RotorOps/RotorOps.lua
2022-01-04 22:43:59 -08:00

782 lines
26 KiB
Lua

RotorOps = {}
RotorOps.voice_overs = true
RotorOps.ground_speed = 40 --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.zone_states = {not_started = 0, active = 1, cleared = 2, started = 3} --zone level user flags will use these values
RotorOps.game_states = {not_started = 0, in_progress = 1, won = 2, lost = 3} --game level user flag will use these values
RotorOps.transports = {'UH-1H', 'Mi-8MT', 'Mi-24P'} --players flying these will have ctld transport access
RotorOps.game_state = 0
RotorOps.zones = {}
RotorOps.active_zone = "" --name of the active zone
RotorOps.active_zone_index = 1
RotorOps.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
trigger.action.outText("ROTOR OPS STARTED", 5)
env.info("ROTOR OPS STARTED")
local staged_units --table of ground units that started in the staging zone
local commandDB = {}
local game_message_buffer = {}
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 = {
{'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'},
},
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'},
{'BRAVO CLEARED!', 'cleared_bravo.ogg'},
{'CHARLIE CLEARED!', 'cleared_charlie.ogg'},
{'DELTA CLEARED!', 'cleared_delta.ogg'},
},
success = {
{'GROUND MISSION SUCCESS!', 'mission_success.ogg'},
},
start = {
{'SUPPORT THE WAR ON THE GROUND!', 'support_troops.ogg'},
},
}
--[[ UTILITY FUNCTIONS ]]--
local function debugMsg(text)
trigger.action.outText(text, 5)
env.info("ROTOROPS_DEBUG: "..text)
end
local function debugTable(table)
trigger.action.outText("dbg: ".. mist.utils.tableShow(table), 5)
end
local function dispMsg(text)
trigger.action.outText(text, 5)
return text
end
local function tableHasKey(table,key)
return table[key] ~= nil
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
function RotorOps.groupsFromUnits(units, table)
local groups = {}
--debugTable(units)
--local groupIndex = {}
for i = 1, #units do
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")
end
end
return groups
end
local function gameMsg(event, _index)
local index = 1
if _index ~= nill 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.info("ROTOR OPS could not find entry for "..key)
end
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)
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:isExist() ~= true then return nil end
local first_valid_unit
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
return first_valid_unit
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
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
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({grp = new_grp, ai_task=ai_task})
else debugMsg("Infantry failed to spawn. ")
end
end
function RotorOps.deployTroops(quantity, target_group_obj)
local valid_unit = RotorOps.getValidUnitFromGroup(target_group_obj)
if not valid_unit then return end
local coalition = valid_unit:getCoalition()
local side = "red"
if coalition == 2 then side = "blue" end
local point = valid_unit:getPoint()
ctld.spawnGroupAtPoint(side, quantity, point, 1000)
end
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
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 volS
if vars.zone then
local sphere = trigger.misc.getZone(vars.zone)
volS = {
id = world.VolumeType.SPHERE,
params = {
point = sphere.point,
radius = sphere.radius
}
}
else
volS = {
id = world.VolumeType.SPHERE,
params = {
point = first_valid_unit:getPoint(),
radius = search_radius
}
}
end
local enemy_unit
local path = {}
local ifFound = function(foundItem, val)
--trigger.action.outText("found item: "..foundItem:getTypeName(), 5)
-- if foundItem:hasAttribute("Infantry") == true and foundItem:getCoalition() == enemy_coal then
if foundItem:getCoalition() == enemy_coal then
enemy_unit = foundItem
trigger.action.outText("found enemy! "..foundItem:getTypeName(), 5)
path[1] = mist.ground.buildWP(start_point, '', 5)
path[2] = mist.ground.buildWP(enemy_unit:getPoint(), '', 5)
--path[3] = mist.ground.buildWP(vars.spawn_point, '', 5)
else
--trigger.action.outText("object found is not enemy inf in "..search_radius, 5)
end
return true
end
--default path if no units found
if false then
debugMsg("group going back to origin")
path[1] = mist.ground.buildWP(start_point, '', 5)
path[2] = mist.ground.buildWP(vars.spawn_point, '', 5)
end
world.searchObjects(Object.Category.UNIT, volS, ifFound)
mist.goRoute(grp, path)
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
if grp:isExist() ~= true 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
------------------------------------------
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 active, 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)
--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")
return
end
--if Group.getByName(group_name):getController():hasTask() == false then --our implementation of hasTask does not seem to be working for vehicles
if task == "patrol" then
local vars = {}
vars.grp = Group.getByName(group_name)
vars.radius = 150
RotorOps.patrolRadius(vars) --takes a group object, not name
update_interval = math.random(40,70)
elseif task == "aggressive" then
local vars = {}
vars.grp = Group.getByName(group_name)
vars.radius = 5000
update_interval = math.random(20,40)
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
--placeholder only, we currently use sendUnitsToZone function
update_interval = math.random(90,120)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[RotorOps.active_zone_index].name)
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
function RotorOps.assessUnitsInZone(var)
if RotorOps.game_state ~= RotorOps.game_states.in_progress 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}) --consider adding other unit types
local red_infantry = RotorOps.sortOutInfantry(red_ground_units).infantry
local red_vehicles = RotorOps.sortOutInfantry(red_ground_units).not_infantry
local blue_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone}) --consider adding other unit types
local blue_infantry = RotorOps.sortOutInfantry(blue_ground_units).infantry
local blue_vehicles = RotorOps.sortOutInfantry(blue_ground_units).not_infantry
--are all zones clear?
local all_zones_clear = true
for key, value in pairs(RotorOps.zones) do
local zone_status = trigger.misc.getUserFlag(RotorOps.zones[key].zone_status_flag)
if zone_status ~= RotorOps.zone_states.cleared then
all_zones_clear = false
end
end
if #red_ground_units <= RotorOps.max_units_left then
RotorOps.clearActiveZone()
end
--is the active zone cleared?
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
local active_zone_status = trigger.misc.getUserFlag(active_zone_status_flag)
---we should grab these after the clearActiveZone below
if all_zones_clear then
RotorOps.gameWon()
return
end
--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")
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
--zone status display stuff
local message = ""
local header = ""
local body = ""
if active_zone_status == RotorOps.zone_states.cleared then
header = "["..RotorOps.active_zone .. " CLEARED!] "
else
header = "[BATTLE FOR "..RotorOps.active_zone .. "] "
end
body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles."
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)
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 coalition = -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(coalition, id + 200, point, previous_point, color, line_type)
end
previous_point = point
trigger.action.circleToAll(coalition, id, point, radius, color, fill_color, line_type)
trigger.action.textToAll(coalition, id + 100, point, color, text_fill_color, font_size, read_only, text)
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 coalition = -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(coalition, id, point, radius, color, fill_color, line_type)
end
end
end
end
end
function RotorOps.sendUnitsToZone(units_table, zone, _formation, _final_heading, _speed, _force_offroad)
local formation = _formation or 'cone'
local final_heading = _final_heading or nil
local speed = _speed or RotorOps.ground_speed
local force_offroad = _force_offroad or false
local groups = RotorOps.groupsFromUnits(units_table)
for index, group in pairs(groups) do
debugMsg("sending to zone: "..zone.." grp: "..group)
mist.groupToPoint(group, zone, formation, final_heading, speed, force_offroad)
RotorOps.aiTask(group, "move_to_zone", zone)
end
end
function RotorOps.clearActiveZone()
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared
gameMsg(gameMsgs.cleared, RotorOps.active_zone_index)
if RotorOps.auto_push then
RotorOps.pushZone()
end
end
function RotorOps.pushZone()
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[RotorOps.active_zone_index].name)
end
function RotorOps.fallBack()
RotorOps.setActiveZone(RotorOps.active_zone_index - 1)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[RotorOps.active_zone_index].name)
end
function RotorOps.gameWon()
changeGameState(RotorOps.game_states.won)
gameMsg(gameMsgs.success)
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
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
if new_index ~= old_index then --the active zone is changing
ctld.activatePickupZone(RotorOps.zones[old_index].name)
ctld.deactivatePickupZone(RotorOps.zones[new_index].name)
RotorOps.active_zone_index = new_index
trigger.action.setUserFlag(RotorOps.zones[new_index].zone_status_flag, RotorOps.zone_states.active)
if new_index < old_index then gameMsg(gameMsgs.fallback, new_index) end
if new_index > old_index then gameMsg(gameMsgs.push, new_index) end
end
RotorOps.active_zone = RotorOps.zones[new_index].name
--debugMsg("active zone: "..RotorOps.active_zone.." old zone: "..RotorOps.zones[old_index].name)
RotorOps.drawZones()
end
function RotorOps.setupCTLD()
ctld.enableCrates = false
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.unitLoadLimits = {
-- Remove the -- below to turn on options
["SA342Mistral"] = 4,
["SA342L"] = 4,
["SA342M"] = 4,
["UH-1H"] = 10,
["Mi-8MT"] = 24,
["Mi-24P"] = 8,
}
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 = "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 = "Single JTAC (1)", jtac = 1 },
{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']
commandDB['start_conflict'] = missionCommands.addCommand( "Start conflict" , conflict_zones_menu , RotorOps.startConflict)
end
function RotorOps.addZone(_name, _zone_status_flag)
table.insert(RotorOps.zones, {name = _name, zone_status_flag = _zone_status_flag})
trigger.action.setUserFlag(_zone_status_flag, RotorOps.zone_states.not_started)
RotorOps.drawZones()
--ctld.dropOffZones[#ctld.dropOffZones + 1] = { _name, "green", 0 }
RotorOps.addPickupZone(_name, "blue", -1, "no", 0)
--ctld.dropOffZones[#ctld.dropOffZones + 1] = { _name, "none", 1 }
--trigger.action.outText("zones: ".. mist.utils.tableShow(RotorOps.zones), 5)
end
function RotorOps.stagingZone(_name)
RotorOps.addPickupZone(_name, "blue", -1, "yes", 0)
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
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
changeGameState(RotorOps.game_states.not_started)
trigger.action.outText("ALL TROOPS GET TO TRANSPORT AND PREPARE FOR DEPLOYMENT!" , 10, false)
end
function RotorOps.addPickupZone(zone_name, smoke, limit, active, side)
RotorOps.ctld_pickup_zones[#RotorOps.ctld_pickup_zones + 1] = zone_name
ctld.pickupZones[#ctld.pickupZones + 1] = {zone_name, smoke, limit, active, side}
end
function RotorOps.startConflict()
if RotorOps.game_state == RotorOps.game_states.in_progress then return end
changeGameState(RotorOps.game_states.in_progress)
--make some changes to the radio menu
local conflict_zones_menu = commandDB['conflict_zones_menu']
missionCommands.removeItem(commandDB['start_conflict'])
--commandDB['push_zone'] = missionCommands.addCommand( "Push to next zone", conflict_zones_menu , RotorOps.pushZone)
--commandDB['fall_back'] = missionCommands.addCommand( "Fall back to prev zone" , conflict_zones_menu , RotorOps.fallBack)
commandDB['clear_zone'] = missionCommands.addCommand( "Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone)
staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), {RotorOps.staging_zone})
--local helicopters = mist.getUnitsInZones(mist.makeUnitTable({'[all][helicopter]'}), {RotorOps.zones[1].name})
--RotorOps.sendUnitsToZone(helicopters, RotorOps.zones[2].name, nil, nil, 90)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[1].name)
RotorOps.setActiveZone(1)
gameMsg(gameMsgs.start)
gameMsg(gameMsgs.push, 1)
processMsgBuffer()
RotorOps.aiActiveZone()
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5)
end