zoneMetadata[zoneName] = {
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coalition = coalitionSide,
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index = #zoneCaptureObjects
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}
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totalZones = totalZones + 1
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log(string.format("[INIT] ✓ Zone '%s' initialized successfully", zoneName))
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else
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log(string.format("[INIT] ✗ ERROR: Failed to create ZONE_CAPTURE_COALITION for '%s'", zoneName))
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end
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else
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log(string.format("[INIT] ✗ ERROR: Zone '%s' not found in mission editor!", zoneName))
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log(string.format("[INIT] Make sure you have a trigger zone named exactly: '%s'", zoneName))
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end
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end
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end
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end
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log(string.format("[INIT] Zone initialization complete. Total zones created: %d", totalZones))
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return totalZones
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end
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-- Initialize all zones
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local totalZones = InitializeZones()
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-- Global cached unit set - created once and maintained automatically by MOOSE
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local CachedUnitSet = nil
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-- Utility guard to safely test whether a unit is inside a zone without throwing
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local function IsUnitInZone(unit, zone)
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if not unit or not zone then
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return false
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end
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local ok, point = pcall(function()
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return unit:GetPointVec3()
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end)
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if not ok or not point then
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return false
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end
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local inZone = false
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pcall(function()
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inZone = zone:IsPointVec3InZone(point)
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end)
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return inZone
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end
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-- Initialize the cached unit set once
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local function InitializeCachedUnitSet()
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if not CachedUnitSet then
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CachedUnitSet = SET_UNIT:New()
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:FilterCategories({"ground", "plane", "helicopter"}) -- Only scan relevant unit types
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:FilterStart() -- Keep the set updated by MOOSE without recreating it
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log("[PERFORMANCE] Initialized cached unit set for zone scanning")
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end
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end
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local function GetZoneForceStrengths(ZoneCapture)
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if not ZoneCapture then
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return { red = 0, blue = 0, neutral = 0 }
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end
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local success, zone = pcall(function()
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return ZoneCapture:GetZone()
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end)
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if not success or not zone then
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return { red = 0, blue = 0, neutral = 0 }
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end
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local redCount = 0
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local blueCount = 0
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local neutralCount = 0
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InitializeCachedUnitSet()
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if CachedUnitSet then
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CachedUnitSet:ForEachUnit(function(unit)
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if unit and unit:IsAlive() and IsUnitInZone(unit, zone) then
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local unitCoalition = unit:GetCoalition()
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if unitCoalition == coalition.side.RED then
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redCount = redCount + 1
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elseif unitCoalition == coalition.side.BLUE then
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blueCount = blueCount + 1
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elseif unitCoalition == coalition.side.NEUTRAL then
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neutralCount = neutralCount + 1
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end
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end
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end)
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end
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log(string.format("[TACTICAL] Zone %s scan result: R:%d B:%d N:%d",
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ZoneCapture:GetZoneName(), redCount, blueCount, neutralCount))
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return {
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red = redCount,
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blue = blueCount,
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neutral = neutralCount
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}
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end
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local function GetEnemyUnitMGRSCoords(ZoneCapture, enemyCoalition)
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if not ZoneCapture or not enemyCoalition then
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return {}
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end
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local success, zone = pcall(function()
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return ZoneCapture:GetZone()
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end)
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if not success or not zone then
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return {}
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end
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InitializeCachedUnitSet()
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local coords = {}
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local totalUnits = 0
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local enemyUnits = 0
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local unitsWithCoords = 0
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if CachedUnitSet then
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CachedUnitSet:ForEachUnit(function(unit)
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if unit and unit:IsAlive() and IsUnitInZone(unit, zone) then
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totalUnits = totalUnits + 1
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local unitCoalition = unit:GetCoalition()
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if unitCoalition == enemyCoalition then
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enemyUnits = enemyUnits + 1
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local coord = unit:GetCoordinate()
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if coord then
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local mgrs = nil
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local success_mgrs = false
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success_mgrs, mgrs = pcall(function()
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return coord:ToStringMGRS(5)
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end)
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if not success_mgrs or not mgrs then
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success_mgrs, mgrs = pcall(function()
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return coord:ToStringMGRS()
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end)
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end
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if not success_mgrs or not mgrs then
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success_mgrs, mgrs = pcall(function()
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return coord:ToMGRS()
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end)
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end
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if not success_mgrs or not mgrs then
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success_mgrs, mgrs = pcall(function()
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local lat, lon = coord:GetLLDDM()
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return string.format("N%s E%s", lat, lon)
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end)
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end
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if success_mgrs and mgrs then
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unitsWithCoords = unitsWithCoords + 1
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local unitType = unit:GetTypeName() or "Unknown"
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table.insert(coords, {
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name = unit:GetName(),
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type = unitType,
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mgrs = mgrs
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})
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else
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log(string.format("[TACTICAL DEBUG] All coordinate methods failed for unit %s", unit:GetName() or "unknown"))
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end
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else
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log(string.format("[TACTICAL DEBUG] No coordinate for unit %s", unit:GetName() or "unknown"))
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end
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end
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end
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end)
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end
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log(string.format("[TACTICAL DEBUG] %s - Total units scanned: %d, Enemy units: %d, units with MGRS: %d",
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ZoneCapture:GetZoneName(), totalUnits, enemyUnits, unitsWithCoords))
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log(string.format("[TACTICAL] Found %d enemy units with coordinates in %s",
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#coords, ZoneCapture:GetZoneName()))
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return coords
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end
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local function CreateTacticalInfoMarker(ZoneCapture)
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-- Validate ZoneCapture
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if not ZoneCapture then
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log("[TACTICAL ERROR] ZoneCapture object is nil")
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return
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end
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-- Safely get the zone with error handling
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local ok, zone = pcall(function() return ZoneCapture:GetZone() end)
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if not ok or not zone then
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log("[TACTICAL ERROR] Failed to get zone from ZoneCapture object")
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return
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end
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local forces = GetZoneForceStrengths(ZoneCapture)
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local zoneName = ZoneCapture:GetZoneName()
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-- Build coalition-specific tactical info text
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local function buildTacticalText(viewerCoalition)
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local text = string.format("TACTICAL: %s\nForces: R:%d B:%d", zoneName, forces.red, forces.blue)
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if forces.neutral and forces.neutral > 0 then
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text = text .. string.format(" C:%d", forces.neutral)
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end
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-- Append TGTS for the enemy of the viewer, capped at 5 units (reduced from 10 to lower memory usage)
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local enemyCoalition = (viewerCoalition == coalition.side.BLUE) and coalition.side.RED or coalition.side.BLUE
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local enemyCount = (enemyCoalition == coalition.side.RED) and (forces.red or 0) or (forces.blue or 0)
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if enemyCount > 0 and enemyCount <= 8 then -- Only process if 8 or fewer enemies (reduced from 10)
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local enemyCoords = GetEnemyUnitMGRSCoords(ZoneCapture, enemyCoalition)
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log(string.format("[TACTICAL DEBUG] Building marker text for %s viewer: %d enemy units", (viewerCoalition==coalition.side.BLUE and "BLUE" or "RED"), #enemyCoords))
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if #enemyCoords > 0 then
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text = text .. "\nTGTS:"
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for i, unit in ipairs(enemyCoords) do
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if i <= 5 then -- Reduced from 10 to 5 to save memory
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local shortType = (unit.type or "Unknown"):gsub("^%w+%-", ""):gsub("%s.*", "")
|
|
local cleanMgrs = (unit.mgrs or ""):gsub("^MGRS%s+", ""):gsub("%s+", " ")
|
|
if i == 1 then
|
|
text = text .. string.format(" %s@%s", shortType, cleanMgrs)
|
|
else
|
|
text = text .. string.format(", %s@%s", shortType, cleanMgrs)
|
|
end
|
|
end
|
|
end
|
|
if #enemyCoords > 5 then -- Updated threshold
|
|
text = text .. string.format(" (+%d)", #enemyCoords - 5)
|
|
end
|
|
end
|
|
end
|
|
|
|
return text
|
|
end
|
|
|
|
local tacticalTextBLUE = buildTacticalText(coalition.side.BLUE)
|
|
local tacticalTextRED = buildTacticalText(coalition.side.RED)
|
|
|
|
-- Debug: Log what will be displayed
|
|
log(string.format("[TACTICAL DEBUG] Marker text (BLUE) for %s:\n%s", zoneName, tacticalTextBLUE))
|
|
log(string.format("[TACTICAL DEBUG] Marker text (RED) for %s:\n%s", zoneName, tacticalTextRED))
|
|
|
|
-- Create tactical marker offset from zone center
|
|
local coord = zone:GetCoordinate()
|
|
if coord then
|
|
local offsetCoord = coord:Translate(200, 45) -- 200m NE
|
|
|
|
local function removeMarker(markerID)
|
|
if not markerID then
|
|
return
|
|
end
|
|
|
|
local removed = pcall(function()
|
|
offsetCoord:RemoveMark(markerID)
|
|
end)
|
|
|
|
if not removed then
|
|
removed = pcall(function()
|
|
trigger.action.removeMark(markerID)
|
|
end)
|
|
end
|
|
|
|
if not removed then
|
|
pcall(function()
|
|
coord:RemoveMark(markerID)
|
|
end)
|
|
end
|
|
end
|
|
|
|
-- Remove legacy single marker if present
|
|
if ZoneCapture.TacticalMarkerID then
|
|
log(string.format("[TACTICAL] Removing old marker ID %d for %s", ZoneCapture.TacticalMarkerID, zoneName))
|
|
removeMarker(ZoneCapture.TacticalMarkerID)
|
|
ZoneCapture.TacticalMarkerID = nil
|
|
end
|
|
|
|
-- BLUE Coalition Marker
|
|
if ZoneCapture.TacticalMarkerID_BLUE then
|
|
log(string.format("[TACTICAL] Removing old BLUE marker ID %d for %s", ZoneCapture.TacticalMarkerID_BLUE, zoneName))
|
|
removeMarker(ZoneCapture.TacticalMarkerID_BLUE)
|
|
ZoneCapture.TacticalMarkerID_BLUE = nil
|
|
end
|
|
local successBlue, markerIDBlue = pcall(function()
|
|
return offsetCoord:MarkToCoalition(tacticalTextBLUE, coalition.side.BLUE)
|
|
end)
|
|
if successBlue and markerIDBlue then
|
|
ZoneCapture.TacticalMarkerID_BLUE = markerIDBlue
|
|
pcall(function() offsetCoord:SetMarkReadOnly(markerIDBlue, true) end)
|
|
log(string.format("[TACTICAL] Created BLUE marker for %s", zoneName))
|
|
else
|
|
log(string.format("[TACTICAL] Failed to create BLUE marker for %s", zoneName))
|
|
end
|
|
|
|
-- RED Coalition Marker
|
|
if ZoneCapture.TacticalMarkerID_RED then
|
|
log(string.format("[TACTICAL] Removing old RED marker ID %d for %s", ZoneCapture.TacticalMarkerID_RED, zoneName))
|
|
removeMarker(ZoneCapture.TacticalMarkerID_RED)
|
|
ZoneCapture.TacticalMarkerID_RED = nil
|
|
end
|
|
local successRed, markerIDRed = pcall(function()
|
|
return offsetCoord:MarkToCoalition(tacticalTextRED, coalition.side.RED)
|
|
end)
|
|
if successRed and markerIDRed then
|
|
ZoneCapture.TacticalMarkerID_RED = markerIDRed
|
|
pcall(function() offsetCoord:SetMarkReadOnly(markerIDRed, true) end)
|
|
log(string.format("[TACTICAL] Created RED marker for %s", zoneName))
|
|
else
|
|
log(string.format("[TACTICAL] Failed to create RED marker for %s", zoneName))
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Event handler functions - define them separately for each zone
|
|
local function OnEnterGuarded(ZoneCapture, From, Event, To)
|
|
if From ~= To then
|
|
local Coalition = ZoneCapture:GetCoalition()
|
|
if Coalition == coalition.side.BLUE then
|
|
ZoneCapture:Smoke( SMOKECOLOR.Blue )
|
|
-- Update zone visual markers to BLUE
|
|
ZoneCapture:UndrawZone()
|
|
local color = ZONE_COLORS.BLUE_CAPTURED
|
|
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
|
|
US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
else
|
|
ZoneCapture:Smoke( SMOKECOLOR.Red )
|
|
-- Update zone visual markers to RED
|
|
ZoneCapture:UndrawZone()
|
|
local color = ZONE_COLORS.RED_CAPTURED
|
|
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
|
|
RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
end
|
|
-- Create/update tactical information marker
|
|
CreateTacticalInfoMarker(ZoneCapture)
|
|
end
|
|
end
|
|
|
|
local function OnEnterEmpty(ZoneCapture)
|
|
ZoneCapture:Smoke( SMOKECOLOR.Green )
|
|
-- Update zone visual markers to GREEN (neutral)
|
|
ZoneCapture:UndrawZone()
|
|
local color = ZONE_COLORS.EMPTY
|
|
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
|
|
US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
RU_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
-- Create/update tactical information marker
|
|
CreateTacticalInfoMarker(ZoneCapture)
|
|
end
|
|
|
|
local function OnEnterAttacked(ZoneCapture)
|
|
ZoneCapture:Smoke( SMOKECOLOR.White )
|
|
-- Update zone visual markers based on owner (attacked state)
|
|
ZoneCapture:UndrawZone()
|
|
local Coalition = ZoneCapture:GetCoalition()
|
|
local color
|
|
if Coalition == coalition.side.BLUE then
|
|
color = ZONE_COLORS.BLUE_ATTACKED
|
|
US_CC:MessageTypeToCoalition( string.format( "%s is under attack by %s", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
|
|
RU_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
|
|
else
|
|
color = ZONE_COLORS.RED_ATTACKED
|
|
RU_CC:MessageTypeToCoalition( string.format( "%s is under attack by %s", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
|
|
US_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
|
|
end
|
|
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
|
|
-- Create/update tactical information marker
|
|
CreateTacticalInfoMarker(ZoneCapture)
|
|
end
|
|
|
|
-- Victory condition monitoring for BOTH coalitions
|
|
local function CheckVictoryCondition()
|
|
local blueZonesCount = 0
|
|
local redZonesCount = 0
|
|
local totalZones = #zoneCaptureObjects
|
|
|
|
for i, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
local zoneCoalition = zoneCapture:GetCoalition()
|
|
if zoneCoalition == coalition.side.BLUE then
|
|
blueZonesCount = blueZonesCount + 1
|
|
elseif zoneCoalition == coalition.side.RED then
|
|
redZonesCount = redZonesCount + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
log(string.format("[VICTORY CHECK] Blue owns %d/%d zones, Red owns %d/%d zones",
|
|
blueZonesCount, totalZones, redZonesCount, totalZones))
|
|
|
|
-- Check for BLUE victory
|
|
if blueZonesCount >= totalZones then
|
|
log("[VICTORY] All zones captured by BLUE! Triggering victory sequence...")
|
|
|
|
US_CC:MessageTypeToCoalition(
|
|
"VICTORY! All capture zones have been secured by " .. COALITION_TITLES.BLUE .. " forces!\n\n" ..
|
|
COALITION_TITLES.BLUE_OPERATION .. " is complete. Outstanding work!\n" ..
|
|
"Mission will end in 60 seconds.",
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
|
|
RU_CC:MessageTypeToCoalition(
|
|
"DEFEAT! All strategic positions have been lost to " .. COALITION_TITLES.BLUE .. " forces.\n\n" ..
|
|
COALITION_TITLES.BLUE_OPERATION .. " has failed. Mission ending in 60 seconds.",
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
|
|
-- Add victory celebration effects
|
|
for _, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
zoneCapture:Smoke( SMOKECOLOR.Blue )
|
|
local zone = zoneCapture:GetZone()
|
|
if zone then
|
|
zone:FlareZone( FLARECOLOR.Blue, 90, 60 )
|
|
end
|
|
end
|
|
end
|
|
|
|
SCHEDULER:New( nil, function()
|
|
log("[VICTORY] Ending mission due to complete zone capture by BLUE")
|
|
trigger.action.setUserFlag("BLUE_VICTORY", 1)
|
|
|
|
US_CC:MessageTypeToCoalition(
|
|
string.format("Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.", totalZones),
|
|
MESSAGE.Type.Information, 10
|
|
)
|
|
end, {}, 60 )
|
|
|
|
return true
|
|
end
|
|
|
|
-- Check for RED victory
|
|
if redZonesCount >= totalZones then
|
|
log("[VICTORY] All zones captured by RED! Triggering victory sequence...")
|
|
|
|
RU_CC:MessageTypeToCoalition(
|
|
"VICTORY! All strategic positions secured for " .. COALITION_TITLES.RED_OPERATION .. "!\n\n" ..
|
|
COALITION_TITLES.BLUE .. " forces have been repelled. Outstanding work!\n" ..
|
|
"Mission will end in 60 seconds.",
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
|
|
US_CC:MessageTypeToCoalition(
|
|
"DEFEAT! All capture zones have been lost to " .. COALITION_TITLES.RED .. " forces.\n\n" ..
|
|
COALITION_TITLES.BLUE_OPERATION .. " has failed. Mission ending in 60 seconds.",
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
|
|
-- Add victory celebration effects
|
|
for _, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
zoneCapture:Smoke( SMOKECOLOR.Red )
|
|
local zone = zoneCapture:GetZone()
|
|
if zone then
|
|
zone:FlareZone( FLARECOLOR.Red, 90, 60 )
|
|
end
|
|
end
|
|
end
|
|
|
|
SCHEDULER:New( nil, function()
|
|
log("[VICTORY] Ending mission due to complete zone capture by RED")
|
|
trigger.action.setUserFlag("RED_VICTORY", 1)
|
|
|
|
RU_CC:MessageTypeToCoalition(
|
|
string.format("Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.", totalZones),
|
|
MESSAGE.Type.Information, 10
|
|
)
|
|
end, {}, 60 )
|
|
|
|
return true
|
|
end
|
|
|
|
return false -- Victory not yet achieved by either side
|
|
end
|
|
|
|
local function OnEnterCaptured(ZoneCapture)
|
|
local Coalition = ZoneCapture:GetCoalition()
|
|
if Coalition == coalition.side.BLUE then
|
|
-- Update zone visual markers to BLUE for captured
|
|
ZoneCapture:UndrawZone()
|
|
local color = ZONE_COLORS.BLUE_CAPTURED
|
|
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
|
|
RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the %s, we lost it!", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
else
|
|
-- Update zone visual markers to RED for captured
|
|
ZoneCapture:UndrawZone()
|
|
local color = ZONE_COLORS.RED_CAPTURED
|
|
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
|
|
US_CC:MessageTypeToCoalition( string.format( "%s is captured by the %s, we lost it!", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
|
|
end
|
|
|
|
ZoneCapture:AddScore( "Captured", "Zone captured: Extra points granted.", ZONE_SETTINGS.captureScore )
|
|
ZoneCapture:__Guard( 30 )
|
|
|
|
-- Create/update tactical information marker
|
|
CreateTacticalInfoMarker(ZoneCapture)
|
|
|
|
-- Check victory condition after any zone capture
|
|
CheckVictoryCondition()
|
|
end
|
|
|
|
-- Set up event handlers for each zone with proper MOOSE methods and debugging
|
|
for i, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
local zoneName = zoneNames[i] or ("Zone " .. i)
|
|
|
|
-- Proper MOOSE event handlers for ZONE_CAPTURE_COALITION
|
|
zoneCapture.OnEnterGuarded = OnEnterGuarded
|
|
zoneCapture.OnEnterEmpty = OnEnterEmpty
|
|
zoneCapture.OnEnterAttacked = OnEnterAttacked
|
|
zoneCapture.OnEnterCaptured = OnEnterCaptured
|
|
|
|
-- Debug: Check if the underlying zone exists
|
|
local success, zone = pcall(function() return zoneCapture:GetZone() end)
|
|
if success and zone then
|
|
log("✓ Zone '" .. zoneName .. "' successfully created and linked")
|
|
|
|
-- Get initial coalition color for this zone
|
|
local initialCoalition = zoneCapture:GetCoalition()
|
|
local colorRGB = ZONE_COLORS.EMPTY
|
|
|
|
if initialCoalition == coalition.side.RED then
|
|
colorRGB = ZONE_COLORS.RED_CAPTURED
|
|
elseif initialCoalition == coalition.side.BLUE then
|
|
colorRGB = ZONE_COLORS.BLUE_CAPTURED
|
|
end
|
|
|
|
-- Initialize zone borders with appropriate initial color
|
|
local drawSuccess, drawError = pcall(function()
|
|
zone:DrawZone(-1, {0, 0, 0}, 1, colorRGB, 0.2, 2, true)
|
|
end)
|
|
|
|
if not drawSuccess then
|
|
log("⚠ Zone 'Capture " .. zoneName .. "' border drawing failed: " .. tostring(drawError))
|
|
-- Alternative: Try simpler zone marking
|
|
pcall(function()
|
|
if initialCoalition == coalition.side.RED then
|
|
zone:SmokeZone(SMOKECOLOR.Red, 30)
|
|
elseif initialCoalition == coalition.side.BLUE then
|
|
zone:SmokeZone(SMOKECOLOR.Blue, 30)
|
|
else
|
|
zone:SmokeZone(SMOKECOLOR.Green, 30)
|
|
end
|
|
end)
|
|
else
|
|
local coalitionName = "NEUTRAL"
|
|
if initialCoalition == coalition.side.RED then
|
|
coalitionName = "RED"
|
|
elseif initialCoalition == coalition.side.BLUE then
|
|
coalitionName = "BLUE"
|
|
end
|
|
log("✓ Zone '" .. zoneName .. "' border drawn successfully with " .. coalitionName .. " initial color")
|
|
end
|
|
else
|
|
log("✗ ERROR: Zone '" .. zoneName .. "' not found in mission editor!")
|
|
log(" Make sure you have a trigger zone named exactly: '" .. zoneName .. "'")
|
|
end
|
|
else
|
|
log("✗ ERROR: Zone capture object " .. i .. " (" .. (zoneNames[i] or "Unknown") .. ") is nil!")
|
|
end
|
|
end
|
|
|
|
-- ==========================================
|
|
-- VICTORY MONITORING SYSTEM
|
|
-- ==========================================
|
|
|
|
-- Function to get current zone ownership status
|
|
local function GetZoneOwnershipStatus()
|
|
local status = {
|
|
blue = 0,
|
|
red = 0,
|
|
neutral = 0,
|
|
total = #zoneCaptureObjects,
|
|
zones = {}
|
|
}
|
|
|
|
-- Explicitly reference the global coalition table to avoid parameter shadowing
|
|
local coalitionTable = _G.coalition or coalition
|
|
|
|
for i, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
local zoneCoalition = zoneCapture:GetCoalition()
|
|
local zoneName = zoneNames[i] or ("Zone " .. i)
|
|
|
|
-- Get the current state of the zone
|
|
local currentState = zoneCapture:GetCurrentState()
|
|
local stateString = ""
|
|
|
|
-- Determine status based on coalition and state
|
|
if zoneCoalition == coalitionTable.side.BLUE then
|
|
status.blue = status.blue + 1
|
|
if currentState == "Attacked" then
|
|
status.zones[zoneName] = "BLUE (Under Attack)"
|
|
else
|
|
status.zones[zoneName] = "BLUE"
|
|
end
|
|
elseif zoneCoalition == coalitionTable.side.RED then
|
|
status.red = status.red + 1
|
|
if currentState == "Attacked" then
|
|
status.zones[zoneName] = "RED (Under Attack)"
|
|
else
|
|
status.zones[zoneName] = "RED"
|
|
end
|
|
else
|
|
status.neutral = status.neutral + 1
|
|
if currentState == "Attacked" then
|
|
status.zones[zoneName] = "NEUTRAL (Under Attack)"
|
|
else
|
|
status.zones[zoneName] = "NEUTRAL"
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return status
|
|
end
|
|
|
|
-- Function to broadcast zone status report to BOTH coalitions
|
|
local function BroadcastZoneStatus()
|
|
local status = GetZoneOwnershipStatus()
|
|
|
|
-- Build coalition-neutral report
|
|
local reportMessage = string.format(
|
|
"ZONE CONTROL REPORT:\n" ..
|
|
"Blue Coalition: %d/%d zones\n" ..
|
|
"Red Coalition: %d/%d zones\n" ..
|
|
"Neutral: %d/%d zones",
|
|
status.blue, status.total,
|
|
status.red, status.total,
|
|
status.neutral, status.total
|
|
)
|
|
|
|
-- Add detailed zone status
|
|
local detailMessage = "\nZONE DETAILS:\n"
|
|
for zoneName, owner in pairs(status.zones) do
|
|
detailMessage = detailMessage .. string.format("• %s: %s\n", zoneName, owner)
|
|
end
|
|
|
|
local fullMessage = reportMessage .. detailMessage
|
|
|
|
-- Broadcast to BOTH coalitions with their specific victory progress
|
|
local totalZones = math.max(status.total, 1)
|
|
local blueProgressPercent = math.floor((status.blue / totalZones) * 100)
|
|
local blueFullMessage = fullMessage .. string.format("\n\nYour Progress to Victory: %d%%", blueProgressPercent)
|
|
US_CC:MessageTypeToCoalition( blueFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION )
|
|
|
|
local redProgressPercent = math.floor((status.red / totalZones) * 100)
|
|
local redFullMessage = fullMessage .. string.format("\n\nYour Progress to Victory: %d%%", redProgressPercent)
|
|
RU_CC:MessageTypeToCoalition( redFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION )
|
|
|
|
log("[ZONE STATUS] " .. reportMessage:gsub("\n", " | "))
|
|
|
|
return status
|
|
end
|
|
|
|
-- Periodic zone monitoring (every 5 minutes) for BOTH coalitions
|
|
local ZoneMonitorScheduler = SCHEDULER:New( nil, function()
|
|
local status = BroadcastZoneStatus()
|
|
|
|
-- Check if BLUE is close to victory (80% or more zones captured)
|
|
if status.blue >= math.floor(status.total * 0.8) and status.blue < status.total then
|
|
US_CC:MessageTypeToCoalition(
|
|
string.format("APPROACHING VICTORY! %d more zone(s) needed for complete success!",
|
|
status.total - status.blue),
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
|
|
RU_CC:MessageTypeToCoalition(
|
|
string.format("CRITICAL SITUATION! %s forces control %d/%d zones! We must recapture territory!",
|
|
COALITION_TITLES.BLUE, status.blue, status.total),
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
end
|
|
|
|
-- Check if RED is close to victory (80% or more zones captured)
|
|
if status.red >= math.floor(status.total * 0.8) and status.red < status.total then
|
|
RU_CC:MessageTypeToCoalition(
|
|
string.format("APPROACHING VICTORY! %d more zone(s) needed for complete success!",
|
|
status.total - status.red),
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
|
|
US_CC:MessageTypeToCoalition(
|
|
string.format("CRITICAL SITUATION! %s forces control %d/%d zones! We must recapture territory!",
|
|
COALITION_TITLES.RED, status.red, status.total),
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
|
|
)
|
|
end
|
|
|
|
end, {}, MESSAGE_CONFIG.STATUS_BROADCAST_START_DELAY, MESSAGE_CONFIG.STATUS_BROADCAST_FREQUENCY )
|
|
|
|
-- Periodic garbage collection to prevent Lua memory buildup
|
|
SCHEDULER:New( nil, function()
|
|
collectgarbage("collect")
|
|
local memKB = collectgarbage("count")
|
|
log(string.format("[MEMORY] Lua garbage collection complete. Current usage: %.1f MB", memKB / 1024))
|
|
end, {}, 120, MESSAGE_CONFIG.GARBAGE_COLLECTION_FREQUENCY )
|
|
|
|
-- Periodic zone color verification system (every 2 minutes)
|
|
local ZoneColorVerificationScheduler = SCHEDULER:New( nil, function()
|
|
log("[ZONE COLORS] Running periodic zone color verification...")
|
|
|
|
-- Verify each zone's visual marker matches its CURRENT STATE (not just coalition)
|
|
for i, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
local zoneCoalition = zoneCapture:GetCoalition()
|
|
local zoneName = zoneNames[i] or ("Zone " .. i)
|
|
local currentState = zoneCapture:GetCurrentState()
|
|
|
|
local zoneColor = GetZoneColor(zoneCapture)
|
|
|
|
-- Force redraw the zone with correct color based on CURRENT STATE
|
|
zoneCapture:UndrawZone()
|
|
zoneCapture:DrawZone(-1, {0, 0, 0}, 1, zoneColor, 0.2, 2, true)
|
|
|
|
-- Log the color assignment for debugging
|
|
local colorName = "UNKNOWN"
|
|
if currentState == "Attacked" then
|
|
colorName = (zoneCoalition == coalition.side.BLUE) and "LIGHT BLUE (Blue Attacked)" or "ORANGE (Red Attacked)"
|
|
elseif currentState == "Empty" then
|
|
colorName = "GREEN (Empty)"
|
|
elseif zoneCoalition == coalition.side.BLUE then
|
|
colorName = "BLUE (Owned)"
|
|
elseif zoneCoalition == coalition.side.RED then
|
|
colorName = "RED (Owned)"
|
|
else
|
|
colorName = "GREEN (Fallback)"
|
|
end
|
|
log(string.format("[ZONE COLORS] %s: Set to %s", zoneName, colorName))
|
|
end
|
|
end
|
|
|
|
end, {}, MESSAGE_CONFIG.COLOR_VERIFICATION_START_DELAY, MESSAGE_CONFIG.COLOR_VERIFICATION_FREQUENCY )
|
|
|
|
-- Periodic tactical marker update system with change detection
|
|
local __lastForceCountsByZone = {}
|
|
local TacticalMarkerUpdateScheduler = SCHEDULER:New( nil, function()
|
|
log("[TACTICAL] Running periodic tactical marker update (change-detected)...")
|
|
|
|
for i, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
local zoneName = zoneCapture.GetZoneName and zoneCapture:GetZoneName() or (zoneNames[i] or ("Zone " .. i))
|
|
local counts = GetZoneForceStrengths(zoneCapture)
|
|
local last = __lastForceCountsByZone[zoneName]
|
|
local changed = (not last)
|
|
or (last.red ~= counts.red)
|
|
or (last.blue ~= counts.blue)
|
|
or (last.neutral ~= counts.neutral)
|
|
|
|
if changed then
|
|
__lastForceCountsByZone[zoneName] = {
|
|
red = counts.red,
|
|
blue = counts.blue,
|
|
neutral = counts.neutral
|
|
}
|
|
CreateTacticalInfoMarker(zoneCapture)
|
|
end
|
|
end
|
|
end
|
|
|
|
end, {}, MESSAGE_CONFIG.TACTICAL_UPDATE_START_DELAY, MESSAGE_CONFIG.TACTICAL_UPDATE_FREQUENCY )
|
|
|
|
-- Function to refresh all zone colors based on current ownership
|
|
local function RefreshAllZoneColors()
|
|
log("[ZONE COLORS] Refreshing all zone visual markers...")
|
|
|
|
for i, zoneCapture in ipairs(zoneCaptureObjects) do
|
|
if zoneCapture then
|
|
local zoneCoalition = zoneCapture:GetCoalition()
|
|
local zoneName = zoneNames[i] or ("Zone " .. i)
|
|
local currentState = zoneCapture:GetCurrentState()
|
|
|
|
-- Get color for current state/ownership
|
|
local zoneColor = GetZoneColor(zoneCapture)
|
|
|
|
-- Clear existing drawings
|
|
zoneCapture:UndrawZone()
|
|
|
|
-- Redraw with correct color
|
|
zoneCapture:DrawZone(-1, {0, 0, 0}, 1, zoneColor, 0.2, 2, true)
|
|
|
|
-- Log the color assignment for debugging
|
|
local colorName = "UNKNOWN"
|
|
if currentState == "Attacked" then
|
|
colorName = (zoneCoalition == coalition.side.BLUE) and "LIGHT BLUE (Blue Attacked)" or "ORANGE (Red Attacked)"
|
|
elseif currentState == "Empty" then
|
|
colorName = "GREEN (Empty)"
|
|
elseif zoneCoalition == coalition.side.BLUE then
|
|
colorName = "BLUE (Owned)"
|
|
elseif zoneCoalition == coalition.side.RED then
|
|
colorName = "RED (Owned)"
|
|
else
|
|
colorName = "GREEN (Fallback)"
|
|
end
|
|
log(string.format("[ZONE COLORS] %s: Set to %s", zoneName, colorName))
|
|
end
|
|
end
|
|
|
|
-- Notify BOTH coalitions
|
|
US_CC:MessageTypeToCoalition("Zone visual markers have been refreshed!", MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION)
|
|
RU_CC:MessageTypeToCoalition("Zone visual markers have been refreshed!", MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION)
|
|
end
|
|
|
|
-- Manual zone status commands for players (F10 radio menu) - BOTH COALITIONS
|
|
local function SetupZoneStatusCommands()
|
|
-- Add F10 radio menu commands for BLUE coalition
|
|
if US_CC then
|
|
-- Use MenuManager to create zone control menu under Mission Options
|
|
local USMenu = MenuManager and MenuManager.CreateCoalitionMenu(coalition.side.BLUE, "Zone Control")
|
|
or MENU_COALITION:New( coalition.side.BLUE, "Zone Control" )
|
|
MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Get Zone Status Report", USMenu, BroadcastZoneStatus )
|
|
|
|
MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Check Victory Progress", USMenu, function()
|
|
local status = GetZoneOwnershipStatus()
|
|
local totalZones = math.max(status.total, 1)
|
|
local progressPercent = math.floor((status.blue / totalZones) * 100)
|
|
|
|
US_CC:MessageTypeToCoalition(
|
|
string.format(
|
|
"VICTORY PROGRESS: %d%%\n" ..
|
|
"Zones Captured: %d/%d\n" ..
|
|
"Remaining: %d zones\n\n" ..
|
|
"%s",
|
|
progressPercent,
|
|
status.blue, status.total,
|
|
status.total - status.blue,
|
|
progressPercent >= 100 and "MISSION COMPLETE!" or
|
|
progressPercent >= 80 and "ALMOST THERE!" or
|
|
progressPercent >= 50 and "GOOD PROGRESS!" or
|
|
"KEEP FIGHTING!"
|
|
),
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION
|
|
)
|
|
end )
|
|
|
|
-- Add command to refresh zone colors (troubleshooting tool)
|
|
MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Refresh Zone Colors", USMenu, RefreshAllZoneColors )
|
|
end
|
|
|
|
-- Add F10 radio menu commands for RED coalition
|
|
if RU_CC then
|
|
-- Use MenuManager to create zone control menu under Mission Options
|
|
local RUMenu = MenuManager and MenuManager.CreateCoalitionMenu(coalition.side.RED, "Zone Control")
|
|
or MENU_COALITION:New( coalition.side.RED, "Zone Control" )
|
|
MENU_COALITION_COMMAND:New( coalition.side.RED, "Get Zone Status Report", RUMenu, BroadcastZoneStatus )
|
|
|
|
MENU_COALITION_COMMAND:New( coalition.side.RED, "Check Victory Progress", RUMenu, function()
|
|
local status = GetZoneOwnershipStatus()
|
|
local totalZones = math.max(status.total, 1)
|
|
local progressPercent = math.floor((status.red / totalZones) * 100)
|
|
|
|
RU_CC:MessageTypeToCoalition(
|
|
string.format(
|
|
"VICTORY PROGRESS: %d%%\n" ..
|
|
"Zones Captured: %d/%d\n" ..
|
|
"Remaining: %d zones\n\n" ..
|
|
"%s",
|
|
progressPercent,
|
|
status.red, status.total,
|
|
status.total - status.red,
|
|
progressPercent >= 100 and "MISSION COMPLETE!" or
|
|
progressPercent >= 80 and "ALMOST THERE!" or
|
|
progressPercent >= 50 and "GOOD PROGRESS!" or
|
|
"KEEP FIGHTING!"
|
|
),
|
|
MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION
|
|
)
|
|
end )
|
|
|
|
-- Add command to refresh zone colors (troubleshooting tool)
|
|
MENU_COALITION_COMMAND:New( coalition.side.RED, "Refresh Zone Colors", RUMenu, RefreshAllZoneColors )
|
|
end
|
|
end
|
|
|
|
-- Initialize zone status monitoring
|
|
SCHEDULER:New( nil, function()
|
|
log("[VICTORY SYSTEM] Initializing zone monitoring system...")
|
|
|
|
-- Initialize performance optimization caches
|
|
InitializeCachedUnitSet()
|
|
|
|
SetupZoneStatusCommands()
|
|
|
|
-- Initial status report
|
|
SCHEDULER:New( nil, function()
|
|
log("[VICTORY SYSTEM] Broadcasting initial zone status...")
|
|
BroadcastZoneStatus()
|
|
end, {}, 30 ) -- Initial report after 30 seconds
|
|
|
|
end, {}, 5 ) -- Initialize after 5 seconds
|
|
|
|
log("[VICTORY SYSTEM] Zone capture victory monitoring system loaded successfully!")
|
|
log(string.format("[CONFIG] Loaded %d zones from configuration", totalZones))
|