Merge pull request #5 from spencershepard/feature/public_functions

Feature/public functions
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spencershepard 2022-01-08 21:01:34 -08:00 committed by GitHub
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26 changed files with 117 additions and 142 deletions

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@ -1,28 +1,33 @@
RotorOps = {}
--RotorOps settings that are safe to change dynamically (ideally from the mission editor in DO SCRIPT for ease of use)
RotorOps.voice_overs = true
RotorOps.ground_speed = 60 --max speed for ground vehicles moving between zones
RotorOps.zone_status_display = true --constantly show units remaining and zone status on screen
RotorOps.max_units_left = 0 --allow clearing the zone when a few units are left to prevent frustration with units getting stuck in buildings etc
RotorOps.ai_active_zone = true --allow the script to automatically create waypoints for ground units in the active zone
RotorOps.force_offroad = false --affects "move_to_zone" tasks only
--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 settings that are proabably safe to change
RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P', 'SA342M', 'SA342L', 'SA342Mistral'} --players flying these will have ctld transport access
RotorOps.auto_push = true --should attacking ground units move to the next zone after clearing?
RotorOps.CTLD_crates = false
--RotorOps variables that are safe to read only
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.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 = 0
RotorOps.game_state_flag = 1 --user flag to store the game state
RotorOps.staging_zone = ""
RotorOps.auto_push = true --leave true for now
RotorOps.ctld_pickup_zones = {} --keep track of ctld zones we've added, mainly for map markup
RotorOps.ai_red_infantry_groups = {}
RotorOps.ai_blue_infantry_groups = {}
RotorOps.ai_red_vehicle_groups = {}
RotorOps.ai_blue_vehicle_groups = {}
RotorOps.ai_tasks = {}
trigger.action.outText("ROTOR OPS STARTED", 5)
env.info("ROTOR OPS STARTED")
@ -32,11 +37,6 @@ local commandDB = {}
local game_message_buffer = {}
local active_zone_initial_enemy_units
RotorOps.ai_red_infantry_groups = {}
RotorOps.ai_blue_infantry_groups = {}
RotorOps.ai_red_vehicle_groups = {}
RotorOps.ai_blue_vehicle_groups = {}
RotorOps.ai_tasks = {} --simply use the group ID for schedulefunction id
local gameMsgs = {
push = {
@ -46,12 +46,6 @@ local gameMsgs = {
{'ALL GROUND UNITS, PUSH TO CHARLIE!', 'push_charlie.ogg'},
{'ALL GROUND UNITS, PUSH TO DELTA!', 'push_delta.ogg'},
},
fallback = {
{'ALL GROUND UNITS, FALL BACK!', '.wav'},
{'ALL GROUND UNITS, FALL BACK TO ALPHA!', '.wav'},
{'ALL GROUND UNITS, FALL BACK TO BRAVO!', '.wav'},
{'ALL GROUND UNITS, FALL BACK TO CHARLIE!', '.wav'},
},
cleared = {
{'ZONE CLEARED!', 'cleared_active.ogg'},
{'ALPHA CLEARED!', 'cleared_alpha.ogg'},
@ -83,7 +77,7 @@ local gameMsgs = {
}
--[[ UTILITY FUNCTIONS ]]--
---UTILITY FUNCTIONS---
local function debugMsg(text)
trigger.action.outText(text, 5)
@ -149,17 +143,11 @@ end
function RotorOps.groupsFromUnits(units, table)
local groups = {}
--debugTable(units)
--local groupIndex = {}
for i = 1, #units do
if units[i]:isExist() then
if hasValue(groups, units[i]:getGroup():getName()) == false then
--debugMsg("added: "..units[i]:getGroup():getName())
--groups[units[i]:getGroup():getName()] = true
--groupIndex[#groupIndex + 1] = groups[units[i]:getGroup():getName()]
groups[#groups + 1] = units[i]:getGroup():getName()
else --debugMsg(units[i]:getGroup():getName().." was already in the table")
else
end
end
end
@ -204,7 +192,14 @@ function RotorOps.sortOutInfantry(mixed_units)
return {infantry = _infantry, not_infantry = _not_infantry}
end
function RotorOps.getValidUnitFromGroup(grp)
local group_obj
if type(grp) == 'string' then
group_obj = Group.getByName(grp)
else
group_obj = grp
end
if grp:isExist() ~= true then return nil end
local first_valid_unit
for index, unit in pairs(grp:getUnits())
@ -220,7 +215,9 @@ end
--spawn/clone a group onto the location of the first unit in a group (best to only use this for groups of one unit only for now!) See chargeEnemy for grabing first valid unit
----USEFUL PUBLIC FUNCTIONS FOR THE MISSION EDITOR---
--Spawn/clone a group onto the location of one unit in the group. This is similar to deployTroops, but it does not use CTLD. You must provide a source group to copy.
function RotorOps.spawnInfantryOnGrp(grp, src_grp_name, ai_task) --allow to spawn on other group units
local valid_unit = RotorOps.getValidUnitFromGroup(grp)
if not valid_unit then return end
@ -239,7 +236,15 @@ function RotorOps.spawnInfantryOnGrp(grp, src_grp_name, ai_task) --allow to spaw
end
end
function RotorOps.deployTroops(quantity, target_group_obj)
--Easy way to deploy troops from a vehicle with waypoint action. Spawns from the first valid unit found in a group
function RotorOps.deployTroops(quantity, target_group)
local target_group_obj
if type(target_group) == 'string' then
target_group_obj = Group.getByName(target_group)
else
target_group_obj = target_group
end
local valid_unit = RotorOps.getValidUnitFromGroup(target_group_obj)
if not valid_unit then return end
local coalition = valid_unit:getCoalition()
@ -261,6 +266,37 @@ function RotorOps.deployTroops(quantity, target_group_obj)
end
end
--see list of tasks in aiExecute. Zone is optional for many tasks
function RotorOps.aiTask(grp, task, zone)
local group_name
if type(grp) == 'string' then
group_name = grp
else
group_name = Group.getName(grp)
end
if tableHasKey(RotorOps.ai_tasks, group_name) == true then --if we already have this group in our list to manage
--debugMsg("timer already exists, updating task for "..group_name.." : ".. RotorOps.ai_tasks[group_name].ai_task.." to "..task)
RotorOps.ai_tasks[group_name].ai_task = task
RotorOps.ai_tasks[group_name].zone = zone
else
local vars = {}
vars.group_name = group_name
--vars.last_task = task
if zone then
vars.zone = zone
end
local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + 5)
RotorOps.ai_tasks[group_name] = {['timer_id'] = timer_id, ['ai_task'] = task, ['zone'] = zone}
end
end
---AI CORE BEHAVIOR--
function RotorOps.chargeEnemy(vars)
--trigger.action.outText("charge enemies: "..mist.utils.tableShow(vars), 5)
local grp = vars.grp
@ -288,7 +324,7 @@ function RotorOps.chargeEnemy(vars)
}
}
else
debugMsg("CHARGE ENEMY in radius: "..search_radius)
--debugMsg("CHARGE ENEMY in radius: "..search_radius)
volS = {
id = world.VolumeType.SPHERE,
params = {
@ -320,7 +356,7 @@ function RotorOps.chargeEnemy(vars)
end
--default path if no units found
if false then
debugMsg("group going back to origin")
--debugMsg("group going back to origin")
path[1] = mist.ground.buildWP(start_point, '', 5)
path[2] = mist.ground.buildWP(vars.spawn_point, '', 5)
@ -397,47 +433,19 @@ end
------------------------------------------
local function changeGameState(new_state)
RotorOps.game_state = new_state
trigger.action.setUserFlag(RotorOps.game_state_flag, new_state)
end
function RotorOps.aiTask(group_name, task, zone)
if tableHasKey(RotorOps.ai_tasks, group_name) == true then --if we already have this group id in our list of timers
--debugMsg("timer already exists, updating task for "..group_name.." : ".. RotorOps.ai_tasks[group_name].ai_task.." to "..task)
RotorOps.ai_tasks[group_name].ai_task = task
RotorOps.ai_tasks[group_name].zone = zone
else
--debugMsg("adding timer: "..group_name.." task: "..task)
local vars = {}
vars.group_name = group_name
--vars.last_task = task
if zone then
vars.zone = zone
end
local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + 5)
RotorOps.ai_tasks[group_name] = {['timer_id'] = timer_id, ['ai_task'] = task, ['zone'] = zone}
end
end
function RotorOps.aiExecute(vars)
local update_interval = 60
local last_task = vars.last_task
local group_name = vars.group_name
local task = RotorOps.ai_tasks[group_name].ai_task
local zone = vars.zone
--local zone = ""
if vars.zone then zone = vars.zone end
--debugMsg("aiExecute: "..group_name.." : "..task .." zone:"..zone)
--debugMsg("task:"..RotorOps.ai_tasks[group_name].ai_task)
--debugMsg("tasking: "..group_name.." : "..task .." zone:"..zone)
--we should remove inactive/dead groups and cancel timer here
if Group.isExist(Group.getByName(group_name)) ~= true or #Group.getByName(group_name):getUnits() < 1 then
--debugMsg("group no longer exists")
debugMsg("group no longer exists")
RotorOps.ai_tasks[group_name] = nil
return
end
@ -466,55 +474,32 @@ function RotorOps.aiExecute(vars)
local formation = 'cone'
local final_heading = nil
local speed = RotorOps.ground_speed
local force_offroad = false
local force_offroad = RotorOps.force_offroad
mist.groupToPoint(group_name, zone, formation, final_heading, speed, force_offroad)
elseif task == "move_to_active_zone" then
update_interval = math.random(90,120)
local formation = 'cone'
local final_heading = nil
local speed = RotorOps.ground_speed
local force_offroad = false
local force_offroad = RotorOps.force_offroad
mist.groupToPoint(group_name, RotorOps.active_zone, formation, final_heading, speed, force_offroad)
end
--end
vars.last_task = task
local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + update_interval)
end
function RotorOps.aiActiveZone(var) --[[
if RotorOps.ai_active_zone == false then return end
--debugMsg("aiActiveZone func")
for index, group in pairs(RotorOps.ai_red_infantry_groups) do
if group then
RotorOps.aiTask(group, "patrol")
end
end
for index, group in pairs(RotorOps.ai_blue_infantry_groups) do
if group then
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
end
end
for index, group in pairs(RotorOps.ai_blue_vehicle_groups) do
if group then
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
end
end
local id = timer.scheduleFunction(RotorOps.aiActiveZone, 1, timer.getTime() + 10) ]]--
end
---CONFLICT ZONES GAME FUNCTIONS---
--take stock of the blue/red forces in zone and apply some logic to determine game/zone states
function RotorOps.assessUnitsInZone(var)
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
@ -523,14 +508,12 @@ function RotorOps.assessUnitsInZone(var)
local blue_infantry = RotorOps.sortOutInfantry(blue_ground_units).infantry
local blue_vehicles = RotorOps.sortOutInfantry(blue_ground_units).not_infantry
-------
-- --ground unit ai stuff
--ground unit ai stuff
RotorOps.ai_red_infantry_groups = RotorOps.groupsFromUnits(red_infantry)
RotorOps.ai_blue_infantry_groups = RotorOps.groupsFromUnits(blue_infantry)
RotorOps.ai_red_vehicle_groups = RotorOps.groupsFromUnits(red_vehicles)
RotorOps.ai_blue_vehicle_groups = RotorOps.groupsFromUnits(blue_vehicles)
for index, group in pairs(RotorOps.ai_red_infantry_groups) do
if group then
RotorOps.aiTask(group, "patrol")
@ -549,8 +532,8 @@ function RotorOps.assessUnitsInZone(var)
end
end
-----
--let's compare the defending units in zone vs their initial numbers and set a game flag
if not active_zone_initial_enemy_units then
--debugMsg("taking stock of the active zone")
active_zone_initial_enemy_units = red_ground_units
@ -558,24 +541,21 @@ function RotorOps.assessUnitsInZone(var)
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.."%")
local defenders_remaining_percent = math.floor((#red_ground_units / #active_zone_initial_enemy_units) * 100)
if #red_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared
active_zone_initial_enemy_units = nil
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)
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) --send vehicles to next zone
end
end
else
trigger.action.setUserFlag(defenders_status_flag, defenders_remaining_percent) --set the zones flage to indicate the status of remaining enemies
end
if #red_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared
active_zone_initial_enemy_units = nil
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 --push units to the next zone
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
end
else
trigger.action.setUserFlag(defenders_status_flag, defenders_remaining_percent) --set the zones flag to indicate the status of remaining enemies
end
--are all zones clear?
local all_zones_clear = true
@ -586,6 +566,7 @@ function RotorOps.assessUnitsInZone(var)
end
end
--is the game finished?
if all_zones_clear then
changeGameState(RotorOps.game_states.won)
gameMsg(gameMsgs.success)
@ -594,7 +575,7 @@ function RotorOps.assessUnitsInZone(var)
--zone status display stuff
--zone status display
local message = ""
local header = ""
local body = ""
@ -607,7 +588,6 @@ function RotorOps.assessUnitsInZone(var)
message = header .. body
if RotorOps.zone_status_display then
--trigger.action.outText(message , 5, true)
game_message_buffer[#game_message_buffer + 1] = {message, ""} --don't load the buffer faster than it's cleared.
end
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 10)
@ -673,14 +653,11 @@ function RotorOps.drawZones() --this could use a lot of work, we should use tri
end
function RotorOps.spawnInfantryAtZone(vars)
local side = vars.side
local inf = vars.inf
local zone = vars.zone
local radius = vars.radius
ctld.spawnGroupAtTrigger(side, inf, zone, radius)
end
local function changeGameState(new_state)
RotorOps.game_state = new_state
trigger.action.setUserFlag(RotorOps.game_state_flag, new_state)
end
function RotorOps.setActiveZone(new_index)
@ -702,8 +679,12 @@ function RotorOps.setActiveZone(new_index)
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
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) --send vehicles to next zone
end
end
@ -713,9 +694,9 @@ function RotorOps.setActiveZone(new_index)
end
--make some changes to the CTLD script/settings
function RotorOps.setupCTLD()
ctld.enableCrates = false
ctld.enableCrates = RotorOps.CTLD_crates
ctld.enabledFOBBuilding = false
ctld.JTAC_lock = "vehicle"
ctld.location_DMS = true
@ -734,22 +715,20 @@ function RotorOps.setupCTLD()
}
ctld.loadableGroups = {
-- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only
{name = "Standard Group (10)", inf = 6, mg = 2, at = 2 }, -- will make a loadable group with 6 infantry, 2 MGs and 2 anti-tank for both coalitions
{name = "Standard Group (8)", inf = 4, mg = 2, at = 2 }, -- will make a loadable group with 6 infantry, 2 MGs and 2 anti-tank for both coalitions
{name = "Anti Air (5)", inf = 2, aa = 3 },
{name = "Anti Tank (8)", inf = 2, at = 6 },
{name = "Mortar Squad (6)", mortar = 6 },
{name = "Small Standard Group (4)", inf = 2, mg = 1, at = 1 },
{name = "JTAC Group (5)", inf = 4, jtac = 1 }, -- will make a loadable group with 4 infantry and a JTAC soldier for both coalitions
{name = "JTAC Group (5)", inf = 4, jtac = 1 },
{name = "Single JTAC (1)", jtac = 1 },
{name = "Small Platoon (16)", inf = 10, mg = 3, at = 3 },
{name = "Platoon (24)", inf = 12, mg = 4, at = 3, aa = 1 },
}
end
function RotorOps.setupRadioMenu()
commandDB['conflict_zones_menu'] = missionCommands.addSubMenu( "ROTOR OPS")
local conflict_zones_menu = commandDB['conflict_zones_menu']
@ -759,7 +738,6 @@ end
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)
@ -772,6 +750,7 @@ function RotorOps.stagingZone(_name)
RotorOps.staging_zone = _name
end
--function to automatically add transport craft to ctld, rather than having to define each in the mission editor
function RotorOps.addPilots(var)
for uName, uData in pairs(mist.DBs.humansByName) do
@ -785,10 +764,11 @@ function RotorOps.addPilots(var)
local id = timer.scheduleFunction(RotorOps.addPilots, 1, timer.getTime() + 15)
end
function RotorOps.setupConflict(_game_state_flag)
RotorOps.addPilots(1)
RotorOps.setupCTLD()
RotorOps.setupRadioMenu()
--RotorOps.setupRadioMenu()
RotorOps.game_state_flag = _game_state_flag
changeGameState(RotorOps.game_states.not_started)
trigger.action.outText("ALL TROOPS GET TO TRANSPORT AND PREPARE FOR DEPLOYMENT!" , 10, false)
@ -806,22 +786,17 @@ function RotorOps.startConflict()
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'])
--local conflict_zones_menu = commandDB['conflict_zones_menu']
--missionCommands.removeItem(commandDB['start_conflict'])
--commandDB['clear_zone'] = missionCommands.addCommand( "[CHEAT] Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone)
RotorOps.setActiveZone(1)
gameMsg(gameMsgs.start)
gameMsg(gameMsgs.push, 1)
processMsgBuffer()
RotorOps.aiActiveZone()
staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), {RotorOps.staging_zone})
local staged_groups = RotorOps.groupsFromUnits(staged_units)
for index, group in pairs(staged_groups) do
RotorOps.aiTask(group,"move_to_active_zone")
end
RotorOps.setActiveZone(1)
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5)
end

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