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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Add FastAPI interface between the game and map.
A possible explanation for the infrequent CTDs we've been seeing since adding fast forward is that QWebChannel doesn't keep a reference to the python objects that it passes to js, so if the object is GC'd before the front end is done with it, it crashes. We don't really like QWebChannel anyway, so this begins replacing that with FastAPI.
This commit is contained in:
@@ -1,6 +1,12 @@
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// Won't actually enable anything unless the same property is set in
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// mapmodel.py.
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const ENABLE_EXPENSIVE_DEBUG_TOOLS = false;
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// Must be kept in sync with game.server.settings.ServerSettings.
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const HTTP_BACKEND = "http://[::1]:5000";
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function getJson(endpoint) {
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return fetch(`${HTTP_BACKEND}${endpoint}`).then((response) =>
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response.json()
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);
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}
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const Colors = Object.freeze({
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Blue: "#0084ff",
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@@ -350,18 +356,29 @@ new QWebChannel(qt.webChannelTransport, function (channel) {
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game.navmeshesChanged.connect(drawNavmeshes);
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game.mapZonesChanged.connect(drawMapZones);
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game.unculledZonesChanged.connect(drawUnculledZones);
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game.ipZonesChanged.connect(drawIpZones);
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game.joinZonesChanged.connect(drawJoinZones);
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game.holdZonesChanged.connect(drawHoldZones);
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game.airCombatsChanged.connect(drawCombat);
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game.samCombatsChanged.connect(drawCombat);
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game.ipCombatsChanged.connect(drawCombat);
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game.selectedFlightChanged.connect(updateSelectedFlight);
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});
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function recenterMap(center) {
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map.setView(center, 8, { animate: true, duration: 1 });
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}
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function updateSelectedFlight(id) {
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if (id == null) {
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holdZones.clearLayers();
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ipZones.clearLayers();
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joinZones.clearLayers();
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return;
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}
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drawHoldZones(id);
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drawIpZones(id);
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drawJoinZones(id);
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}
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class ControlPoint {
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constructor(cp) {
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this.cp = cp;
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@@ -1099,142 +1116,142 @@ function drawUnculledZones() {
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}
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}
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function drawIpZones() {
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function drawIpZones(id) {
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ipZones.clearLayers();
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if (!ENABLE_EXPENSIVE_DEBUG_TOOLS) {
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return;
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}
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const iz = JSON.parse(game.ipZones);
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L.polygon(iz.homeBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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L.polygon(iz.ipBubble, {
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color: "#bb89ff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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L.polygon(iz.permissibleZone, {
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color: "#ffffff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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for (const zone of iz.safeZones) {
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L.polygon(zone, {
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color: Colors.Green,
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getJson(`/debug/waypoint-geometries/ip/${id}`).then((iz) => {
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L.polygon(iz.homeBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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}
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L.polygon(iz.ipBubble, {
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color: "#bb89ff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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L.polygon(iz.permissibleZone, {
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color: "#ffffff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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for (const zone of iz.safeZones) {
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L.polygon(zone, {
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color: Colors.Green,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(ipZones);
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}
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});
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}
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function drawJoinZones() {
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function drawJoinZones(id) {
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joinZones.clearLayers();
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if (!ENABLE_EXPENSIVE_DEBUG_TOOLS) {
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return;
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}
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const jz = JSON.parse(game.joinZones);
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L.polygon(jz.homeBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(joinZones);
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L.polygon(jz.targetBubble, {
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color: "#bb89ff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(joinZones);
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L.polygon(jz.ipBubble, {
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color: "#ffffff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(joinZones);
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for (const zone of jz.excludedZones) {
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L.polygon(zone, {
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color: "#ffa500",
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fillOpacity: 0.2,
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stroke: false,
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getJson(`/debug/waypoint-geometries/join/${id}`).then((jz) => {
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L.polygon(jz.homeBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(joinZones);
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}
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for (const zone of jz.permissibleZones) {
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L.polygon(zone, {
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color: Colors.Green,
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L.polygon(jz.targetBubble, {
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color: "#bb89ff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(joinZones);
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}
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for (const line of jz.preferredLines) {
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L.polyline(line, {
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color: Colors.Green,
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L.polygon(jz.ipBubble, {
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color: "#ffffff",
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(joinZones);
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}
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for (const zone of jz.excludedZones) {
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L.polygon(zone, {
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color: "#ffa500",
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fillOpacity: 0.2,
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stroke: false,
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interactive: false,
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}).addTo(joinZones);
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}
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for (const zone of jz.permissibleZones) {
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L.polygon(zone, {
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color: Colors.Green,
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interactive: false,
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}).addTo(joinZones);
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}
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for (const line of jz.preferredLines) {
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L.polyline(line, {
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color: Colors.Green,
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interactive: false,
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}).addTo(joinZones);
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}
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});
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}
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function drawHoldZones() {
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function drawHoldZones(id) {
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holdZones.clearLayers();
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if (!ENABLE_EXPENSIVE_DEBUG_TOOLS) {
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return;
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}
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const hz = JSON.parse(game.holdZones);
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L.polygon(hz.homeBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(holdZones);
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L.polygon(hz.targetBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(holdZones);
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L.polygon(hz.joinBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(holdZones);
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for (const zone of hz.excludedZones) {
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L.polygon(zone, {
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color: "#ffa500",
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fillOpacity: 0.2,
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stroke: false,
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getJson(`/debug/waypoint-geometries/hold/${id}`).then((hz) => {
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L.polygon(hz.homeBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(holdZones);
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}
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for (const zone of hz.permissibleZones) {
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L.polygon(zone, {
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color: Colors.Green,
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L.polygon(hz.targetBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(holdZones);
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}
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for (const line of hz.preferredLines) {
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L.polyline(line, {
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color: Colors.Green,
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L.polygon(hz.joinBubble, {
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color: Colors.Highlight,
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fillOpacity: 0.1,
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interactive: false,
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}).addTo(holdZones);
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}
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for (const zone of hz.excludedZones) {
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L.polygon(zone, {
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color: "#ffa500",
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fillOpacity: 0.2,
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stroke: false,
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interactive: false,
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}).addTo(holdZones);
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}
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for (const zone of hz.permissibleZones) {
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L.polygon(zone, {
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color: Colors.Green,
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interactive: false,
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}).addTo(holdZones);
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}
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for (const line of hz.preferredLines) {
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L.polyline(line, {
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color: Colors.Green,
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interactive: false,
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}).addTo(holdZones);
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}
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});
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}
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function drawCombat() {
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@@ -1276,9 +1293,6 @@ function drawInitialMap() {
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drawNavmeshes();
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drawMapZones();
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drawUnculledZones();
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drawIpZones();
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drawJoinZones();
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drawHoldZones();
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drawCombat();
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}
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