RotorOps = {} RotorOps.version = "1.4.5" local debug = false ---[[ROTOROPS OPTIONS]]--- --- Protip: change these options from the mission editor rather than changing the script file itself. See documentation on github for details. --RotorOps settings that can be changed dynamically (ideally from the mission editor in DO SCRIPT for portability). You can change these while the script is running, at any time. Be sure of your syntax and test...errors may crash the script. RotorOps.voice_overs = true RotorOps.ground_speed = 60 --max speed for ground vehicles moving between zones. Doesn't have much effect since always limited by slowest vehicle in group 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.force_offroad = false --affects "move_to_zone" tasks only RotorOps.apcs_spawn_infantry = false --apcs will unload troops when arriving to a new zone RotorOps.auto_push = true --should attacking ground units move to the next zone after clearing? RotorOps.defending_vehicles_disperse = true RotorOps.inf_spawns_avail = 0 --this is the number of infantry group spawn events remaining in the active zone RotorOps.inf_spawn_chance = 25 -- 0-100 the chance of spawning infantry in an active zone spawn zone, per 'assessUnitsInZone' loop (10 seconds) RotorOps.inf_spawn_trigger_percent = 70 --infantry has a chance of spawning if the percentage of defenders remaining in zone is less than this value --RotorOps.inf_spawns_per_zone = 3 --number of infantry groups to spawn per zone RotorOps.inf_spawn_messages = true --voiceovers and messages for infantry spawns RotorOps.inf_spawn_blue = {mg=1,at=0,aa=0,inf=4,mortar=0} --can be an integer quantity, or a ctld defined group table RotorOps.inf_spawn_red = {mg=1,at=0,aa=0,inf=4,mortar=0} --can be an integer quantity, or a ctld defined group table RotorOps.inf_apc_group = {mg=1,at=0,aa=0,inf=3,mortar=0} --can be an integer quantity, or a ctld defined group table RotorOps.inf_spawns_total = 0 --number of infantry groups to spawn per game RotorOps.farp_smoke_color = 2 -- Green=0 Red=1 White=2 Orange=3 Blue=4 NONE= -1 --RotorOps settings that are safe to change only before calling setupConflict() RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P', 'SA342M', 'SA342L', 'SA342Mistral', 'UH-60L', 'CH-47Fbl1'} --players flying these will have ctld transport access RotorOps.CTLD_crates = false RotorOps.CTLD_sound_effects = true --sound effects for troop pickup/dropoffs RotorOps.exclude_ai_group_name = "Static" --include this somewhere in a group name to exclude the group from being tasked in the active zone RotorOps.pickup_zone_smoke = "blue" RotorOps.ai_task_by_name = true --allow tasking all groups that include key strings in their group names eg 'Patrol' RotorOps.ai_task_by_name_scheduler = true --continually search active groups for key strings and ai tasking RotorOps.patrol_task_string = 'patrol' --default string to search group names for the patrol task. requires ai_task_by_name RotorOps.aggressive_task_string = 'aggressive' --default string to search group names for the aggressive task. requires ai_task_by_name RotorOps.move_to_active_task_string = "activezone" --default string to search group names for the move to active zone task. requires ai_task_by_name RotorOps.shift_task_string = "shift" RotorOps.guard_task_string = "guard" --RotorOps.patrol_task_radius = 100 --patrol search radius --RotorOps.aggressive_task_radius = 1000 --aggressive search radius --not implementing for now until more time for testing RotorOps.defending_vehicles_behavior = "shift" --available options: 'none', 'patrol', 'shift' RotorOps.farp_pickups = true --allow ctld troop pickup at FARPs RotorOps.enable_staging_pickzones = true RotorOps.persistent_tasking = false --prevent the script from restasking in a loop --might help with odd movement patterns between zones RotorOps.halt_convoy_without_airsupport = true --if true, attacking convoys not proceed in zone without player helicopters nearby. Does not affect defensive missions --RotorOps settings that are safe to change only in the script config option in the scenario config file RotorOps.draw_conflict_zones = true ---[[END OF OPTIONS]]--- --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, lost = 98, won = 99} --game level user flag will use these values RotorOps.game_state = 0 RotorOps.zones = {} RotorOps.active_zone = "" --name of the active zone RotorOps.active_zone_index = 0 RotorOps.game_state_flag = 100 --user flag to store the game state RotorOps.staging_zones = {} RotorOps.ai_defending_infantry_groups = {} RotorOps.ai_attacking_infantry_groups = {} RotorOps.ai_defending_vehicle_groups = {} RotorOps.ai_attacking_vehicle_groups = {} RotorOps.ai_tasks = {} RotorOps.defending = false RotorOps.staged_units_flag = 111 -- shows a percentage of the units found in the staging zone when the game starts. you can also use 'ROPS_ATTACKERS' for readability --fighter variables local fighters_by_detected_unitname = {} RotorOps.fighter_radar_unit_string = 'FIGHTER_DEPLOYMENT' --any unit capable of detecting aircraft by radar can be used as a detection source to spawn intercept fighters, if this string is in the unit name RotorOps.fighter_min_detection_alt = 609 --aircraft below this agl altitude (meters) will not be 'detected' by radar units. RotorOps.fighter_max_detection_dist = 7000 --default max range from radar to target in order for intercept fighters to spawn (you can also set range for individual radar sources via unit name) RotorOps.fighter_max_active = 2 --total maximum active deployed fighters, shared between red/blue trigger.action.outText("ROTOR OPS STARTED: "..RotorOps.version, 5) env.info("ROTOR OPS STARTED: "..RotorOps.version) RotorOps.staged_units = {} --table of ground units that started in the staging zone RotorOps.staged_units_by_zone = {} RotorOps.eventHandler = {} local commandDB = {} local game_message_buffer = {} local active_zone_initial_defenders local initial_stage_units local apcs = {} --table to keep track of infantry vehicles local low_units_message_fired = false local inf_spawn_zones = {} local cooldown = { ["attack_helo_msg"] = 0, ["attack_plane_msg"] = 0, ["trans_helo_msg"] = 0, ["e_fighters_inbound_msg"] = 0, } local zone_defenders_flags = { 'ROPS_A_DEFENDERS', 'ROPS_B_DEFENDERS', 'ROPS_C_DEFENDERS', 'ROPS_D_DEFENDERS', 'ROPS_E_DEFENDERS', 'ROPS_F_DEFENDERS', 'ROPS_G_DEFENDERS', 'ROPS_H_DEFENDERS', } local clear_text_index = 0 RotorOps.farp_names = {} RotorOps.convoy_suppressor = nil RotorOps.convoy_assaulter = nil RotorOps.convoy_status = "none" RotorOps.gameMsgs = { push = { {'ALL GROUND UNITS, PUSH TO THE ACTIVE ZONE!', 'push_next_zone.ogg'}, {'ALL GROUND UNITS, PUSH TO ALPHA!', 'push_alpha.ogg'}, {'ALL GROUND UNITS, PUSH TO BRAVO!', 'push_bravo.ogg'}, {'ALL GROUND UNITS, PUSH TO CHARLIE!', 'push_charlie.ogg'}, {'ALL GROUND UNITS, PUSH TO DELTA!', 'push_delta.ogg'}, {'ALL GROUND UNITS, PUSH TO ECHO!', 'push_next_zone.ogg'}, {'ALL GROUND UNITS, PUSH TO FOXTROT!', 'push_next_zone.ogg'}, {'ALL GROUND UNITS, PUSH TO GOLF!', 'push_next_zone.ogg'}, {'ALL GROUND UNITS, PUSH TO HOTEL!', 'push_next_zone.ogg'}, }, cleared = { {'ZONE CLEARED!', 'cleared_active.ogg'}, {'ALPHA CLEARED!', 'cleared_alpha.ogg'}, {'BRAVO CLEARED!', 'cleared_bravo.ogg'}, {'CHARLIE CLEARED!', 'cleared_charlie.ogg'}, {'DELTA CLEARED!', 'cleared_delta.ogg'}, {'ECHO CLEARED!', 'cleared_active.ogg'}, {'FOXTROT CLEARED!', 'cleared_active.ogg'}, {'GOLF CLEARED!', 'cleared_active.ogg'}, {'HOTEL CLEARED!', 'cleared_active.ogg'}, }, success = { {'GROUND MISSION SUCCESS!', 'mission_success.ogg'}, }, start = { {'SUPPORT THE WAR ON THE GROUND!', 'support_troops.ogg'}, }, troops_dropped = { {'TROOPS DROPPED INTO ZONE!', 'troops_dropped_active.ogg'}, {'TROOPS DROPPED INTO ALPHA!', 'troops_dropped_alpha.ogg'}, {'TROOPS DROPPED INTO BRAVO!', 'troops_dropped_bravo.ogg'}, {'TROOPS DROPPED INTO CHARLIE!', 'troops_dropped_charlie.ogg'}, {'TROOPS DROPPED INTO DELTA!', 'troops_dropped_delta.ogg'}, {'TROOPS DROPPED INTO ECHO!', 'troops_dropped_active.ogg'}, {'TROOPS DROPPED INTO FOXTROT!', 'troops_dropped_active.ogg'}, {'TROOPS DROPPED INTO GOLF!', 'troops_dropped_active.ogg'}, {'TROOPS DROPPED INTO HOTEL!', 'troops_dropped_active.ogg'}, }, get_troops_to_zone = { {'GET OUR TROOPS TO THE NEXT ZONE!', 'get_troops_next_zone.ogg'}, {'GET OUR TROOPS TO ALPHA!', 'get_troops_alpha.ogg'}, {'GET OUR TROOPS TO BRAVO!', 'get_troops_bravo.ogg'}, {'GET OUR TROOPS TO CHARLIE!', 'get_troops_charlie.ogg'}, {'GET OUR TROOPS TO DELTA!', 'get_troops_delta.ogg'}, {'GET OUR TROOPS TO ECHO!', 'get_troops_next_zone.ogg'}, {'GET OUR TROOPS TO FOXTROT!', 'get_troops_next_zone.ogg'}, {'GET OUR TROOPS TO GOLF!', 'get_troops_next_zone.ogg'}, {'GET OUR TROOPS TO HOTEL!', 'get_troops_next_zone.ogg'}, }, jtac = { {'JTAC DROPPED!', 'jtac_dropped.ogg'}, }, enemy_almost_cleared = { {'ENEMY HAS NEARLY CAPTURED THE ZONE!', 'enemy_almost_cleared.ogg'}, {'ENEMY HAS NEARLY CAPTURED THE ZONE!', 'enemy_decimating_forces.ogg'}, {'ENEMY HAS NEARLY CAPTURED THE ZONE!', 'enemy_destroying_ground.ogg'}, }, almost_cleared = { {'WE HAVE NEARLY CLEARED THE ZONE!', 'almost_cleared.ogg'}, {'WE HAVE NEARLY CLEARED THE ZONE!', 'theyre_weak.ogg'}, {'WE HAVE NEARLY CLEARED THE ZONE!', 'tearing_them_up.ogg'}, }, enemy_pushing = { {'ENEMY PUSHING TO THE NEXT ZONE!', 'enemy_pushing_zone.ogg'}, {'ENEMY PUSHING TO ALPHA!', 'enemy_pushing_alpha.ogg'}, {'ENEMY PUSHING TO BRAVO!', 'enemy_pushing_bravo.ogg'}, {'ENEMY PUSHING TO CHARLIE!', 'enemy_pushing_charlie.ogg'}, {'ENEMY PUSHING TO DELTA!', 'enemy_pushing_delta.ogg'}, {'ENEMY PUSHING TO ECHO!', 'enemy_pushing_zone.ogg'}, {'ENEMY PUSHING TO FOXTROT!', 'enemy_pushing_zone.ogg'}, {'ENEMY PUSHING TO GOLF!', 'enemy_pushing_zone.ogg'}, {'ENEMY PUSHING TO HOTEL!', 'enemy_pushing_zone.ogg'}, }, start_defense = { {'SUPPORT THE WAR ON THE GROUND! PUSH BACK AGAINST THE ENEMY!', 'push_back.ogg'}, }, failure = { {'GROUND MISSION FAILED!', 'mission_failure.ogg'}, }, friendly_troops_dropped = { {'FRIENDLY TROOPS DROPPED INTO ZONE!', 'friendly_troops_dropped_active.ogg'}, }, hold_ground = { {'HOLD GROUND TO WIN!', 'hold_our_ground.ogg'}, }, enemy_cleared_zone = { {'ENEMY TOOK THE ACTIVE ZONE!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK ALPHA!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK BRAVO!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK CHARLIE!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK DELTA!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK ECHO!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK FOXTROT!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK GOLF!', 'enemy_destroying_us.ogg'}, {'ENEMY TOOK HOTEL!', 'enemy_destroying_us.ogg'}, }, attack_helos = { {'ENEMY ATTACK HELICOPTERS INBOUND!', 'enemy_attack_choppers.ogg'}, }, attack_planes = { {'ENEMY ATTACK PLANES INBOUND!', 'enemy_attack_planes.ogg'}, }, attack_helos_prep = { {'ENEMY ATTACK HELICOPTERS PREPARING FOR TAKEOFF!', 'e_attack_helicopters_preparing.ogg'}, }, attack_planes_prep = { {'ENEMY ATTACK PLANES PREPARING FOR TAKEOFF!', 'e_attack_planes_preparing.ogg'}, }, infantry_spawned = { {'ENEMY CONTACTS IN THE OPEN!', 'e_infantry_spawn1.ogg'}, {'ENEMY TROOPS LEAVING COVER!', 'e_infantry_spawn2.ogg'}, {'VISUAL ON ENEMY INFANTRY!', 'e_infantry_spawn3.ogg'}, {'ENEMY CONTACTS IN THE ACTIVE!', 'e_infantry_spawn4.ogg'}, {'ENEMY TROOPS IN THE ACTIVE!', 'e_infantry_spawn5.ogg'}, {'VISUAL ON ENEMY TROOPS!', 'e_infantry_spawn6.ogg'}, }, farp_established = { {'NEW FARP AVAILABLE!', 'forward_base_established.ogg'}, {'NEW FARP AT ALPHA!', 'forward_base_established.ogg'}, {'NEW FARP AT BRAVO!', 'forward_base_established.ogg'}, {'NEW FARP AT CHARLIE!', 'forward_base_established.ogg'}, {'NEW FARP AT DELTA!', 'forward_base_established.ogg'}, {'NEW FARP AT ECHO!', 'forward_base_established.ogg'}, {'NEW FARP AT FOXTROT!', 'forward_base_established.ogg'}, {'NEW FARP AT GOLF!', 'forward_base_established.ogg'}, {'NEW FARP AT HOTEL!', 'forward_base_established.ogg'}, }, transp_helos_toff = { {'ENEMY TRANSPORT HELICOPTERS INBOUND!', 'enemy_chopper_inbound.ogg'}, }, enemy_fighters_inbound = { {'ENEMY FIGHTERS INBOUND!', 'enemy_fighters_inbound.ogg'}, }, } local sound_effects = { ["troop_pickup"] = {'troops_load_ao.ogg', 'troops_load_ready.ogg', 'troops_load_to_action.ogg',}, ["troop_dropoff"] = {'troops_unload_thanks.ogg', 'troops_unload_everybody_off.ogg', 'troops_unload_get_off.ogg', 'troops_unload_here_we_go.ogg', 'troops_unload_moving_out.ogg',}, } function RotorOps.getTime() return timer.getAbsTime() - timer.getTime0() --time since mission started end function RotorOps.eventHandler:onEvent(event) ---ENGINE STARTUP EVENTS if (world.event.S_EVENT_ENGINE_STARTUP == event.id) then --play some sound files when a player starts engines local initiator = event.initiator:getGroup():getID() if #event.initiator:getGroup():getUnits() == 1 and RotorOps.voice_overs then --if there are no other units in the player flight group (preventing duplicated messages for ai wingman flights) if RotorOps.defending then trigger.action.outSoundForGroup(initiator , RotorOps.gameMsgs.enemy_pushing[RotorOps.active_zone_index + 1][2]) else trigger.action.outSoundForGroup(initiator , RotorOps.gameMsgs.push[RotorOps.active_zone_index + 1][2]) end end end ---TAKEOFF EVENTS if (world.event.S_EVENT_TAKEOFF == event.id) then local initiator_name = event.initiator:getGroup():getName() if (initiator_name == "Enemy Attack Helicopters") then --we use flights of two aircraft which triggers two events, but we only want to use one event so we use a cooldown timer if ((RotorOps.getTime() - cooldown["attack_helo_msg"]) > 90) then RotorOps.gameMsg(RotorOps.gameMsgs.attack_helos) cooldown["attack_helo_msg"] = RotorOps.getTime() else env.warning("RotorOps attack helo message skipped") end end if initiator_name == "Enemy Attack Planes" then if ((RotorOps.getTime() - cooldown["attack_plane_msg"]) > 90) then RotorOps.gameMsg(RotorOps.gameMsgs.attack_planes) cooldown["attack_plane_msg"] = RotorOps.getTime() else env.warning("RotorOps attack plane message skipped") end end if initiator_name == "Enemy Transport Helicopters" then --we're using mist clone now so group name will not match env.info("Transport helicopter took off") if ((RotorOps.getTime() - cooldown["trans_helo_msg"]) > 90) then timer.scheduleFunction(function()RotorOps.gameMsg(RotorOps.gameMsgs.transp_helos_toff) end, {}, timer.getTime() + 1) cooldown["trans_helo_msg"] = RotorOps.getTime() else env.warning("RotorOps transport helo message skipped") end end end ---BASE CAPTURE EVENTS --doesn't work with FARPs.. if (world.event.S_EVENT_BASE_CAPTURED == event.id) then env.info("Base captured") if (event.place:getCoalition() == 2) then env.info("Blue forces captured a base via place attribute") end end ---UNIT DESTROYED EVENTS if (world.event.S_EVENT_KILL == event.id) then if event.initiator and event.target then if not event.initiator.getCoalition or not event.target.getCoalition then return end if event.initiator:getCoalition() and event.target:getCoalition() and event.initiator:getCoalition() ~= event.target:getCoalition() then local unit = mist.DBs.unitsByName[event.target:getName()] --unit is already dead, so we'll need to use the database to get other attributes if unit then for index, group in pairs(RotorOps.ai_attacking_vehicle_groups) do if group == unit.groupName then if event.initiator:hasAttribute("Tanks") then env.info("ROTOROPS: convoy unit killed by armor. Should suppress convoy") RotorOps.convoy_suppressor = event.initiator else env.info("ROTOROPS: convoy unit killed by non-armor.") RotorOps.convoy_assaulter = event.initiator --set a timer to nullify the convoy assaulter; in case it was a passing attack timer.scheduleFunction(function() RotorOps.convoy_assaulter = nil end, nil, timer.getTime() + 300) end end end end end end end end function RotorOps.registerCtldCallbacks(var) ctld.addCallback(function(_args) local action = _args.action local unit = _args.unit local picked_troops = _args.onboard local dropped_troops = _args.unloaded --env.info("ctld callback: ".. mist.utils.tableShow(_args)) if action == "load_troops" or action == "extract_troops" then trigger.action.outSoundForGroup(unit:getGroup():getID() , sound_effects.troop_pickup[math.random(1, #sound_effects.troop_pickup)]) elseif action == "unload_troops_zone" or action == "dropped_troops" then trigger.action.outSoundForGroup(unit:getGroup():getID() , sound_effects.troop_dropoff[math.random(1, #sound_effects.troop_dropoff)]) if RotorOps.isUnitInZone(unit, RotorOps.active_zone) then local id = timer.scheduleFunction(RotorOps.gameMsgHandler, RotorOps.gameMsgs.friendly_troops_dropped, timer.getTime() + 6) --allow some extra time so we don't step on the player's troop/unload sound effects end if dropped_troops.jtac == true then local id = timer.scheduleFunction(RotorOps.gameMsgHandler, RotorOps.gameMsgs.jtac, timer.getTime() + 12) --allow some extra time so we don't step on the player's troop/unload sound effects end end end) end ---UTILITY FUNCTIONS--- local function debugMsg(text) if(debug) then --trigger.action.outText(text, 5) env.info("ROTOROPS_DEBUG: "..text) end end local function debugTable(table) --trigger.action.outText("dbg: ".. mist.utils.tableShow(table), 5) env.info("ROTOROPS_DEBUG: ".. mist.utils.tableShow(table)) end local function dispMsg(text) trigger.action.outText(text, 5) return text end local function tableHasKey(table,key) if table then return table[key] ~= nil else env.warning("table parameter not provided") return nil end end local function hasValue (tab, val) for index, value in ipairs(tab) do if value == val then return true end end return false end local function getObjectVolume(obj) local length = (obj:getDesc().box.max.x + math.abs(obj:getDesc().box.min.x)) local height = (obj:getDesc().box.max.y + math.abs(obj:getDesc().box.min.y)) local depth = (obj:getDesc().box.max.z + math.abs(obj:getDesc().box.min.z)) return length * height * depth end local function getDistance(point1, point2) local x1 = point1.x local y1 = point1.y local z1 = point1.z local x2 = point2.x local y2 = point2.y local z2 = point2.z local dX = math.abs(x1-x2) local dZ = math.abs(z1-z2) local distance = math.sqrt(dX*dX + dZ*dZ) return distance end function RotorOps.isUnitInZone(unit, zone_name) local zone = trigger.misc.getZone(zone_name) local distance = getDistance(unit:getPoint(), zone.point) --local distance = mist.utils.get2DDist(unit:getPoint(), zone.point) if distance <= zone.radius then return true else return false end end function RotorOps.groupsFromUnits(units, table) local groups = {} for i = 1, #units do if units[i]:isExist() then if hasValue(groups, units[i]:getGroup():getName()) == false then groups[#groups + 1] = units[i]:getGroup():getName() else end end end return groups end function RotorOps.gameMsg(event, _index) if not event then env.warning("event parameter is nil") return end local index = 1 if _index ~= nil then index = _index + 1 end if tableHasKey(event, index) then game_message_buffer[#game_message_buffer + 1] = {event[index][1], event[index][2]} else env.warning("ROTOR OPS could not find sound file entry") end end function RotorOps.gameMsgHandler(event) --for use with scheduled functions RotorOps.gameMsg(event) end local function processMsgBuffer(vars) if #game_message_buffer > 0 then local message = table.remove(game_message_buffer, 1) trigger.action.outText(message[1], 10, true) env.info("RotorOps: "..message[1]) if RotorOps.voice_overs then trigger.action.outSound(message[2]) end end local id = timer.scheduleFunction(processMsgBuffer, 1, timer.getTime() + 5) end function RotorOps.sortOutInfantry(mixed_units) local _infantry = {} local _not_infantry = {} for index, unit in pairs(mixed_units) do if unit:hasAttribute("Infantry") then _infantry[#_infantry + 1] = unit else _not_infantry[#_not_infantry + 1] = unit end end return {infantry = _infantry, not_infantry = _not_infantry} end function RotorOps.getValidUnitFromGroup(grp) if grp == nil then return end local group_obj if type(grp) == 'string' then group_obj = Group.getByName(grp) else group_obj = grp end if group_obj == nil then return end if group_obj.isExist == nil or group_obj:isExist() ~= true then return end local first_valid_unit for index, unit in pairs(group_obj:getUnits()) do if unit:isExist() == true then first_valid_unit = unit break else --trigger.action.outText("a unit no longer exists", 15) end end return first_valid_unit end --"static" in this case, is our groups/units that we don't want controlled by conflict zone tasks local function isStaticUnit(unit) local unit_obj if type(unit) == 'string' then unit_obj = Unit.getByName(unit) else unit_obj = unit end if string.find(unit_obj:getGroup():getName():lower(), RotorOps.exclude_ai_group_name:lower()) then return true else return false end end --"static" in this case, is our groups/units that we don't want controlled by conflict zone tasks local function isStaticGroup(group) local group_obj if type(group) == 'string' then group_obj = Group.getByName(group) else group_obj = group end if string.find(group_obj:getName():lower(), RotorOps.exclude_ai_group_name:lower()) then return true else return false end end ----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.spawnGroupOnGroup(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 local vars = {} vars.gpName = src_grp_name vars.action = 'clone' vars.point = valid_unit:getPoint() vars.radius = 5 vars.disperse = 'disp' vars.maxDisp = 5 local new_grp_table = mist.teleportToPoint(vars) if new_grp_table then RotorOps.aiTask(new_grp_table, ai_task) else debugMsg("Infantry failed to spawn. ") end end --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, announce) local target_group_obj if type(target_group) == 'string' then target_group_obj = Group.getByName(target_group) else target_group_obj = target_group end debugMsg("DeployTroops on group: "..target_group_obj:getName()) local valid_unit = RotorOps.getValidUnitFromGroup(target_group_obj) if not valid_unit then return end local coal = valid_unit:getCoalition() local side = "red" if coal == 2 then side = "blue" end local point = valid_unit:getPoint() ctld.spawnGroupAtPoint(side, quantity, point, 1000) -- voiceover trigger stuff for index, zone in pairs(RotorOps.zones) do if RotorOps.isUnitInZone(valid_unit, zone.name) and announce == true then if side == "red" then RotorOps.gameMsg(RotorOps.gameMsgs.troops_dropped, index) else RotorOps.gameMsg(RotorOps.gameMsgs.friendly_troops_dropped) end end end end --see list of tasks in aiExecute. Zone/point is optional for many tasks. Works with group name or object/table function RotorOps.aiTask(grp, task, zone, point) 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 RotorOps.ai_tasks[group_name].point = point else local vars = {} vars.group_name = group_name --vars.last_task = task if zone then vars.zone = zone end if point then vars.point = point 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, ['point'] = point} end end --add units to the staged_units table for ai tasking as attackers function RotorOps.tallyZone(zone_name) local new_units if RotorOps.defending then new_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {zone_name}) else new_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {zone_name}) end if new_units and #new_units > 0 then for index, unit in pairs(new_units) do if not hasValue(RotorOps.staged_units, unit) then if not isStaticUnit(unit) then env.info("RotorOps adding new units to staged_units: "..#new_units) table.insert(RotorOps.staged_units, unit) RotorOps.aiTask(unit:getGroup(),"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) end else --env.info("unit already in table") end end end end --display a text message to all players with a radio sound effect function RotorOps.radioText(message) RotorOps.gameMsg({message, 'radio_effect.ogg'}) end ---AI CORE BEHAVIOR-- -- function RotorOps.chargeEnemy(vars) --trigger.action.outText("charge enemies: "..mist.utils.tableShow(vars), 5) local grp = vars.grp local search_radius = vars.radius or 5000 ---- local first_valid_unit = RotorOps.getValidUnitFromGroup(grp) if first_valid_unit == nil then return end if first_valid_unit == nil then return end local start_point = first_valid_unit:getPoint() if not vars.spawn_point then vars.spawn_point = start_point end local enemy_coal if grp:getCoalition() == 1 then enemy_coal = 2 end if grp:getCoalition() == 2 then enemy_coal = 1 end local ifFound = function(foundItem, val) ---dcs world.searchObjects method local enemy_unit local path = {} --trigger.action.outText("found item: "..foundItem:getTypeName(), 5) -- if foundItem:hasAttribute("Infantry") == true and foundItem:getCoalition() == enemy_coal then if foundItem:getCoalition() == enemy_coal and foundItem:isActive() then enemy_unit = foundItem --debugMsg("found enemy! "..foundItem:getTypeName()) path[1] = mist.ground.buildWP(start_point, '', 5) path[2] = mist.ground.buildWP(enemy_unit:getPoint(), '', 5) mist.goRoute(grp, path) else --trigger.action.outText("object found is not enemy inf in "..search_radius, 5) end return true end if vars.zone then ---mist getUnitsInZones method local units_in_zone if enemy_coal == 1 then units_in_zone = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {vars.zone}, "spherical") elseif enemy_coal == 2 then units_in_zone = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {vars.zone}, "spherical") end local closest_dist = 10000 local closest_unit for index, unit in pairs(units_in_zone) do if unit:getCoalition() == enemy_coal then local dist = mist.utils.get2DDist(start_point, unit:getPoint()) if dist < closest_dist then closest_unit = unit closest_dist = dist end end end if closest_unit ~= nil then local path = {} path[1] = mist.ground.buildWP(start_point, '', 5) path[2] = mist.ground.buildWP(closest_unit:getPoint(), '', 5) mist.goRoute(grp, path) end else ---dcs world.searchObjects method --debugMsg("CHARGE ENEMY in radius: "..search_radius) local volS = { id = world.VolumeType.SPHERE, params = { point = first_valid_unit:getPoint(), radius = search_radius } } world.searchObjects(Object.Category.UNIT, volS, ifFound) end end function RotorOps.patrolRadius(vars) --debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp)) local grp = vars.grp local search_radius = vars.radius or 100 local first_valid_unit = RotorOps.getValidUnitFromGroup(grp) if first_valid_unit == nil then return end for index, unit in pairs(grp:getUnits()) do if unit:isExist() == true then first_valid_unit = unit break else --trigger.action.outText("a unit no longer exists", 15) end end if first_valid_unit == nil then return end local start_point = first_valid_unit:getPoint() local object_vol_thresh = 0 local max_waypoints = 5 local foundUnits = {} --local sphere = trigger.misc.getZone('town') local volS = { id = world.VolumeType.SPHERE, params = { point = grp:getUnit(1):getPoint(), --check if exists, maybe itterate through grp radius = search_radius } } local ifFound = function(foundItem, val) --trigger.action.outText("found item: "..foundItem:getTypeName(), 5) if foundItem:hasAttribute("Infantry") ~= true then --disregard infantry...we only want objects that might provide cover if getObjectVolume(foundItem) > object_vol_thresh then foundUnits[#foundUnits + 1] = foundItem --trigger.action.outText("valid cover item: "..foundItem:getTypeName(), 5) else --debugMsg("object not large enough: "..foundItem:getTypeName()) end else --trigger.action.outText("object not the right type", 5) end return true end world.searchObjects(1, volS, ifFound) world.searchObjects(3, volS, ifFound) world.searchObjects(5, volS, ifFound) --world.searchObjects(Object.Category.BASE, volS, ifFound) local path = {} path[1] = mist.ground.buildWP(start_point, '', 5) local m = math.min(#foundUnits, max_waypoints) for i = 1, m, 1 do local rand_index = math.random(1,#foundUnits) path[i + 1] = mist.ground.buildWP(foundUnits[rand_index]:getPoint(), '', 5) --trigger.action.outText("waypoint to: "..foundUnits[rand_index]:getTypeName(), 5) end if #path <= 3 then for i = #path, max_waypoints, 1 do path[#path + 1] = mist.ground.buildWP(mist.getRandPointInCircle(start_point, search_radius), '', 5) end end --trigger.action.outText("new waypoints created: "..(#path - 1), 5) mist.goRoute(grp, path) end function RotorOps.shiftPosition(vars) --debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp)) local grp = vars.grp local search_radius = vars.radius or 100 local inner_radius = 50 --minimum distance to move for randpointincircle local first_valid_unit = RotorOps.getValidUnitFromGroup(grp) if first_valid_unit == nil then return end local start_point = vars.point if not start_point then --env.info("RotorOps: No point provided, getting current position.") for index, unit in pairs(grp:getUnits()) do if unit:isExist() == true then first_valid_unit = unit break else --trigger.action.outText("a unit no longer exists", 15) end end if first_valid_unit == nil then return end start_point = first_valid_unit:getPoint() end local max_waypoints = 2 local urban = RotorOps.pointIsUrban(start_point, 100) formation = 'Cone' if urban then formation = 'On Road' end local path = {} path[1] = mist.ground.buildWP(start_point, '', 5) for i = #path, max_waypoints, 1 do for i = 1, 4, 1 do local rand_point = mist.getRandPointInCircle(start_point, search_radius, inner_radius) if mist.isTerrainValid(rand_point, {'LAND', 'ROAD'}) == true then path[#path + 1] = mist.ground.buildWP(rand_point, formation, 5) --env.info("point is valid, adding as waypoint with formation: " .. formation) break end end end mist.goRoute(grp, path) end function RotorOps.guardPosition(vars) --debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp)) local grp = vars.grp local search_radius = vars.radius or 100 local first_valid_unit = RotorOps.getValidUnitFromGroup(grp) if first_valid_unit == nil then return end local start_point = vars.point if not start_point then --env.info("RotorOps: No point provided, getting current position.") for index, unit in pairs(grp:getUnits()) do if unit:isExist() == true then first_valid_unit = unit break else --trigger.action.outText("a unit no longer exists", 15) end end if first_valid_unit == nil then return end start_point = first_valid_unit:getPoint() end local object_vol_thresh = 0 local foundUnits = {} local volS = { id = world.VolumeType.SPHERE, params = { point = start_point, radius = search_radius } } local ifFound = function(foundItem, val) --trigger.action.outText("found item: "..foundItem:getTypeName(), 5) if foundItem:hasAttribute("Infantry") ~= true then --disregard infantry...we only want objects that might provide cover if getObjectVolume(foundItem) > object_vol_thresh then foundUnits[#foundUnits + 1] = foundItem --trigger.action.outText("valid cover item: "..foundItem:getTypeName(), 5) else --debugMsg("object not large enough: "..foundItem:getTypeName()) end else --trigger.action.outText("object not the right type", 5) end return true end world.searchObjects(1, volS, ifFound) world.searchObjects(3, volS, ifFound) world.searchObjects(5, volS, ifFound) --world.searchObjects(Object.Category.BASE, volS, ifFound) if #foundUnits > 0 then local path = {} --path[1] = mist.ground.buildWP(RotorOps.getValidUnitFromGroup(grp):getPoint(), '', 2) path[1] = mist.ground.buildWP(RotorOps.getValidUnitFromGroup(grp):getPoint(), '', 2) local rand_index = math.random(1,#foundUnits) path[#path + 1] = mist.ground.buildWP(foundUnits[rand_index]:getPoint(), '', 2) mist.goRoute(grp, path) end end --helper function to try to determine a point is near many scenery objects function RotorOps.pointIsUrban(_point, _radius) local volS = { id = world.VolumeType.SPHERE, params = { point = _point, radius = _radius } } local foundUnits = {} local ifFound = function(foundItem, val) foundUnits[#foundUnits + 1] = foundItem end world.searchObjects(5, volS, ifFound) --env.info("Found scenery objects: " .. #foundUnits) if #foundUnits > 10 then return true end return false end function RotorOps.aiExecute(vars) local update_interval = 60 local last_task = vars.last_task local last_zone = vars.last_zone local group_name = vars.group_name if not vars.group_name or not tableHasKey(RotorOps.ai_tasks, group_name) then return end local task = RotorOps.ai_tasks[group_name].ai_task local zone = RotorOps.ai_tasks[group_name].zone local point = RotorOps.ai_tasks[group_name].point -- if vars.zone then zone = vars.zone end --error after Apache update -- if Group.isExist(Group.getByName(group_name)) ~= true or #Group.getByName(group_name):getUnits() < 1 then -- debugMsg(group_name.." no longer exists") -- RotorOps.ai_tasks[group_name] = nil -- return -- end if Group.getByName(group_name) then if Group.isExist(Group.getByName(group_name)) ~= true or #Group.getByName(group_name):getUnits() < 1 then debugMsg(group_name.." no longer exists") RotorOps.ai_tasks[group_name] = nil return end else debugMsg(group_name.." no longer exists") RotorOps.ai_tasks[group_name] = nil end local same_zone = false if zone ~= nil then if zone ~= last_zone then same_zone = true end end local should_update = true if RotorOps.persistent_tasking and task == last_task then if task == "move_to_active_zone" or task == "move_to_zone" then if same_zone then should_update = false end end end if should_update then --check to make sure we don't have the same task debugMsg("tasking: "..group_name.." : "..task) if task == "patrol" then local vars = {} vars.grp = Group.getByName(group_name) vars.radius = 300 RotorOps.patrolRadius(vars) --takes a group object, not name update_interval = math.random(150,200) elseif task == "aggressive" then local vars = {} vars.grp = Group.getByName(group_name) vars.radius = 5000 update_interval = math.random(60,90) RotorOps.chargeEnemy(vars) --takes a group object, not name elseif task == "clear_zone" then local vars = {} vars.grp = Group.getByName(group_name) vars.zone = zone update_interval = math.random(50,70) RotorOps.chargeEnemy(vars) --takes a group object, not name elseif task == "move_to_zone" then update_interval = math.random(90,120) local formation = 'cone' local final_heading = nil local speed = RotorOps.ground_speed 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 = RotorOps.force_offroad mist.groupToPoint(group_name, RotorOps.active_zone, formation, final_heading, speed, force_offroad) elseif task == "shift" then local vars = {} vars.grp = Group.getByName(group_name) vars.radius = 250 vars.point = point RotorOps.shiftPosition(vars) --takes a group object, not name update_interval = math.random(60,360) elseif task == "guard" then local vars = {} vars.grp = Group.getByName(group_name) vars.radius = 100 vars.point = point RotorOps.guardPosition(vars) --takes a group object, not name update_interval = math.random(60,120) end end vars.last_task = task vars.last_zone = zone local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + update_interval) 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 local defending_ground_units local defending_infantry local defending_vehicles local attacking_ground_units local attacking_infantry local attacking_vehicles --find and sort units found in the active zone if RotorOps.defending then defending_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone}) defending_infantry = RotorOps.sortOutInfantry(defending_ground_units).infantry defending_vehicles = RotorOps.sortOutInfantry(defending_ground_units).not_infantry attacking_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone}) attacking_infantry = RotorOps.sortOutInfantry(attacking_ground_units).infantry attacking_vehicles = RotorOps.sortOutInfantry(attacking_ground_units).not_infantry else --attacking defending_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone}) defending_infantry = RotorOps.sortOutInfantry(defending_ground_units).infantry defending_vehicles = RotorOps.sortOutInfantry(defending_ground_units).not_infantry attacking_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone}) attacking_infantry = RotorOps.sortOutInfantry(attacking_ground_units).infantry attacking_vehicles = RotorOps.sortOutInfantry(attacking_ground_units).not_infantry end --ground unit ai stuff RotorOps.ai_defending_infantry_groups = RotorOps.groupsFromUnits(defending_infantry) RotorOps.ai_defending_vehicle_groups = RotorOps.groupsFromUnits(defending_vehicles) RotorOps.ai_attacking_infantry_groups = RotorOps.groupsFromUnits(attacking_infantry) RotorOps.ai_attacking_vehicle_groups = RotorOps.groupsFromUnits(attacking_vehicles) local halt_convoy = false local convoy_status = "enroute" if #attacking_ground_units > 0 and not RotorOps.defending and RotorOps.halt_convoy_without_airsupport then if RotorOps.convoy_suppressor then if RotorOps.convoy_suppressor:isExist() then halt_convoy = true convoy_status = "suppressed" else RotorOps.convoy_suppressor = nil end elseif not RotorOps.predAirSupportNearActive() then convoy_status = "waiting_for_escort" halt_convoy = true end end if RotorOps.convoy_assaulter then if RotorOps.convoy_assaulter:isExist() then convoy_status = "under_attack" else RotorOps.convoy_assaulter = nil end end for index, group in pairs(RotorOps.ai_defending_infantry_groups) do if group and not isStaticGroup(group) then RotorOps.aiTask(group, "patrol") end end for index, group in pairs(RotorOps.ai_attacking_infantry_groups) do if group and not isStaticGroup(group) then if halt_convoy then RotorOps.aiTask(group, "guard") else RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone) convoy_status = "clearing_zone" end end end for index, group in pairs(RotorOps.ai_attacking_vehicle_groups) do if group and not isStaticGroup(group) then if halt_convoy then RotorOps.aiTask(group, "guard") else RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone) convoy_status = "clearing_zone" end end end for index, group in pairs(RotorOps.ai_defending_vehicle_groups) do if group and not isStaticGroup(group) then Group.getByName(group):getController():setOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK , RotorOps.defending_vehicles_disperse) if RotorOps.defending_vehicles_behavior == "patrol" then RotorOps.aiTask(group, "patrol") elseif RotorOps.defending_vehicles_behavior == "shift" then local unit = RotorOps.getValidUnitFromGroup(group) if unit then RotorOps.aiTask(group, "shift", nil, unit:getPoint()) end end end end --FIRES ONCE PER ZONE ACTIVATION --let's compare the defending units in zone vs their initial numbers and set a game flag if not active_zone_initial_defenders then --debugMsg("taking stock of the active zone") active_zone_initial_defenders = defending_ground_units low_units_message_fired = false --sort infantry spawn zones and spawn quantity inf_spawn_zones = {} local total_spawn_zones = 0 for zone, zoneobj in pairs(mist.DBs.zonesByName) do if string.find(zone, RotorOps.active_zone) and string.find(zone:lower(), "spawn") then --if we find a zone that has the active zone name and the word spawn inf_spawn_zones[#inf_spawn_zones + 1] = zone env.info("ROTOR OPS: active spawn zone found:"..zone) end end for index, rops_zone in pairs(RotorOps.zones) do for zone, zoneobj in pairs(mist.DBs.zonesByName) do if string.find(zone:lower(), rops_zone.name:lower()) and string.find(zone:lower(), "spawn") then total_spawn_zones = total_spawn_zones + 1 env.info("ROTOR OPS: spawn zone found:"..zone..", total spawn zones:"..total_spawn_zones) end end end --RotorOps.inf_spawns_avail = RotorOps.inf_spawns_per_zone * RotorOps.inf_spawn_multiplier[RotorOps.active_zone_index] if total_spawn_zones > 0 then RotorOps.inf_spawns_avail = (RotorOps.inf_spawns_total / total_spawn_zones) * #inf_spawn_zones RotorOps.inf_spawns_avail = math.ceil(RotorOps.inf_spawns_avail) end env.info("ROTOR OPS: zone activated: "..RotorOps.active_zone..", inf spawns avail:"..RotorOps.inf_spawns_avail..", spawn zones:"..#inf_spawn_zones) end local defenders_status_flag = RotorOps.zones[RotorOps.active_zone_index].defenders_status_flag --if #active_zone_initial_defenders == 0 then active_zone_initial_defenders = 1 end --prevent divide by zero local defenders_remaining_percent = math.floor((#defending_ground_units / #active_zone_initial_defenders) * 100) if #defending_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared active_zone_initial_defenders = nil defenders_remaining_percent = 0 trigger.action.setUserFlag(defenders_status_flag, 0) --set the zone's flag to cleared trigger.action.setUserFlag(zone_defenders_flags[RotorOps.active_zone_index], 0) --set the zone's flag to cleared if RotorOps.defending == true then RotorOps.gameMsg(RotorOps.gameMsgs.enemy_cleared_zone, RotorOps.active_zone_index) else RotorOps.gameMsg(RotorOps.gameMsgs.cleared, RotorOps.active_zone_index) end 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 defenders trigger.action.setUserFlag(zone_defenders_flags[RotorOps.active_zone_index], defenders_remaining_percent) end --are all zones clear? local all_zones_clear = true for key, value in pairs(RotorOps.zones) do local defenders_remaining = trigger.misc.getUserFlag(RotorOps.zones[key].defenders_status_flag) if defenders_remaining ~= 0 then all_zones_clear = false end end --update staged units remaining flag local staged_units_remaining = {} for index, unit in pairs(RotorOps.staged_units) do if unit:isExist() and unit:getLife() > 0 then staged_units_remaining[#staged_units_remaining + 1] = unit end end local percent_staged_remain = 0 percent_staged_remain = math.floor((#staged_units_remaining / #RotorOps.staged_units) * 100) trigger.action.setUserFlag(RotorOps.staged_units_flag, percent_staged_remain) trigger.action.setUserFlag('ROPS_ATTACKERS', percent_staged_remain) if #staged_units_remaining == 0 then convoy_status = "destroyed" end --is the game finished? if all_zones_clear then if RotorOps.defending == true then RotorOps.game_state = RotorOps.game_states.lost trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.lost) trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.lost) else RotorOps.game_state = RotorOps.game_states.won trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.won) trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.won) end return --we won't reset our timer to fire this function again end --is the defending game finished? local defending_game_won = true for key, staged_unit in pairs(RotorOps.staged_units) do if staged_unit:isExist() then --check if the enemy has staged units left defending_game_won = false end end if RotorOps.defending and defending_game_won then RotorOps.game_state = RotorOps.game_states.won trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.won) trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.won) return --we won't reset our timer to fire this function again end --APCs unload local function unloadAPCs() local units_table = attacking_vehicles for index, vehicle in pairs(units_table) do local should_deploy = false if vehicle:hasAttribute("Infantry carriers") or vehicle:hasAttribute("Trucks") then --if a vehicle is an APC if RotorOps.isUnitInZone(vehicle, RotorOps.active_zone) then --if a vehicle is an APC and in zone local apc_name = vehicle:getName() if tableHasKey(apcs, apc_name) == true then --if we have this apc in our table already for key, apc_details in pairs(apcs[apc_name]) do if hasValue(apc_details, RotorOps.active_zone) then --if our apc table has the current zone else --our apc table does not have the current zone apcs[apc_name].deployed_zones = {RotorOps.active_zone,} should_deploy = true end end else --we don't have the apc in our table should_deploy = true apcs[apc_name] = {['deployed_zones'] = {RotorOps.active_zone,}} end end end if should_deploy then local function timedDeploy() if vehicle:isExist() then env.info(vehicle:getName().." is deploying troops.") RotorOps.deployTroops(RotorOps.inf_apc_group, vehicle:getGroup(), false) end end local id = timer.scheduleFunction(timedDeploy, nil, timer.getTime() + math.random(90, 300)) end end end if RotorOps.apcs_spawn_infantry then unloadAPCs() --this should really be an aitask end --spawn infantry in infantry spawn zones local function spawnInfantry() if math.random(0, 100) <= RotorOps.inf_spawn_chance then local rand_index = math.random(1, #inf_spawn_zones) local zone = inf_spawn_zones[rand_index] ctld.spawnGroupAtTrigger("red", RotorOps.inf_spawn_red, zone, 1000) if RotorOps.inf_spawn_messages then RotorOps.gameMsg(RotorOps.gameMsgs.infantry_spawned, math.random(1, #RotorOps.gameMsgs.infantry_spawned)) end RotorOps.inf_spawns_avail = RotorOps.inf_spawns_avail - 1 env.info("ROTOR OPS: Attempting to spawn infantry. "..RotorOps.inf_spawns_avail.." spawns remaining in "..zone) end end if RotorOps.inf_spawns_avail > 0 and defenders_remaining_percent <= RotorOps.inf_spawn_trigger_percent then spawnInfantry() end --voiceovers based on remaining defenders if not low_units_message_fired then if defenders_remaining_percent <= 40 then low_units_message_fired = true env.info("ROTOR OPS: low units remaining in zone") if RotorOps.defending then RotorOps.gameMsg(RotorOps.gameMsgs.enemy_almost_cleared, math.random(1, #RotorOps.gameMsgs.enemy_almost_cleared)) else RotorOps.gameMsg(RotorOps.gameMsgs.almost_cleared, math.random(1, #RotorOps.gameMsgs.almost_cleared)) end end end --Update the convoy status RotorOps.convoy_status = convoy_status --zone status display local message = "" local header = "" local body = "" if RotorOps.defending == true then header = "[DEFEND "..RotorOps.active_zone .. "] " body = "BLUE: "..#defending_infantry.. " infantry, " .. #defending_vehicles.." vehicles. RED CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]" else header = "[ATTACK "..RotorOps.active_zone .. "] " body = "RED: " ..#defending_infantry.. " infantry, " .. #defending_vehicles .. " vehicles. BLUE CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]" end if clear_text_index == 1 and not RotorOps.defending then if RotorOps.convoy_status == "waiting_for_escort" then body = "CONVOY HALTED: Awaiting air support near "..RotorOps.active_zone elseif RotorOps.convoy_status == "clearing_zone" then body = "Convoy is clearing " .. RotorOps.active_zone elseif RotorOps.convoy_status == "enroute" then body = "Convoy enroute to " .. RotorOps.active_zone elseif RotorOps.convoy_status == "suppressed" then local supressor_type = RotorOps.convoy_suppressor:getTypeName() or "enemy units" local grid = mist.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(RotorOps.convoy_suppressor:getPosition().p)), 4) or "unknown location" body = "Convoy pinned down by "..supressor_type.." at "..grid elseif RotorOps.convoy_status == "under_attack" then body = "Convoy under attack!" end if RotorOps.convoy_status == "destroyed" then body = "Convoy has been destroyed." end end message = header .. body if RotorOps.zone_status_display then game_message_buffer[#game_message_buffer + 1] = {message, ""} --don't load the buffer faster than it's cleared. end clear_text_index = clear_text_index + 1 if clear_text_index > 1 then clear_text_index = 0 end local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 10) end function RotorOps.drawZones() --this could use a lot of work, we should use trigger.action.removeMark and some way of managing ids created local zones = RotorOps.zones local previous_point for index, zone in pairs(zones) do local point = trigger.misc.getZone(zone.name).point local radius = trigger.misc.getZone(zone.name).radius local coal = -1 local id = index --this must be UNIQUE! local color = {1, 1, 1, 0.5} local fill_color = {1, 1, 1, 0.1} local text_fill_color = {0, 0, 0, 0} local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash local font_size = 20 local read_only = false local text = index..". "..zone.name if zone.name == RotorOps.active_zone then id = id + 300 color = {1, 1, 1, 0.2} fill_color = {1, 0, 0, 0.05} end if previous_point ~= nill then --trigger.action.lineToAll(coal, id + 200, point, previous_point, color, line_type) end previous_point = point if RotorOps.draw_conflict_zones == true then trigger.action.circleToAll(coal, id, point, radius, color, fill_color, line_type) trigger.action.textToAll(coal, id + 100, point, color, text_fill_color, font_size, read_only, text) end end for index, cpz in pairs(ctld.pickupZones) do env.info("CTLD pickzone name: " .. cpz[1]) pickup_zone = trigger.misc.getZone(cpz[1]) if pickup_zone then env.info("found a ctld pickup zone") local ctld_zone_status = cpz[4] local point = pickup_zone.point local radius = pickup_zone.radius local coal = -1 local id = index + 150 --this must be UNIQUE! local color = {1, 1, 1, 0.5} local fill_color = {0, 0.8, 0, 0.1} local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash if ctld_zone_status == 'yes' or ctld_zone_status == 1 then env.info("pickup zone is active, drawing it to the map") trigger.action.circleToAll(coal, id, point, radius, color, fill_color, line_type) end end end -- for index, pickup_zone in pairs(RotorOps.ctld_pickup_zones) -- do -- for c_index, c_zone in pairs(ctld.pickupZones) -- do -- if pickup_zone == c_zone[1] then -- --debugMsg("found our zone in ctld zones, status: "..c_zone[4]) -- local ctld_zone_status = c_zone[4] -- local point = trigger.misc.getZone(pickup_zone).point -- local radius = trigger.misc.getZone(pickup_zone).radius -- local coal = -1 -- local id = index + 150 --this must be UNIQUE! -- local color = {1, 1, 1, 0.5} -- local fill_color = {0, 0.8, 0, 0.1} -- local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash -- if ctld_zone_status == 'yes' or ctld_zone_status == 1 then -- --debugMsg("draw the pickup zone") -- trigger.action.circleToAll(coal, id, point, radius, color, fill_color, line_type) -- end -- end -- end -- end end function RotorOps.setActiveZone(new_index) local old_index = RotorOps.active_zone_index if new_index > #RotorOps.zones then new_index = #RotorOps.zones end if new_index < 1 then new_index = 1 end RotorOps.active_zone_index = new_index RotorOps.active_zone = RotorOps.zones[new_index].name if new_index ~= old_index then --the active zone is changing -- if not RotorOps.defending then -- if old_index > 0 and RotorOps.apcs_spawn_infantry == false then -- ctld.activatePickupZone(RotorOps.farp_names[old_index]) --make the captured zone a pickup zone -- end -- ctld.deactivatePickupZone(RotorOps.farp_names[new_index]) -- end RotorOps.game_state = new_index trigger.action.setUserFlag(RotorOps.game_state_flag, new_index) trigger.action.setUserFlag('ROPS_GAMESTATE', new_index) if new_index > old_index then if RotorOps.defending == true then RotorOps.gameMsg(RotorOps.gameMsgs.enemy_pushing, new_index) else RotorOps.gameMsg(RotorOps.gameMsgs.push, new_index) end end local staged_groups = RotorOps.groupsFromUnits(RotorOps.staged_units) for index, group in pairs(staged_groups) do timer.scheduleFunction(function()RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) end, {}, timer.getTime() + index) --add a second between calling aitask --RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) --send vehicles to next zone; use move_to_active_zone so units don't get stuck if the active zone moves before they arrive end end --debugMsg("active zone: "..RotorOps.active_zone.." old zone: "..RotorOps.zones[old_index].name) RotorOps.drawZones() end --make some changes to the CTLD script/settings function RotorOps.setupCTLD() if not ctld then trigger.action.outText("ERROR: CTLD Not Loaded!!", 90) return end if type(ctld.pickupZones[1][2]) == "number" then --ctld converts its string table to integer on load, so we'll see if that's happened already trigger.action.outText("ERROR: CTLD Loaded Too Soon!!", 90) return end --ctld.Debug = false ctld.enableCrates = RotorOps.CTLD_crates ctld.enabledFOBBuilding = false ctld.JTAC_lock = "vehicle" ctld.location_DMS = true ctld.numberOfTroops = 24 --max loading size ctld.maximumSearchDistance = 4000 -- max distance for troops to search for enemy ctld.maximumMoveDistance = 0 -- max distance for troops to move from drop point if no enemy is nearby ctld.maximumDistanceLogistic = 300 ctld.minimumHoverHeight = 5.0 -- Lowest allowable height for crate hover ctld.maximumHoverHeight = 15.0 -- Highest allowable height for crate hover ctld.maxDistanceFromCrate = 7 -- Maximum distance from from crate for hover ctld.hoverTime = 5 -- Time to hold hover above a crate for loading in seconds ctld.unitLoadLimits = { -- Remove the -- below to turn on options ["SA342Mistral"] = 4, ["SA342L"] = 4, ["SA342M"] = 4, ["UH-1H"] = 10, ["Mi-8MT"] = 18, ["Mi-24P"] = 8, ["UH-60L"] = 11, ["CH-47Fbl1"] = 33 } ctld.loadableGroups = { {name = "Small Standard Group (4)", inf = 2, mg = 1, at = 1 }, {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 = "JTAC Group (4)", inf = 3, jtac = 1 }, {name = "Small Platoon (16)", inf = 9, mg = 3, at = 3, aa = 1 }, {name = "Platoon (24)", inf = 10, mg = 5, at = 6, aa = 3 }, } --add to CTLD default pickzone names. This could be done in a loop but this should be more readable --pickupZones = { "Zone name or Ship Unit Name", "smoke color", "limit (-1 unlimited)", "ACTIVE (yes/no)", "side (0 = Both sides / 1 = Red / 2 = Blue )", flag number (optional) } ctld.pickupZones[#ctld.pickupZones + 1] = { "STAGING", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "STAGING_BASE", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "ALPHA_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "BRAVO_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "CHARLIE_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "DELTA_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "ECHO_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "FOXTROT_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "GOLF_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "HOTEL_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "HELO_CARRIER", "none", -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "HELO_CARRIER_1", "none", -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops1", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops2", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops3", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops4", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops5", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops6", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops7", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops8", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops9", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.pickupZones[#ctld.pickupZones + 1] = { "troops10", RotorOps.pickup_zone_smoke, -1, "yes", 0 } ctld.logisticUnits = {} --eg 'logistic1', 'logistic2', 'logistic3' --plus -1 -2 -3 suffix for each for i = 1, 10 do ctld.logisticUnits[#ctld.logisticUnits + 1] = "logistic"..i ctld.logisticUnits[#ctld.logisticUnits + 1] = "logistic"..i.."-1" ctld.logisticUnits[#ctld.logisticUnits + 1] = "logistic"..i.."-2" ctld.logisticUnits[#ctld.logisticUnits + 1] = "logistic"..i.."-3" end end function RotorOps.setupRadioMenu() commandDB['conflict_zones_menu'] = missionCommands.addSubMenu( "ROTOR OPS") local conflict_zones_menu = commandDB['conflict_zones_menu'] commandDB['start_conflict'] = missionCommands.addCommand( "Start conflict" , conflict_zones_menu , RotorOps.startConflict) end function RotorOps.addZone(_name, _zone_defenders_flag) if trigger.misc.getZone(_name) == nil then trigger.action.outText(_name.." trigger zone missing! Check RotorOps setup!", 60) env.warning(_name.." trigger zone missing! Check RotorOps setup!") end table.insert(RotorOps.zones, {name = _name, defenders_status_flag = _zone_defenders_flag}) trigger.action.setUserFlag(_zone_defenders_flag, 101) trigger.action.setUserFlag(zone_defenders_flags[1], 101) trigger.action.setUserFlag(zone_defenders_flags[2], 101) trigger.action.setUserFlag(zone_defenders_flags[3], 101) trigger.action.setUserFlag(zone_defenders_flags[4], 101) trigger.action.setUserFlag(zone_defenders_flags[5], 101) trigger.action.setUserFlag(zone_defenders_flags[6], 101) trigger.action.setUserFlag(zone_defenders_flags[7], 101) trigger.action.setUserFlag(zone_defenders_flags[8], 101) RotorOps.drawZones() local farp_name = _name .. "_FARP" RotorOps.farp_names[#RotorOps.farp_names + 1] = farp_name end function RotorOps.addStagingZone(_name) if trigger.misc.getZone(_name) == nil then trigger.action.outText(_name.." trigger zone missing! Check RotorOps setup!", 60) env.warning(_name.." trigger zone missing! Check RotorOps setup!") end RotorOps.staging_zones[#RotorOps.staging_zones + 1] = _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 if hasValue(RotorOps.transports, uData.type) then if hasValue(ctld.transportPilotNames, uData.unitName) ~= true then ctld.transportPilotNames [#ctld.transportPilotNames + 1] = uData.unitName --else trigger.action.outText("player already in pilot table", 5) end end end 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.game_state_flag = _game_state_flag RotorOps.game_state = RotorOps.game_states.not_started processMsgBuffer() trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.not_started) trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.not_started) trigger.action.outText("ALL TROOPS GET TO TRANSPORT AND PREPARE FOR DEPLOYMENT!" , 10, false) if RotorOps.CTLD_sound_effects == true then local timer_id = timer.scheduleFunction(RotorOps.registerCtldCallbacks, 1, timer.getTime() + 5) end end function RotorOps.addPickupZone(zone_name, smoke, limit, active, side) --depreciated, don't use ctld.pickupZones[#ctld.pickupZones + 1] = {zone_name, smoke, limit, active, side} end 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']) --commandDB['clear_zone'] = missionCommands.addCommand( "[CHEAT] Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone) local units_found = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), RotorOps.staging_zones) --filter out 'static' units for index, unit in pairs(units_found) do if not isStaticUnit(unit) then RotorOps.staged_units[#RotorOps.staged_units + 1] = unit end end if RotorOps.staged_units[1] == nil then trigger.action.outText("RotorOps failed: You must place ground units in the staging and conflict zones!" , 60, false) env.warning("No units in staging zone! Check RotorOps setup!") return end if RotorOps.staged_units[1]:getCoalition() == 1 then --check the coalition in the staging zone to see if we're defending --DEFENSE trigger.action.setUserFlag('ROPS_DEFENDING', 1) RotorOps.defending = true RotorOps.gameMsg(RotorOps.gameMsgs.start_defense) ctld.activatePickupZone(RotorOps.farp_names[#RotorOps.farp_names]) --make the last zone a pickup zone for defenders else --OFFENSE RotorOps.gameMsg(RotorOps.gameMsgs.start) if RotorOps.enable_staging_pickzones then if trigger.misc.getZone("STAGING_BASE") then ctld.activatePickupZone("STAGING_BASE") else ctld.activatePickupZone("STAGING") end end end RotorOps.setActiveZone(1) if RotorOps.ai_task_by_name then RotorOps.taskByName() end local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5) world.addEventHandler(RotorOps.eventHandler) end function RotorOps.triggerSpawn(groupName, msg, resume_task) local group = Group.getByName(groupName) if not group then env.warning("RotorOps tried to spawn "..groupName.." but it doesn't exist.") return nil end if group and group:isExist() == true and #group:getUnits() > 0 and group:getUnits()[1]:getLife() > 1 and group:getUnits()[1]:isActive() then env.info("RotorOps tried to respawn "..groupName.." but it's already active.") return nil else local new_group = mist.respawnGroup(groupName, resume_task) if new_group then if msg ~= nil then RotorOps.gameMsg(msg) end env.info("RotorOps spawned "..groupName) return new_group end end end ---Search for group names containing key strings to assign AI tasks function RotorOps.taskByName() env.info("RotorOps searching for groups to taskByName") for group_name, data in pairs(mist.DBs.groupsByName) do if string.find(group_name:lower(), RotorOps.patrol_task_string:lower()) then RotorOps.aiTask(group_name, "patrol") env.info("Tasking " .. group_name .. " as patrol.") elseif string.find(group_name:lower(), RotorOps.aggressive_task_string:lower()) then RotorOps.aiTask(group_name, "aggressive") env.info("Tasking " .. group_name .. " as aggressive.") elseif string.find(group_name:lower(), RotorOps.move_to_active_task_string:lower()) then RotorOps.aiTask(group_name, "move_to_active_zone") env.info("Tasking " .. group_name .. " to move to active zone.") elseif string.find(group_name:lower(), RotorOps.shift_task_string:lower()) then RotorOps.aiTask(group_name, "shift") env.info("Tasking " .. group_name .. " to shift positions.") elseif string.find(group_name:lower(), RotorOps.guard_task_string:lower()) then RotorOps.aiTask(group_name, "guard") env.info("Tasking " .. group_name .. " to guard positions.") end end if RotorOps.ai_task_by_name_scheduler then local timer_id = timer.scheduleFunction(RotorOps.taskByName, nil, timer.getTime() + 500) end end function RotorOps.spawnAttackHelos() RotorOps.triggerSpawn("Enemy Attack Helicopters", RotorOps.gameMsgs.attack_helos_prep, true) end function RotorOps.spawnAttackPlanes() RotorOps.triggerSpawn("Enemy Attack Planes", RotorOps.gameMsgs.attack_planes_prep, true) end function RotorOps.farpEstablished(index, trigger_zone) env.info("RotorOps FARP established at "..RotorOps.zones[index].name) if trigger_zone then if RotorOps.farp_pickups then ctld.activatePickupZone(trigger_zone) end if RotorOps.farp_smoke_color >= 0 and RotorOps.pickup_zone_smoke == 'none' then trigger.action.smoke(trigger.misc.getZone(trigger_zone).point , RotorOps.farp_smoke_color) end end timer.scheduleFunction(function()RotorOps.gameMsg(RotorOps.gameMsgs.farp_established, index) end, {}, timer.getTime() + 15) end function RotorOps.getEnemyZones() local enemy_zones = {} if RotorOps.defending then for index, zone in pairs(RotorOps.zones) do if index <= RotorOps.active_zone_index then enemy_zones[#enemy_zones + 1] = zone.name end end else --not defending for index, zone in pairs(RotorOps.zones) do if index >= RotorOps.active_zone_index then enemy_zones[#enemy_zones + 1] = zone.name end end end debugMsg("Got enemy zones:") debugTable(enemy_zones) return enemy_zones end function RotorOps.spawnTranspHelos(troops, max_drops) local script_string = [[local this_grp = ... this_grp:getController():setOption(AI.Option.Air.id.REACTION_ON_THREAT , AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE) this_grp:getController():setOption(AI.Option.Air.id.FLARE_USING , AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES)]] local setOptions = { id = 'WrappedAction', params = { action = { id = 'Script', params = { command = script_string, }, }, }, } local dropTroops = { id = 'WrappedAction', params = { action = { id = 'Script', params = { command = 'RotorOps.deployTroops('..troops..', ...)', }, }, }, } local group = Group.getByName("Enemy Transport Helicopters") local initial_point = group:getUnits()[1]:getPoint() local gp = mist.getGroupData("Enemy Transport Helicopters") --debugTable(gp) local drop_zones = RotorOps.getEnemyZones() if RotorOps.defending then drop_zones = {RotorOps.active_zone} end gp.route = {points = {}} gp.route.points[1] = mist.heli.buildWP(initial_point, initial, 'flyover', 0, 0, 'agl') gp.route.points[2] = mist.heli.buildWP(initial_point, initial, 'flyover', 100, 100, 'agl') gp.route.points[2].task = setOptions local failsafe = 100 local drop_qty = 0 while drop_qty < max_drops do for i = 1, 10 do --pick some random points to evaluate local zone_name = drop_zones[math.random(#drop_zones)] local zone_point = trigger.misc.getZone(zone_name).point local drop_point = mist.getRandomPointInZone(zone_name, 300) if mist.isTerrainValid(drop_point, {'LAND', 'ROAD'}) == true then --if the point looks like a good drop point gp.route.points[#gp.route.points + 1] = mist.heli.buildWP(zone_point, 'flyover', 100, 400, 'agl') gp.route.points[#gp.route.points + 1] = mist.heli.buildWP(zone_point, 'flyover', 20, 200, 'agl') gp.route.points[#gp.route.points + 1] = mist.heli.buildWP(drop_point, 'turning point', 10, 70, 'agl') gp.route.points[#gp.route.points].task = dropTroops drop_qty = drop_qty + 1 break end end failsafe = failsafe - 1 if failsafe < 1 then env.error("ROTOROPS: FINDING DROP POINTS TOOK TOO LONG") break end end gp.route.points[#gp.route.points + 1] = mist.heli.buildWP(initial_point, 'flyover', 100, 400, 'agl') gp.clone = true local new_group_data = mist.dynAdd(gp) --returns a mist group data table --debugTable(new_group_data) -- local new_group = Group.getByName(new_group_data.groupName) -- local grp_controller = new_group:getController() --controller for aircraft can be group or unit level -- grp_controller:setOption(AI.Option.Air.id.REACTION_ON_THREAT , AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE) -- grp_controller:setOption(AI.Option.Air.id.FLARE_USING , AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES) env.info("ROTOROPS: TRANSPORT HELICOPTER DEPARTING WITH "..drop_qty.." PLANNED TROOP DROPS.") end function RotorOps.spawnCapToZone(_target_zone, _spawn_zone, coal) local target_zone = _target_zone if not target_zone then target_zone = RotorOps.getEnemyZones()[math.random(1, #RotorOps.getEnemyZones())] end local zone_point = trigger.misc.getZone(target_zone).point RotorOps.spawnCap(zone_point, _spawn_zone, coal) end RotorOps.fighter_red_source_string = "RED CAP" RotorOps.fighter_blue_source_string = "BLUE CAP" RotorOps.fighter_engagement_dist = 20 function RotorOps.spawnCap(destination_point, _spawn_zone, coal) local red_zone_string = "RED_CAP_SPAWN" local blue_zone_string = "BLUE_CAP_SPAWN" local coal_zone_string = nil if not coal or coal == 0 then return end if coal == 1 then coal_zone_string = red_zone_string source_group_string = RotorOps.fighter_red_source_string end if coal == 2 then coal_zone_string = blue_zone_string source_group_string = RotorOps.fighter_blue_source_string end local spawn_zone = _spawn_zone if not _spawn_zone then local spawn_zones = {} for zone, zoneobj in pairs(mist.DBs.zonesByName) do if string.find(zone, coal_zone_string) then spawn_zones[#spawn_zones + 1] = zone --env.info("found cap spawn zone: " .. zone) end end if #spawn_zones < 1 then return end spawn_zone = spawn_zones[math.random(1, #spawn_zones)] end local spawn_point = mist.getRandomPointInZone(spawn_zone) local altitude = math.random(2000,6000) local speed = 300 --pick a template group at random for the source fighter_groups = {} --stores group names of template groups for uName, uData in pairs(mist.DBs.groupsByName) do if string.find(uName, source_group_string) then fighter_groups[#fighter_groups + 1] = uName end end if #fighter_groups < 1 then return end fighter_group_name = fighter_groups[math.random(1, #fighter_groups)] local group = Group.getByName(fighter_group_name) if not group then return end local gp = mist.getGroupData(fighter_group_name) --debugTable(gp) gp.units[1].alt = altitude gp.units[1].speed = speed gp.units[1].x = spawn_point.x gp.units[1].y = spawn_point.y gp.units[1].heading = mist.utils.getHeadingPoints(spawn_point, destination_point) local engage = { id = 'EngageTargets', params = { maxDist = RotorOps.fighter_engagement_dist, maxDistEnabled = true, targetTypes = { [1] = "Air" }, } } local orbit = { id = 'Orbit', params = { pattern = 'Race-Track', } } gp.route = {points = {}} -- gp.route[1] = mist.fixedWing.buildWP(random_airbase:getPoint()) -- gp.route[1].type = "TakeOffParking" -- gp.route[1].action = "From Parking Area" -- gp.route[1].airdromeId = airbase_id gp.route.points[1] = mist.fixedWing.buildWP(spawn_point, 'turning point', speed, altitude, 'baro') gp.route.points[1].task = {} gp.route.points[1].task.id = 'ComboTask' gp.route.points[1].task.params = {} gp.route.points[1].task.params.tasks = {} gp.route.points[1].task.params.tasks[1] = {number = 1, id = 'ControlledTask', enabled = true, params = {task = engage}} gp.route.points[1].task.params.tasks[2] = {number = 2, id = 'ControlledTask', enabled = true, params = {task = orbit}} gp.route.points[2] = mist.fixedWing.buildWP(destination_point, 'turning point', speed, altitude, 'baro') gp.clone = true local new_group_data = mist.dynAdd(gp) --returns a mist group data table --debugTable(new_group_data) local new_group = Group.getByName(new_group_data.name) if new_group then env.info("RotorOps spawned CAP: "..new_group_data.name) else env.error("RotorOps tried to spawn CAP but something went wrong.") return end local grp_controller = new_group:getController() --controller for aircraft can be group or unit level grp_controller:setOption(AI.Option.Air.id.REACTION_ON_THREAT , AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE) grp_controller:setOption(AI.Option.Air.id.FLARE_USING , AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES) grp_controller:setOption(AI.Option.Air.id.ROE , AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE) grp_controller:setOption(AI.Option.Air.id.RADAR_USING, AI.Option.Air.val.RADAR_USING.FOR_SEARCH_IF_REQUIRED) return new_group_data.name end function RotorOps.deployFighters() local function spawn(dest_point, target_unit, coal) fighter = RotorOps.spawnCap(dest_point, nil, coal) if fighter and #fighters_by_detected_unitname < RotorOps.fighter_max_active then _spawn_time = RotorOps.getTime() fighters_by_detected_unitname[target_unit] = { name = fighter, spawn_time = _spawn_time, rtb_time = math.random(_spawn_time + (15 * 60), _spawn_time + (25 * 60)), respawn_time = math.random(_spawn_time + (5 * 60), _spawn_time + (15 * 60)), } if ((RotorOps.getTime() - cooldown["e_fighters_inbound_msg"]) > 90) then RotorOps.gameMsg(RotorOps.gameMsgs.enemy_fighters_inbound) cooldown["e_fighters_inbound_msg"] = RotorOps.getTime() end --debugTable(fighters_by_detected_unitname) env.info(target_unit .. " was detected and we spawned a new fighter group: " .. fighter) end end local function rtb(group_name) local grp = Group.getByName(group_name) if grp then local coal_airbases = coalition.getAirbases(grp:getCoalition()) --debugTable(coal_airbases) random_airbase = coal_airbases[math.random(1, #coal_airbases)] local airbase_pos = mist.utils.makeVec2(random_airbase:getPoint()) local airbase_id = random_airbase:getID() local rtb = { id = 'Mission', params = { route = { points = { [1] = { alt = 2000, alt_type = "RADIO", speed = 300, x = airbase_pos.x, y = airbase_pos.y, aerodromeId = airbase_id, type = "Land", action = "Landing", } } } } } grp:getController():setTask(rtb) env.info(group_name .. " is RTB to ".. random_airbase:getName()) end end --fighter respawning and rtb for target_name, fighter_group_data in pairs(fighters_by_detected_unitname) do local group = Group.getByName(fighter_group_data.name) if group then --if group alive if fighter_group_data.rtb_time < RotorOps.getTime() then env.info(fighter_group_data.name .. " is RTB. Removing from table.") rtb(fighter_group_data.name) fighters_by_detected_unitname[target_name] = nil end else --if group dead if fighter_group_data.respawn_time < RotorOps.getTime() then env.info(fighter_group_data.name .. " has hit respawn_time limit. Removing from table to allow another group to spawn.") fighters_by_detected_unitname[target_name] = nil end end end for uName, uData in pairs(mist.DBs.unitsByName) do local str_index = string.find(uName, RotorOps.fighter_radar_unit_string) if str_index then --trigger.action.outText("Found radar unit: " .. uData.unitName, 2) local radar_unit = Unit.getByName(uData.unitName) local max_distance = RotorOps.fighter_max_detection_dist local dist_str = string.sub(uName, str_index + #RotorOps.fighter_radar_unit_string + 1) if #dist_str > 3 then --env.info("RotorOps: Radar unit name has the max detection distance property:".. dist_str) local dist = tonumber(dist_str) if dist and dist > 0 then max_distance = dist end end if radar_unit and radar_unit:getLife() > 0 then --trigger.action.outText(uData.unitName .. " is searching for targets. life=" .. radar_unit:getLife(), 2) raw_detected_units = radar_unit:getController():getDetectedTargets(Controller.Detection.RADAR) if raw_detected_units then for i, target in pairs(raw_detected_units) do --debugTable(target) if target.object and target.object:getCategory() == Object.Category.UNIT then local detected_unitname = target.object:getName() local target_pos = target.object:getPosition().p local target_distance = mist.utils.get2DDist(radar_unit:getPosition().p, target_pos) local terrain_height = land.getHeight({x = target_pos.x, y = target_pos.z}) local target_agl = target_pos.y - terrain_height --env.info(uData.unitName .. "detected " .. detected_unitname .. " at " .. target_distance .. " agl:" .. target_agl) if target_distance <= max_distance and target_agl >= RotorOps.fighter_min_detection_alt then env.info('RotorOps: ' .. uData.unitName .. " has detected "..detected_unitname .. "at agl=" .. target_agl .. " distance=" .. target_distance) if tableHasKey(fighters_by_detected_unitname, detected_unitname) then --trigger.action.outText(detected_unitname .. " already in table with " .. fighters_by_detected_unitname[detected_unitname], 2) else spawn(target_pos, detected_unitname, radar_unit:getCoalition()) end end end --end if target.object end --end of raw_detected targets loop end end --end of radar_unit end end --end of all units by name loop end --- USEFUL PUBLIC 'LUA PREDICATE' FUNCTIONS FOR MISSION EDITOR TRIGGERS (don't forget that DCS lua predicate functions should 'return' these function calls) --determine if any human players are above a defined ceiling above ground level. If 'above' parameter is false, function will return true if no players above ceiling function RotorOps.predPlayerMaxAGL(max_agl, above) local players_above_ceiling = 0 for uName, uData in pairs(mist.DBs.humansByName) do local player_unit = Unit.getByName(uData.unitName) if player_unit then local player_pos = player_unit:getPosition().p local terrain_height = land.getHeight({x = player_pos.x, y = player_pos.z}) local player_agl = player_pos.y - terrain_height if player_agl > max_agl then players_above_ceiling = players_above_ceiling + 1 end end end if players_above_ceiling > 0 then return above else return not above end end --determine if any human players are in a zone function RotorOps.predPlayerInZone(zone_name) local players_in_zone = 0 for uName, uData in pairs(mist.DBs.humansByName) do local player_unit = Unit.getByName(uData.unitName) if player_unit and RotorOps.isUnitInZone(player_unit, zone_name) then players_in_zone = players_in_zone + 1 end end if players_in_zone > 0 then return true else return false end end --determine if enemy CAP is needed function RotorOps.predSpawnRedCap() return true end --determine if attacking side aircraft are present near active zone function RotorOps.predAirSupportNearActive() --loop through player aircraft and determine if any are within zone radius plus 5km local players_near_active = 0 for uName, uData in pairs(mist.DBs.humansByName) do local player_unit = Unit.getByName(uData.unitName) if player_unit then local player_pos = player_unit:getPosition().p local active_zone = trigger.misc.getZone(RotorOps.active_zone) local zone_pos = active_zone.point local player_distance = mist.utils.get2DDist(player_pos, zone_pos) if player_distance < (active_zone.radius + 8000) then players_near_active = players_near_active + 1 end end end if players_near_active > 0 then return true else return false end end