diff --git a/RotorOps.lua b/RotorOps.lua index 3cf8037..2db9562 100644 --- a/RotorOps.lua +++ b/RotorOps.lua @@ -7,17 +7,17 @@ RotorOps.max_units_left = 0 --allow clearing the zone when a few units are left RotorOps.ai_active_zone = true --allow the script to automatically create waypoints for ground units in the active zone -RotorOps.zone_states = {not_started = 0, active = 1, cleared = 2, started = 3, most_remain = 4, half_remain = 5, quarter_remain = 6 } --zone level user flags will use these values. _remain flags compare the active red ground units vs their initial numbers +--RotorOps.zone_states = {not_started = 0, all_remain = 1, cleared = 2, started = 3, most_remain = 4, half_remain = 5, quarter_remain = 6 } --zone level user flags will use these values. _remain flags compare the active red ground units vs their initial numbers + +RotorOps.game_states = {not_started = 0, alpha_active = 1, bravo_active = 2, charlie_active = 3, delta_active = 4, won = 99} --game level user flag will use these values -RotorOps.game_states = {not_started = 0, in_progress = 1, won = 2, lost = 3} --game level user flag will use these values ---RotorOps.game_states = {not_started = 0, alpha = 1, bravo = 2, charlie = 3, delta = 4, game_won = 100} --game level user flag will use these values RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P'} --players flying these will have ctld transport access RotorOps.game_state = 0 RotorOps.zones = {} RotorOps.active_zone = "" --name of the active zone -RotorOps.active_zone_index = 1 +RotorOps.active_zone_index = 0 RotorOps.game_state_flag = 1 --user flag to store the game state RotorOps.staging_zone = "" RotorOps.auto_push = true --leave true for now @@ -514,7 +514,7 @@ end function RotorOps.assessUnitsInZone(var) - if RotorOps.game_state ~= RotorOps.game_states.in_progress then return end + if RotorOps.game_state == RotorOps.game_states.not_started then return end --find and sort units found in the active zone local red_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone}) local red_infantry = RotorOps.sortOutInfantry(red_ground_units).infantry @@ -550,34 +550,21 @@ function RotorOps.assessUnitsInZone(var) end ----- - local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag - local active_zone_status = trigger.misc.getUserFlag(active_zone_status_flag) - - --set user flags based on quantities of enemy units remaining + if not active_zone_initial_enemy_units then --debugMsg("taking stock of the active zone") active_zone_initial_enemy_units = red_ground_units - trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.active) --set the zone's flag to active ---patch solution...would this work if there were no enemies in zone?? - end - - local enemy_remain_status - if #red_ground_units < #active_zone_initial_enemy_units * 0.75 then - enemy_remain_status = RotorOps.zone_states.most_remain - debugMsg("most remain at "..RotorOps.active_zone) - end - if #red_ground_units < #active_zone_initial_enemy_units * 0.5 then - enemy_remain_status = RotorOps.zone_states.half_remain - debugMsg("half remain at "..RotorOps.active_zone) - end - if #red_ground_units < #active_zone_initial_enemy_units * 0.25 then - enemy_remain_status = RotorOps.zone_states.quarter_remain - debugMsg("quarter remain at "..RotorOps.active_zone) end + local defenders_status_flag = RotorOps.zones[RotorOps.active_zone_index].defenders_status_flag + if #active_zone_initial_enemy_units == 0 then active_zone_initial_enemy_units = 1 end --prevent divide by zero + local defenders_remaining_percent = math.abs((#red_ground_units / #active_zone_initial_enemy_units) * 100) + --debugMsg(defenders_remaining_percent.."%") if #red_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared active_zone_initial_enemy_units = nil - trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared + defenders_remaining_percent = 0 + trigger.action.setUserFlag(defenders_status_flag, 0) --set the zone's flag to cleared gameMsg(gameMsgs.cleared, RotorOps.active_zone_index) if RotorOps.auto_push then RotorOps.setActiveZone(RotorOps.active_zone_index + 1) @@ -586,15 +573,15 @@ function RotorOps.assessUnitsInZone(var) RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) --send vehicles to next zone end end - elseif enemy_remain_status then - trigger.action.setUserFlag(active_zone_status_flag, enemy_remain_status) --set the zones flage to indicate the status of remaining enemies + else + trigger.action.setUserFlag(defenders_status_flag, defenders_remaining_percent) --set the zones flage to indicate the status of remaining enemies end --are all zones clear? local all_zones_clear = true for key, value in pairs(RotorOps.zones) do - local zone_status = trigger.misc.getUserFlag(RotorOps.zones[key].zone_status_flag) - if zone_status ~= RotorOps.zone_states.cleared then + local defenders_remaining = trigger.misc.getUserFlag(RotorOps.zones[key].defenders_status_flag) + if defenders_remaining ~= 0 then all_zones_clear = false end end @@ -611,12 +598,12 @@ function RotorOps.assessUnitsInZone(var) local message = "" local header = "" local body = "" - if active_zone_status == RotorOps.zone_states.cleared then + if defenders_remaining_percent == 0 then header = "["..RotorOps.active_zone .. " CLEARED!] " else header = "[BATTLE FOR "..RotorOps.active_zone .. "] " end - body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles." + body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles. ["..defenders_remaining_percent.."%]" message = header .. body if RotorOps.zone_status_display then @@ -686,23 +673,6 @@ function RotorOps.drawZones() --this could use a lot of work, we should use tri end ---[[ -function RotorOps.clearActiveZone() - local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag - trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared - gameMsg(gameMsgs.cleared, RotorOps.active_zone_index) - if RotorOps.auto_push then - RotorOps.setActiveZone(RotorOps.active_zone_index + 1) - local staged_groups = RotorOps.groupsFromUnits(staged_units) - for index, group in pairs(staged_groups) do - RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) - end - end -end -]]-- - - - function RotorOps.spawnInfantryAtZone(vars) local side = vars.side local inf = vars.inf @@ -726,10 +696,11 @@ function RotorOps.setActiveZone(new_index) RotorOps.active_zone = RotorOps.zones[new_index].name if new_index ~= old_index then --the active zone is changing - trigger.action.setUserFlag(RotorOps.zones[new_index].zone_status_flag, RotorOps.zone_states.active) --set the new zone to active - ctld.activatePickupZone(RotorOps.zones[old_index].name) + if old_index > 0 then + ctld.activatePickupZone(RotorOps.zones[old_index].name) + end ctld.deactivatePickupZone(RotorOps.zones[new_index].name) - + changeGameState(new_index) if new_index < old_index then gameMsg(gameMsgs.fallback, new_index) end --if new_index > old_index then gameMsg(gameMsgs.push, new_index) end if new_index > old_index then gameMsg(gameMsgs.get_troops_to_zone, new_index) end @@ -789,14 +760,11 @@ end -function RotorOps.addZone(_name, _zone_status_flag) - table.insert(RotorOps.zones, {name = _name, zone_status_flag = _zone_status_flag}) - trigger.action.setUserFlag(_zone_status_flag, RotorOps.zone_states.not_started) +function RotorOps.addZone(_name, _zone_defenders_flag) + table.insert(RotorOps.zones, {name = _name, defenders_status_flag = _zone_defenders_flag}) + trigger.action.setUserFlag(_zone_defenders_flag, 101) RotorOps.drawZones() - --ctld.dropOffZones[#ctld.dropOffZones + 1] = { _name, "green", 0 } RotorOps.addPickupZone(_name, "blue", -1, "no", 0) - --ctld.dropOffZones[#ctld.dropOffZones + 1] = { _name, "none", 1 } - --trigger.action.outText("zones: ".. mist.utils.tableShow(RotorOps.zones), 5) end function RotorOps.stagingZone(_name) @@ -835,9 +803,8 @@ end function RotorOps.startConflict() - if RotorOps.game_state == RotorOps.game_states.in_progress then return end - changeGameState(RotorOps.game_states.in_progress) - + if RotorOps.game_state ~= RotorOps.game_states.not_started then return end + --make some changes to the radio menu local conflict_zones_menu = commandDB['conflict_zones_menu'] missionCommands.removeItem(commandDB['start_conflict'])