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385
modules/cfxReconGUI.lua
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385
modules/cfxReconGUI.lua
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cfxReconGUI = {}
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cfxReconGUI.version = "1.0.0"
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--[[-- VERSION HISTORY
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- 1.0.0 - initial version
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--]]--
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-- find & command cfxGroundTroops-based jtacs
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-- UI installed via OTHER for all groups with players
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-- module based on xxxGrpUI
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cfxReconGUI.groupConfig = {} -- all inited group private config data
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cfxReconGUI.simpleCommands = true -- if true, f10 other invokes directly
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--
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-- C O N F I G H A N D L I N G
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-- =============================
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--
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-- Each group has their own config block that can be used to
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-- store group-private data and configuration items.
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--
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function cfxReconGUI.resetConfig(conf)
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if conf.scouting then
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-- after a crash or other, reset
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cfxReconMode.removeScout(conf.unit)
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trigger.action.outTextForGroup(conf.id, "Lost contact to scout...", 30)
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end
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conf.scouting = false -- if true, we are currently scouting.
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end
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function cfxReconGUI.createDefaultConfig(theGroup)
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local conf = {}
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conf.theGroup = theGroup
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conf.name = theGroup:getName()
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conf.id = theGroup:getID()
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conf.coalition = theGroup:getCoalition()
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local groupUnits = theGroup:getUnits()
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conf.unit = groupUnits[1] -- WARNING: ASSUMES ONE-UNIT GROUPS
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cfxReconGUI.resetConfig(conf)
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conf.mainMenu = nil; -- this is where we store the main menu if we branch
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conf.myCommands = nil; -- this is where we store the commands if we branch
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return conf
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end
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-- getConfigFor group will allocate if doesn't exist in DB
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-- and add to it
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function cfxReconGUI.getConfigForGroup(theGroup)
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if not theGroup then
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trigger.action.outText("+++WARNING: cfxReconGUI nil group in getConfigForGroup!", 30)
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return nil
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end
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local theName = theGroup:getName()
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local c = cfxReconGUI.getConfigByGroupName(theName) -- we use central accessor
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if not c then
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c = cfxReconGUI.createDefaultConfig(theGroup)
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cfxReconGUI.groupConfig[theName] = c -- should use central accessor...
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end
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return c
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end
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function cfxReconGUI.getConfigByGroupName(theName) -- DOES NOT allocate when not exist
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if not theName then return nil end
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return cfxReconGUI.groupConfig[theName]
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end
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function cfxReconGUI.getConfigForUnit(theUnit)
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-- simple one-off step by accessing the group
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if not theUnit then
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trigger.action.outText("+++WARNING: cfxReconGUI nil unit in getConfigForUnit!", 30)
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return nil
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end
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local theGroup = theUnit:getGroup()
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local conf = getConfigForGroup(theGroup)
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conf.unit = theUnit
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return conf
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end
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--
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--
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-- M E N U H A N D L I N G
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-- =========================
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--
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--
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function cfxReconGUI.clearCommsSubmenus(conf)
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if conf.myCommands then
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for i=1, #conf.myCommands do
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missionCommands.removeItemForGroup(conf.id, conf.myCommands[i])
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end
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end
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conf.myCommands = {}
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end
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function cfxReconGUI.removeCommsFromConfig(conf)
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cfxReconGUI.clearCommsSubmenus(conf)
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if conf.myMainMenu then
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missionCommands.removeItemForGroup(conf.id, conf.myMainMenu)
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conf.myMainMenu = nil
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end
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end
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-- this only works in single-unit groups. may want to check if group
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-- has disappeared
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function cfxReconGUI.removeCommsForUnit(theUnit)
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if not theUnit then return end
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if not theUnit:isExist() then return end
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-- perhaps add code: check if group is empty
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local conf = cfxReconGUI.getConfigForUnit(theUnit)
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cfxReconGUI.removeCommsFromConfig(conf)
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end
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function cfxReconGUI.removeCommsForGroup(theGroup)
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if not theGroup then return end
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if not theGroup:isExist() then return end
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local conf = cfxReconGUI.getConfigForGroup(theGroup)
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cfxReconGUI.removeCommsFromConfig(conf)
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end
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--
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-- set main root in F10 Other. All sub menus click into this
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--
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function cfxReconGUI.isEligibleForMenu(theGroup)
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return true
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end
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function cfxReconGUI.setCommsMenuForUnit(theUnit)
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if not theUnit then
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trigger.action.outText("+++WARNING: cfxReconGUI nil UNIT in setCommsMenuForUnit!", 30)
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return
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end
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if not theUnit:isExist() then
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trigger.action.outText("+++WARNING: cfxReconGUI unit:ISEXIST() failed in setCommsMenuForUnit!", 30)
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return
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end
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local theGroup = theUnit:getGroup()
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cfxReconGUI.setCommsMenu(theGroup)
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end
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function cfxReconGUI.setCommsMenu(theGroup)
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-- depending on own load state, we set the command structure
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-- it begins at 10-other, and has 'jtac' as main menu with submenus
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-- as required
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if not theGroup then return end
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if not theGroup:isExist() then return end
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-- we test here if this group qualifies for
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-- the menu. if not, exit
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if not cfxReconGUI.isEligibleForMenu(theGroup) then return end
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local conf = cfxReconGUI.getConfigForGroup(theGroup)
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conf.id = theGroup:getID(); -- we do this ALWAYS so it is current even after a crash
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-- trigger.action.outText("+++ setting group <".. conf.theGroup:getName() .. "> jtac command", 30)
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if cfxReconGUI.simpleCommands then
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-- we install directly in F-10 other
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if not conf.myMainMenu then
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local commandTxt = "Recon: "
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local unitName = "bogus"
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if conf.unit and conf.unit:isExist() then
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unitName = conf.unit:getName()
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elseif conf.unit then
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trigger.action.outText("+++Recon: ISEXIST failed for unit in comms setup!", 30)
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commandTxt = commandTxt .. "***"
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else
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trigger.action.outText("+++Recon: NIL unit in comms setup!", 30)
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commandTxt = commandTxt .. "***"
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end
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if conf.scouting then
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commandTxt = commandTxt .. " Stop Reporting"
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else
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commandTxt = commandTxt .. " Commence Reports"
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end
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local theCommand = missionCommands.addCommandForGroup(
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conf.id,
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commandTxt,
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nil,
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cfxReconGUI.redirectCommandX,
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{conf, "recon", unitName}
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)
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conf.myMainMenu = theCommand
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end
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return
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end
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-- ok, first, if we don't have an F-10 menu, create one
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if not (conf.myMainMenu) then
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conf.myMainMenu = missionCommands.addSubMenuForGroup(conf.id, 'Recon')
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end
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-- clear out existing commands
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cfxReconGUI.clearCommsSubmenus(conf)
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-- now we have a menu without submenus.
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-- add our own submenus
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cfxReconGUI.addSubMenus(conf)
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end
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function cfxReconGUI.addSubMenus(conf)
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-- add menu items to choose from after
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-- user clickedf on MAIN MENU. In this implementation
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-- they all result invoked methods
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local commandTxt = "Recon"
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local unitName = "bogus"
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if conf.unit and conf.unit:getName()then
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unitName = conf.unit:getName()
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else
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trigger.action.outTextForCoalition("+++Recon: no unit in comms setup!", message, 30)
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commandTxt = commandTxt .. "***"
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end
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local theCommand = missionCommands.addCommandForGroup(
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conf.id,
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commandTxt,
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conf.myMainMenu,
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cfxReconGUI.redirectCommandX,
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{conf, "recon", unitName}
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)
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table.insert(conf.myCommands, theCommand)
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--[[--
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commandTxt = "This is another important command"
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theCommand = missionCommands.addCommandForGroup(
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conf.id,
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commandTxt,
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conf.myMainMenu,
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cfxReconGUI.redirectCommandX,
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{conf, "Sub2"}
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)
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table.insert(conf.myCommands, theCommand)
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--]]--
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end
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--
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-- each menu item has a redirect and timed invoke to divorce from the
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-- no-debug zone in the menu invocation. Delay is .1 seconds
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--
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function cfxReconGUI.redirectCommandX(args)
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timer.scheduleFunction(cfxReconGUI.doCommandX, args, timer.getTime() + 0.1)
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end
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function cfxReconGUI.doCommandX(args)
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local conf = args[1] -- < conf in here
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local what = args[2] -- < second argument in here
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local unitName = args[3]
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if not unitName then
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trigger.action.outText("+++ reconUI: doCommand: UNDEF unitName!", 30)
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return
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elseif unitName == "bogus" then
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trigger.action.outText("+++ reconUI: doCommand: BOGUS unitName!", 30)
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end
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local theGroup = conf.theGroup
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-- trigger.action.outTextForGroup(conf.id, "+++ groupUI: processing comms menu for <" .. what .. ">", 30)
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-- whenever we get here, we toggle the recon mode
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local theUnit = conf.unit
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local message = "Scout ".. unitName .. " has stopped reporting."
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local theSide = conf.coalition
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if conf.scouting then
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-- end recon
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cfxReconMode.removeScoutByName(unitName)
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if theUnit:isExist() then
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message = theUnit:getName() .. " folds map, recon terminated."
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end
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conf.scouting = false
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else
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-- start recon
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if theUnit and theUnit:isExist() then
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cfxReconMode.addScout(theUnit)
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message = theUnit:getName() .. " reports bright eyes, commencing recon."
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conf.scouting = true
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else
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message = "+++ reconGUI: " .. unitName .. " has invalid unit"
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end
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end
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trigger.action.outTextForCoalition(theSide, message, 30)
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-- reset comms
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cfxReconGUI.removeCommsForGroup(theGroup)
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cfxReconGUI.setCommsMenu(theGroup)
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end
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--
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-- G R O U P M A N A G E M E N T
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--
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-- Group Management is required to make sure all groups
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-- receive a comms menu and that they receive a clean-up
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-- when required
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--
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-- Callbacks are provided by cfxPlayer module to which we
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-- subscribe during init
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--
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function cfxReconGUI.playerChangeEvent(evType, description, player, data)
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--trigger.action.outText("+++ groupUI: received <".. evType .. "> Event", 30)
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if evType == "newGroup" then
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-- initialized attributes are in data as follows
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-- .group - new group
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-- .name - new group's name
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-- .primeUnit - the unit that trigggered new group appearing
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-- .primeUnitName - name of prime unit
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-- .id group ID
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--theUnit = data.primeUnit
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-- ensure group data exists and is updated
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local conf = cfxReconGUI.getConfigForGroup(data.group)
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conf.unit = data.primeUnit
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conf.unitName = conf.unit:getName() -- will break if no exist
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cfxReconGUI.setCommsMenu(data.group)
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-- trigger.action.outText("+++ groupUI: added " .. theUnit:getName() .. " to comms menu", 30)
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return
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end
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if evType == "removeGroup" then
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-- data is the player record that no longer exists. it consists of
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-- .name
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-- we must remove the comms menu for this group else we try to add another one to this group later
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local conf = cfxReconGUI.getConfigByGroupName(data.name)
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if conf then
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cfxReconGUI.removeCommsFromConfig(conf) -- remove menus
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cfxReconGUI.resetConfig(conf) -- re-init this group for when it re-appears
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else
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trigger.action.outText("+++ reconUI: can't retrieve group <" .. data.name .. "> config: not found!", 30)
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end
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return
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end
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if evType == "leave" then
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-- player unit left. we don't care since we only work on group level
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-- if they were the only, this is followed up by group disappeared
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end
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if evType == "unit" then
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-- player changed units. almost never in MP, but possible in solo
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-- because of 1 seconds timing loop
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-- will result in a new group appearing and a group disappearing, so we are good
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-- may need some logic to clean up old configs and/or menu items
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end
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end
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--
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-- Start
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--
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function cfxReconGUI.start()
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-- iterate existing groups so we have a start situation
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-- now iterate through all player groups and install the Assault Troop Menu
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allPlayerGroups = cfxPlayerGroups -- cfxPlayerGroups is a global, don't fuck with it!
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-- contains per group player record. Does not resolve on unit level!
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for gname, pgroup in pairs(allPlayerGroups) do
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local theUnit = pgroup.primeUnit -- get any unit of that group
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cfxReconGUI.setCommsMenuForUnit(theUnit) -- set up
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end
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-- now install the new group notifier to install Assault Troops menu
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cfxPlayer.addMonitor(cfxReconGUI.playerChangeEvent)
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trigger.action.outText("cf/x cfxReconGUI v" .. cfxReconGUI.version .. " started", 30)
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end
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--
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-- GO GO GO
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--
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if not cfxReconMode then
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trigger.action.outText("cf/x cfxReconGUI REQUIRES cfxReconMode to work.", 30)
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else
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cfxReconGUI.start()
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end
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