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1.2.8
PlayerScore 2.0 Owned Zones refactor (started)
This commit is contained in:
886
modules/factoryZone.lua
Normal file
886
modules/factoryZone.lua
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@@ -0,0 +1,886 @@
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factoryZone = {}
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factoryZone.version = "1.0.0"
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factoryZone.verbose = false
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factoryZone.name = "factoryZone"
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--[[-- VERSION HISTORY
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1.0.0 - refactored production part from cfxOwnedZones 1.xpcall
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--]]--
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factoryZone.requiredLibs = {
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"dcsCommon", -- common is of course needed for everything
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-- pretty stupid to check for this since we
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-- need common to invoke the check, but anyway
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"cfxZones", -- Zones, of course
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"cfxCommander", -- to make troops do stuff
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}
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factoryZone.zones = {} -- my factory zones
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factoryZone.ups = 1
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factoryZone.initialized = false
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factoryZone.defendingTime = 100 -- seconds until new defenders are produced
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factoryZone.attackingTime = 300 -- seconds until new attackers are produced
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factoryZone.shockTime = 200 -- 'shocked' period of inactivity
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factoryZone.repairTime = 200 -- time until we raplace one lost unit, also repairs all other units to 100%
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-- persistence: all attackers we ever sent out.
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-- is regularly verified and cut to size
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factoryZone.spawnedAttackers = {}
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-- factoryZone is a module that managers production of units
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-- inside zones and can switch production based on who owns the
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-- zone. Zone ownership can by dynamic (by using OwnedZones or
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-- using scripts to change the 'owner' flag
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--
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-- *** EXTENTDS ZONES ***
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--
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-- zone attributes when owned
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-- owner: coalition that owns the zone. Managed externally
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-- status: FSM for spawning
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-- defendersRED/BLUE - coma separated type string for the group to spawn on defense cycle completion
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-- attackersRED/BLUE - as above for attack cycle.
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-- timeStamp - time when zone switched into current state
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-- spawnRadius - overrides zone's radius when placing defenders. can be use to place defenders inside or outside zone itself
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-- formation - defender's formation
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-- attackFormation - attackers formation
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-- attackRadius - radius of circle in which attackers are spawned. informs formation
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-- attackDelta - polar coord: r from zone center where attackers are spawned
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-- attackPhi - polar degrees where attackers are to be spawned
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-- paused - will not spawn. default is false
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-- unbeatable - can't be conquered by other side. default is false
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-- untargetable - will not be targeted by either side. make unbeatable
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-- owned zones untargetable, or they'll become a troop magnet for
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-- zoneAttackers
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--
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-- M I S C
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--
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function factoryZone.getFactoryZoneByName(zName)
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for zKey, theZone in pairs (factoryZone.zones) do
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if theZone.name == zName then return theZone end
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end
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return nil
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end
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function factoryZone.addFactoryZone(aZone)
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aZone.worksFor = cfxZones.getCoalitionFromZoneProperty(aZone, "factory", 0) -- currently unused, have RED/BLUE separate types
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aZone.state = "init"
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aZone.timeStamp = timer.getTime()
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aZone.defendersRED = cfxZones.getStringFromZoneProperty(aZone, "defendersRED", "none")
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aZone.defendersBLUE = cfxZones.getStringFromZoneProperty(aZone, "defendersBLUE", "none")
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if cfxZones.hasProperty(aZone, "attackersRED") then
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-- legacy support
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aZone.attackersRED = cfxZones.getStringFromZoneProperty(aZone, "attackersRED", "none")
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else
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aZone.attackersRED = cfxZones.getStringFromZoneProperty(aZone, "productionRED", "none")
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end
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if cfxZones.hasProperty(aZone, "attackersBLUE") then
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-- legacy support
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aZone.attackersBLUE = cfxZones.getStringFromZoneProperty(aZone, "attackersBLUE", "none")
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else
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aZone.attackersBLUE = cfxZones.getStringFromZoneProperty(aZone, "productionBLUE", "none")
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end
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aZone.formation = cfxZones.getStringFromZoneProperty(aZone, "formation", "circle_out")
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aZone.attackFormation = cfxZones.getStringFromZoneProperty(aZone, "attackFormation", "circle_out") -- cfxZones.getZoneProperty(aZone, "attackFormation")
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aZone.spawnRadius = cfxZones.getNumberFromZoneProperty(aZone, "spawnRadius", aZone.radius-5) -- "-5" so they remaininside radius
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aZone.attackRadius = cfxZones.getNumberFromZoneProperty(aZone, "attackRadius", aZone.radius)
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aZone.attackDelta = cfxZones.getNumberFromZoneProperty(aZone, "attackDelta", 10) -- aZone.radius)
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aZone.attackPhi = cfxZones.getNumberFromZoneProperty(aZone, "attackPhi", 0)
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aZone.paused = cfxZones.getBoolFromZoneProperty(aZone, "paused", false)
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aZone.factoryOwner = aZone.owner -- copy so we can compare next round
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-- pause? and activate?
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if cfxZones.hasProperty(aZone, "pause?") then
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aZone.pauseFlag = cfxZones.getStringFromZoneProperty(aZone, "pause?", "none")
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aZone.lastPauseValue = trigger.misc.getUserFlag(aZone.pauseFlag)
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end
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if cfxZones.hasProperty(aZone, "activate?") then
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aZone.activateFlag = cfxZones.getStringFromZoneProperty(aZone, "activate?", "none")
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aZone.lastActivateValue = trigger.misc.getUserFlag(aZone.activateFlag)
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end
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aZone.factoryTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "triggerMethod", "change")
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if cfxZones.hasProperty(aZone, "factoryTriggerMethod") then
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aZone.factoryTriggerMethod = cfxZones.getStringFromZoneProperty(aZone, "factoryTriggerMethod", "change")
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end
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aZone.untargetable = cfxZones.getBoolFromZoneProperty(aZone, "untargetable", false)
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factoryZone.zones[aZone.name] = aZone
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factoryZone.verifyZone(aZone)
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end
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function factoryZone.verifyZone(aZone)
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-- do some sanity checks
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if not cfxGroundTroops and (aZone.attackersRED ~= "none" or aZone.attackersBLUE ~= "none") then
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trigger.action.outText("+++factZ: " .. aZone.name .. " attackers need cfxGroundTroops to function", 30)
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end
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end
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function factoryZone.getEnemyZonesFor(aCoalition)
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-- when cfxOwnedZones is present, or it will return only those
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-- else it scans all zones from cfxZones
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local enemyZones = {}
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local allZones = cfxZones.zones
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if cfxOwnedZones then
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allZones = cfxOwnedZones.zones
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end
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local ourEnemy = dcsCommon.getEnemyCoalitionFor(aCoalition)
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for zKey, aZone in pairs(allZones) do
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if aZone.owner == ourEnemy then -- only check enemy owned zones
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-- note: will include untargetable zones
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table.insert(enemyZones, aZone)
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end
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end
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return enemyZones
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end
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function factoryZone.getNearestOwnedZoneToPoint(aPoint)
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local shortestDist = math.huge
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-- when cfxOwnedZones is present, or it will return only those
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-- else it scans all zones from cfxZones
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local closestZone = nil
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local allZones = cfxZones.zones
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if cfxOwnedZones then
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allZones = cfxOwnedZones.zones
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end
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for zKey, aZone in pairs(allZones) do
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local zPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and
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currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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return closestZone, shortestDist
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end
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function factoryZone.getNearestOwnedZone(theZone)
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local shortestDist = math.huge
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-- when cfxOwnedZones is present, or it will return only those
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-- else it scans all zones from cfxZones
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local closestZone = nil
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local aPoint = cfxZones.getPoint(theZone)
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local allZones = cfxZones.zones
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if cfxOwnedZones then
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allZones = cfxOwnedZones.zones
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end
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for zKey, aZone in pairs(allZones) do
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local zPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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return closestZone, shortestDist
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end
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function factoryZone.getNearestEnemyOwnedZone(theZone, targetNeutral)
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if not targetNeutral then targetNeutral = false else targetNeutral = true end
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local shortestDist = math.huge
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local closestZone = nil
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-- when cfxOwnedZones is present, or it will return only those
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-- else it scans all zones from cfxZones
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local allZones = cfxZones.zones
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if cfxOwnedZones then
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allZones = cfxOwnedZones.zones
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end
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local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
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if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies
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local zPoint = cfxZones.getPoint(theZone)
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for zKey, aZone in pairs(allZones) do
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if targetNeutral then
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-- return all zones that do not belong to us
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if aZone.owner ~= theZone.owner then
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local aPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(aPoint, zPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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else
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-- return zones that are taken by the Enenmy
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if aZone.owner == ourEnemy then -- only check own zones
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local aPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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end
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end
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return closestZone, shortestDist
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end
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function factoryZone.getNearestFriendlyZone(theZone, targetNeutral)
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if not targetNeutral then targetNeutral = false else targetNeutral = true end
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local shortestDist = math.huge
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local closestZone = nil
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local ourEnemy = dcsCommon.getEnemyCoalitionFor(theZone.owner)
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if not ourEnemy then return nil end -- we called for a neutral zone. they have no enemies nor friends, all zones would be legal.
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local zPoint = cfxZones.getPoint(theZone)
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-- when cfxOwnedZones is present, or it will return only those
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-- else it scans all zones from cfxZones
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local allZones = cfxZones.zones
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if cfxOwnedZones then
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allZones = cfxOwnedZones.zones
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end
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for zKey, aZone in pairs(allZones) do
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if targetNeutral then
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-- target all zones that do not belong to the enemy
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if aZone.owner ~= ourEnemy then
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local aPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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else
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-- only target zones that are taken by us
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if aZone.owner == theZone.owner then -- only check own zones
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local aPoint = cfxZones.getPoint(aZone)
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currDist = dcsCommon.dist(zPoint, aPoint)
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if aZone.untargetable ~= true and currDist < shortestDist then
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shortestDist = currDist
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closestZone = aZone
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end
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end
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end
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end
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return closestZone, shortestDist
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end
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function factoryZone.enemiesRemaining(aZone)
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if factoryZone.getNearestEnemyOwnedZone(aZone) then return true end
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return false
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end
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function factoryZone.spawnAttackTroops(theTypes, aZone, aCoalition, aFormation)
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local unitTypes = {} -- build type names
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-- split theTypes into an array of types
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unitTypes = dcsCommon.splitString(theTypes, ",")
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if #unitTypes < 1 then
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table.insert(unitTypes, "Soldier M4") -- make it one m4 trooper as fallback
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-- simply exit, no troops specified
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if factoryZone.verbose then
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trigger.action.outText("+++factZ: no attackers for " .. aZone.name .. ". exiting", 30)
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end
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return
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end
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if factoryZone.verbose then
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trigger.action.outText("+++factZ: spawning attackers for " .. aZone.name, 30)
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end
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local spawnPoint = {x = aZone.point.x, y = aZone.point.y, z = aZone.point.z} -- copy struct
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local rads = aZone.attackPhi * 0.01745
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spawnPoint.x = spawnPoint.x + math.cos(aZone.attackPhi) * aZone.attackDelta
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spawnPoint.y = spawnPoint.y + math.sin(aZone.attackPhi) * aZone.attackDelta
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local spawnZone = cfxZones.createSimpleZone("attkSpawnZone", spawnPoint, aZone.attackRadius)
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local theGroup, theData = cfxZones.createGroundUnitsInZoneForCoalition (
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aCoalition, -- theCountry,
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aZone.name .. " (A) " .. dcsCommon.numberUUID(), -- must be unique
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spawnZone,
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unitTypes,
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aFormation, -- outward facing
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0)
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return theGroup, theData
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end
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function factoryZone.spawnDefensiveTroops(theTypes, aZone, aCoalition, aFormation)
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local unitTypes = {} -- build type names
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-- split theTypes into an array of types
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unitTypes = dcsCommon.splitString(theTypes, ",")
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if #unitTypes < 1 then
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table.insert(unitTypes, "Soldier M4") -- make it one m4 trooper as fallback
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-- simply exit, no troops specified
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if factoryZone.verbose then
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trigger.action.outText("+++factZ: no defenders for " .. aZone.name .. ". exiting", 30)
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end
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return
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end
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--local theCountry = dcsCommon.coalition2county(aCoalition)
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local spawnZone = cfxZones.createSimpleZone("spawnZone", aZone.point, aZone.spawnRadius)
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local theGroup, theData = cfxZones.createGroundUnitsInZoneForCoalition (
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aCoalition, --theCountry,
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aZone.name .. " (D) " .. dcsCommon.numberUUID(), -- must be unique
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spawnZone, unitTypes,
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aFormation, -- outward facing
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0)
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return theGroup, theData
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end
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--
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-- U P D A T E
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--
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function factoryZone.sendOutAttackers(aZone)
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-- sanity check: never done for non-neutral zones
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if aZone.owner == 0 then
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if aZone.verbose or factoryZone.verbose then
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trigger.action.outText("+++factZ: SendAttackers invoked for NEUTRAL zone <" .. aZone.name .. ">", 30)
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end
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return
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end
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-- only spawn if there are zones to attack
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if not factoryZone.enemiesRemaining(aZone) then
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if factoryZone.verbose then
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trigger.action.outText("+++factZ - no enemies, resting ".. aZone.name, 30)
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end
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return
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end
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if factoryZone.verbose then
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trigger.action.outText("+++factZ - attack cycle for ".. aZone.name, 30)
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end
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-- step one: get the attackers
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local attackers = aZone.attackersRED;
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if (aZone.owner == 2) then attackers = aZone.attackersBLUE end
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if attackers == "none" then return end
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local theGroup, theData = factoryZone.spawnAttackTroops(attackers, aZone, aZone.owner, aZone.attackFormation)
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local troopData = {}
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troopData.groupData = theData
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troopData.orders = "attackOwnedZone" -- lazy coding!
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troopData.side = aZone.owner
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factoryZone.spawnedAttackers[theData.name] = troopData
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-- submit them to ground troops handler as zoneseekers
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-- and our groundTroops module will handle the rest
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if cfxGroundTroops then
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local troops = cfxGroundTroops.createGroundTroops(theGroup)
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troops.orders = "attackOwnedZone"
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troops.side = aZone.owner
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cfxGroundTroops.addGroundTroopsToPool(troops) -- hand off to ground troops
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else
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if factoryZone.verbose then
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trigger.action.outText("+++ Owned Zones: no ground troops module on send out attackers", 30)
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end
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end
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end
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function factoryZone.repairDefenders(aZone)
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-- sanity check: never done for non-neutral zones
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if aZone.owner == 0 then
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if aZone.verbose or factoryZone.verbose then
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trigger.action.outText("+++factZ: repairDefenders invoked for NEUTRAL zone <" .. aZone.name .. ">", 30)
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end
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return
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end
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-- find a unit that is missing from my typestring and replace it
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-- one by one until we are back to full strength
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-- step one: get the defenders and create a type array
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local defenders = aZone.defendersRED;
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if (aZone.owner == 2) then defenders = aZone.defendersBLUE end
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local unitTypes = {} -- build type names
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-- if none, we are done
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if defenders == "none" then return end
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-- split theTypes into an array of types
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allTypes = dcsCommon.trimArray(
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dcsCommon.splitString(defenders, ",")
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)
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local livingTypes = {} -- init to emtpy, so we can add to it if none are alive
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if (aZone.defenders) then
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-- some remain. add one of the killed
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livingTypes = dcsCommon.getGroupTypes(aZone.defenders)
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-- we now iterate over the living types, and remove their
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-- counterparts from the allTypes. We then take the first that
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-- is left
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if #livingTypes > 0 then
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for key, aType in pairs (livingTypes) do
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if not dcsCommon.findAndRemoveFromTable(allTypes, aType) then
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trigger.action.outText("+++factZ WARNING: found unmatched type <" .. aType .. "> while trying to repair defenders for ".. aZone.name, 30)
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else
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-- all good
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end
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end
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end
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end
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-- when we get here, allTypes is reduced to those that have been killed
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if #allTypes < 1 then
|
||||
trigger.action.outText("+++factZ: WARNING: all types exist when repairing defenders for ".. aZone.name, 30)
|
||||
else
|
||||
table.insert(livingTypes, allTypes[1]) -- we simply use the first that we find
|
||||
end
|
||||
-- remove the old defenders
|
||||
if aZone.defenders then
|
||||
aZone.defenders:destroy()
|
||||
end
|
||||
|
||||
-- now livingTypes holds the full array of units we need to spawn
|
||||
local theCountry = dcsCommon.getACountryForCoalition(aZone.owner)
|
||||
local spawnZone = cfxZones.createSimpleZone("spawnZone", aZone.point, aZone.spawnRadius)
|
||||
local theGroup, theData = cfxZones.createGroundUnitsInZoneForCoalition (
|
||||
aZone.owner, -- was wrongly: theCountry
|
||||
aZone.name .. dcsCommon.numberUUID(), -- must be unique
|
||||
spawnZone,
|
||||
livingTypes,
|
||||
|
||||
aZone.formation, -- outward facing
|
||||
0)
|
||||
aZone.defenders = theGroup
|
||||
aZone.lastDefenders = theGroup:getSize()
|
||||
end
|
||||
|
||||
function factoryZone.inShock(aZone)
|
||||
-- a unit was destroyed, everyone else is in shock, no rerpairs
|
||||
-- group can re-shock when another unit is destroyed
|
||||
end
|
||||
|
||||
function factoryZone.spawnDefenders(aZone)
|
||||
-- sanity check: never done for non-neutral zones
|
||||
if aZone.owner == 0 then
|
||||
if aZone.verbose or factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: spawnDefenders invoked for NEUTRAL zone <" .. aZone.name .. ">", 30)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local defenders = aZone.defendersRED;
|
||||
|
||||
if (aZone.owner == 2) then defenders = aZone.defendersBLUE end
|
||||
-- before we spawn new defenders, remove the old ones
|
||||
if aZone.defenders then
|
||||
if aZone.defenders:isExist() then
|
||||
aZone.defenders:destroy()
|
||||
end
|
||||
aZone.defenders = nil
|
||||
end
|
||||
|
||||
-- if 'none', simply exit
|
||||
if defenders == "none" then return end
|
||||
|
||||
local theGroup, theData = factoryZone.spawnDefensiveTroops(defenders, aZone, aZone.owner, aZone.formation)
|
||||
-- the troops reamin, so no orders to move, no handing off to ground troop manager
|
||||
aZone.defenders = theGroup
|
||||
aZone.defenderData = theData -- used for persistence
|
||||
if theGroup then
|
||||
aZone.lastDefenders = theGroup:getInitialSize()
|
||||
else
|
||||
trigger.action.outText("+++factZ: WARNING: spawned no defenders for ".. aZone.name, 30)
|
||||
aZone.defenderData = nil
|
||||
end
|
||||
end
|
||||
|
||||
--
|
||||
-- per-zone update, run down the FSM to determine what to do.
|
||||
-- FSM uses timeStamp since when state was set. Possible states are
|
||||
-- - init -- has just been inited for the first time. will usually immediately produce defenders,
|
||||
-- and then transition to defending
|
||||
-- - catured -- has just been captured. transition to defending
|
||||
-- - defending -- wait until timer has reached goal, then produce defending units and transition to attacking.
|
||||
-- - attacking -- wait until timer has reached goal, and then produce attacking units and send them to closest enemy zone.
|
||||
-- state is interrupted as soon as a defensive unit is lost. state then goes to defending with timer starting
|
||||
-- - idle - do nothing, zone's actions are turned off
|
||||
-- - shocked -- a unit was destroyed. group is in shock for a time until it starts repairing. If another unit is
|
||||
-- destroyed during the shocked period, the timer resets to zero and repairs are delayed
|
||||
-- - repairing -- as long as we aren't at full strength, units get replaced one by one until at full strength
|
||||
-- each time the timer counts down, another missing unit is replaced, and all other unit's health
|
||||
-- is reset to 100%
|
||||
--
|
||||
-- a Zone with the paused attribute set to true will cause it to not do anything
|
||||
--
|
||||
-- check if defenders are specified
|
||||
function factoryZone.usesDefenders(aZone)
|
||||
if aZone.owner == 0 then return false end
|
||||
local defenders = aZone.defendersRED;
|
||||
if (aZone.owner == 2) then defenders = aZone.defendersBLUE end
|
||||
return defenders ~= "none"
|
||||
end
|
||||
|
||||
function factoryZone.usesAttackers(aZone)
|
||||
if aZone.owner == 0 then return false end
|
||||
local attackers = aZone.attackersRED;
|
||||
if (aZone.owner == 2) then defenders = aZone.attackersBLUE end
|
||||
return attackers ~= "none"
|
||||
end
|
||||
|
||||
function factoryZone.updateZoneProduction(aZone)
|
||||
-- a zone can be paused, causing it to not progress anything
|
||||
-- even if zone status is still init, will NOT produce anything
|
||||
-- if paused is on.
|
||||
if aZone.paused then return end
|
||||
|
||||
nextState = aZone.state;
|
||||
|
||||
-- first, check if my defenders have been attacked and one of them has been killed
|
||||
-- if so, we immediately switch to 'shocked'
|
||||
if factoryZone.usesDefenders(aZone) and
|
||||
aZone.defenders then
|
||||
-- we have defenders
|
||||
if aZone.defenders:isExist() then
|
||||
-- isee if group was damaged
|
||||
if not aZone.lastDefenders then
|
||||
-- fresh group, probably from persistence, needs init
|
||||
aZone.lastDefenders = -1
|
||||
end
|
||||
if aZone.defenders:getSize() < aZone.lastDefenders then
|
||||
-- yes, at least one unit destroyed
|
||||
aZone.timeStamp = timer.getTime()
|
||||
aZone.lastDefenders = aZone.defenders:getSize()
|
||||
if aZone.lastDefenders == 0 then
|
||||
aZone.defenders = nil
|
||||
end
|
||||
aZone.state = "shocked"
|
||||
|
||||
return
|
||||
else
|
||||
aZone.lastDefenders = aZone.defenders:getSize()
|
||||
end
|
||||
|
||||
else
|
||||
-- group was destroyed. erase link, and go into shock for the last time
|
||||
aZone.state = "shocked"
|
||||
aZone.timeStamp = timer.getTime()
|
||||
aZone.lastDefenders = 0
|
||||
aZone.defenders = nil
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if aZone.state == "init" then
|
||||
-- during init we instantly create the defenders since
|
||||
-- we assume the zone existed already
|
||||
if aZone.owner > 0 then
|
||||
factoryZone.spawnDefenders(aZone)
|
||||
-- now drop into attacking mode to produce attackers
|
||||
nextState = "attacking"
|
||||
else
|
||||
nextState = "idle"
|
||||
end
|
||||
aZone.timeStamp = timer.getTime()
|
||||
|
||||
elseif aZone.state == "idle" then
|
||||
-- nothing to do, zone is effectively switched off.
|
||||
-- used for neutal zones or when forced to turn off
|
||||
-- in some special cases
|
||||
|
||||
elseif aZone.state == "captured" then
|
||||
-- start the clock on defenders
|
||||
nextState = "defending"
|
||||
aZone.timeStamp = timer.getTime()
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: State " .. aZone.state .. " to " .. nextState .. " for " .. aZone.name, 30)
|
||||
end
|
||||
elseif aZone.state == "defending" then
|
||||
if timer.getTime() > aZone.timeStamp + factoryZone.defendingTime then
|
||||
factoryZone.spawnDefenders(aZone)
|
||||
-- now drop into attacking mode to produce attackers
|
||||
nextState = "attacking"
|
||||
aZone.timeStamp = timer.getTime()
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: State " .. aZone.state .. " to " .. nextState .. " for " .. aZone.name, 30)
|
||||
end
|
||||
end
|
||||
|
||||
elseif aZone.state == "repairing" then
|
||||
-- we are currently rebuilding defenders unit by unit
|
||||
if timer.getTime() > aZone.timeStamp + factoryZone.repairTime then
|
||||
aZone.timeStamp = timer.getTime()
|
||||
-- wait's up, repair one defender, then check if full strength
|
||||
factoryZone.repairDefenders(aZone)
|
||||
-- see if we are full strenght and if so go to attack, else set timer to reair the next unit
|
||||
if aZone.defenders and aZone.defenders:isExist() and aZone.defenders:getSize() >= aZone.defenders:getInitialSize() then
|
||||
-- we are at max size, time to produce some attackers
|
||||
-- progress to next state
|
||||
nextState = "attacking"
|
||||
aZone.timeStamp = timer.getTime()
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: State " .. aZone.state .. " to " .. nextState .. " for " .. aZone.name, 30)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
elseif aZone.state == "shocked" then
|
||||
-- we are currently rebuilding defenders unit by unit
|
||||
if timer.getTime() > aZone.timeStamp + factoryZone.shockTime then
|
||||
nextState = "repairing"
|
||||
aZone.timeStamp = timer.getTime()
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: State " .. aZone.state .. " to " .. nextState .. " for " .. aZone.name, 30)
|
||||
end
|
||||
end
|
||||
|
||||
elseif aZone.state == "attacking" then
|
||||
if timer.getTime() > aZone.timeStamp + factoryZone.attackingTime then
|
||||
factoryZone.sendOutAttackers(aZone)
|
||||
-- reset timer
|
||||
aZone.timeStamp = timer.getTime()
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: State " .. aZone.state .. " reset for " .. aZone.name, 30)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- unknown zone state
|
||||
end
|
||||
aZone.state = nextState
|
||||
end
|
||||
|
||||
function factoryZone.GC()
|
||||
-- GC run. remove all my dead remembered troops
|
||||
local before = #factoryZone.spawnedAttackers
|
||||
local filteredAttackers = {}
|
||||
for gName, gData in pairs (factoryZone.spawnedAttackers) do
|
||||
-- all we need to do is get the group of that name
|
||||
-- and if it still returns units we are fine
|
||||
local gameGroup = Group.getByName(gName)
|
||||
if gameGroup and gameGroup:isExist() and gameGroup:getSize() > 0 then
|
||||
filteredAttackers[gName] = gData
|
||||
end
|
||||
end
|
||||
factoryZone.spawnedAttackers = filteredAttackers
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("owned zones GC ran: before <" .. before .. ">, after <" .. #factoryZone.spawnedAttackers .. ">", 30)
|
||||
end
|
||||
end
|
||||
|
||||
function factoryZone.update()
|
||||
factoryZone.updateSchedule = timer.scheduleFunction(factoryZone.update, {}, timer.getTime() + 1/factoryZone.ups)
|
||||
-- iterate all zones to see if ownership has
|
||||
-- changed
|
||||
|
||||
for idz, theZone in pairs(factoryZone.zones) do
|
||||
local lastOwner = theZone.factoryOwner
|
||||
local newOwner = theZone.owner
|
||||
if (newOwner ~= lastOwner) then
|
||||
theZone.state = "captured"
|
||||
theZone.timeStamp = timer.getTime()
|
||||
theZone.factoryOwner = theZone.owner
|
||||
if theZone.verbose or factoryZone.verbose then
|
||||
trigger.action.outText("+++factZ: detected factory <" .. theZone.name .. "> changed ownership from <" .. lastOwner .. "> to <" .. theZone.owner .. ">", 30)
|
||||
end
|
||||
end
|
||||
|
||||
-- see if pause/unpause was issued
|
||||
if theZone.pauseFlag and cfxZones.testZoneFlag(theZone, theZone.pauseFlag, theZone.factoryTriggerMethod, "lastPauseValue") then
|
||||
theZone.paused = true
|
||||
end
|
||||
|
||||
if theZone.activateFlag and cfxZones.testZoneFlag(theZone, theZone.activateFlag, theZone.factoryTriggerMethod, "lastActivateValue") then
|
||||
theZone.paused = false
|
||||
end
|
||||
-- do production for this zone
|
||||
factoryZone.updateZoneProduction(theZone)
|
||||
end -- iterating all zones
|
||||
end
|
||||
|
||||
function factoryZone.houseKeeping()
|
||||
timer.scheduleFunction(factoryZone.houseKeeping, {}, timer.getTime() + 5 * 60) -- every 5 minutes
|
||||
factoryZone.GC()
|
||||
end
|
||||
|
||||
|
||||
--
|
||||
-- load / save data
|
||||
--
|
||||
|
||||
function factoryZone.saveData()
|
||||
-- this is called from persistence when it's time to
|
||||
-- save data. returns a table with all my data
|
||||
local theData = {}
|
||||
local allZoneData = {}
|
||||
-- iterate all my zones and create data
|
||||
for idx, theZone in pairs(factoryZone.zones) do
|
||||
local zoneData = {}
|
||||
if theZone.defenderData then
|
||||
zoneData.defenderData = dcsCommon.clone(theZone.defenderData)
|
||||
dcsCommon.synchGroupData(zoneData.defenderData)
|
||||
end
|
||||
zoneData.owner = theZone.owner
|
||||
zoneData.state = theZone.state -- will prevent immediate spawn
|
||||
-- since new zones are spawned with 'init'
|
||||
allZoneData[theZone.name] = zoneData
|
||||
end
|
||||
|
||||
-- now iterate all attack groups that we have spawned and that
|
||||
-- (maybe) are still alive
|
||||
factoryZone.GC() -- start with a GC run to remove all dead
|
||||
local livingAttackers = {}
|
||||
for gName, gData in pairs (factoryZone.spawnedAttackers) do
|
||||
-- all we need to do is get the group of that name
|
||||
-- and if it still returns units we are fine
|
||||
-- spawnedAttackers is a [groupName] table with {.groupData, .orders, .side}
|
||||
local gameGroup = Group.getByName(gName)
|
||||
if gameGroup and gameGroup:isExist() then
|
||||
if gameGroup:getSize() > 0 then
|
||||
local sData = dcsCommon.clone(gData)
|
||||
dcsCommon.synchGroupData(sData.groupData)
|
||||
livingAttackers[gName] = sData
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- now write the info for the flags that we output for #red, etc
|
||||
local flagInfo = {} -- no longer used
|
||||
|
||||
-- assemble the data
|
||||
theData.zoneData = allZoneData
|
||||
theData.attackers = livingAttackers
|
||||
theData.flagInfo = flagInfo
|
||||
|
||||
-- return it
|
||||
return theData
|
||||
end
|
||||
|
||||
function factoryZone.loadData()
|
||||
-- remember to draw in map with new owner
|
||||
if not persistence then return end
|
||||
local theData = persistence.getSavedDataForModule("factoryZone")
|
||||
if not theData then
|
||||
if factoryZone.verbose then
|
||||
trigger.action.outText("factZ: no save date received, skipping.", 30)
|
||||
end
|
||||
return
|
||||
end
|
||||
-- theData contains the following tables:
|
||||
-- zoneData: per-zone data
|
||||
-- flagInfo: module-global flags
|
||||
-- attackers: all spawned attackers that we feed to groundTroops
|
||||
local allZoneData = theData.zoneData
|
||||
for zName, zData in pairs(allZoneData) do
|
||||
-- access zone
|
||||
local theZone = factoryZone.getOwnedZoneByName(zName)
|
||||
if theZone then
|
||||
if zData.defenderData then
|
||||
if theZone.defenders and theZone.defenders:isExist() then
|
||||
-- should not happen, but so be it
|
||||
theZone.defenders:destroy()
|
||||
end
|
||||
local gData = zData.defenderData
|
||||
local cty = gData.cty
|
||||
local cat = gData.cat
|
||||
theZone.defenders = coalition.addGroup(cty, cat, gData)
|
||||
theZone.defenderData = zData.defenderData
|
||||
end
|
||||
theZone.owner = zData.owner
|
||||
theZone.factoryOwner = theZone.owner
|
||||
theZone.state = zData.state
|
||||
|
||||
else
|
||||
trigger.action.outText("factZ: load - data mismatch: cannot find zone <" .. zName .. ">, skipping zone.", 30)
|
||||
end
|
||||
end
|
||||
|
||||
-- now process all attackers
|
||||
local allAttackers = theData.attackers
|
||||
for gName, gdTroop in pairs(allAttackers) do
|
||||
-- table is {.groupData, .orders, .side}
|
||||
local gData = gdTroop.groupData
|
||||
local orders = gdTroop.orders
|
||||
local side = gdTroop.side
|
||||
local cty = gData.cty
|
||||
local cat = gData.cat
|
||||
-- add to my own attacker queue so we can save later
|
||||
local dClone = dcsCommon.clone(gdTroop)
|
||||
factoryZone.spawnedAttackers[gName] = dClone
|
||||
local theGroup = coalition.addGroup(cty, cat, gData)
|
||||
if cfxGroundTroops then
|
||||
local troops = cfxGroundTroops.createGroundTroops(theGroup)
|
||||
troops.orders = orders
|
||||
troops.side = side
|
||||
cfxGroundTroops.addGroundTroopsToPool(troops) -- hand off to ground troops
|
||||
end
|
||||
end
|
||||
|
||||
-- now process module global flags
|
||||
local flagInfo = theData.flagInfo
|
||||
if flagInfo then
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--
|
||||
function factoryZone.readConfigZone(theZone)
|
||||
if not theZone then theZone = cfxZones.createSimpleZone("factoryZoneConfig") end
|
||||
factoryZone.name = "factoryZone" -- just in case, so we can access with cfxZones
|
||||
factoryZone.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
|
||||
factoryZone.defendingTime = cfxZones.getNumberFromZoneProperty(theZone, "defendingTime", 100)
|
||||
factoryZone.attackingTime = cfxZones.getNumberFromZoneProperty(theZone, "attackingTime", 300)
|
||||
factoryZone.shockTime = cfxZones.getNumberFromZoneProperty(theZone, "shockTime", 200)
|
||||
factoryZone.repairTime = cfxZones.getNumberFromZoneProperty(theZone, "repairTime", 200)
|
||||
end
|
||||
|
||||
function factoryZone.init()
|
||||
-- check libs
|
||||
if not dcsCommon.libCheck("cfx Owned Zones",
|
||||
factoryZone.requiredLibs) then
|
||||
return false
|
||||
end
|
||||
|
||||
-- read my config zone
|
||||
local theZone = cfxZones.getZoneByName("factoryZoneConfig")
|
||||
factoryZone.readConfigZone(theZone)
|
||||
|
||||
-- collect all owned zones by their 'factory' property
|
||||
-- start the process
|
||||
local pZones = cfxZones.zonesWithProperty("factory")
|
||||
|
||||
-- now add all zones to my zones table, and convert the owner property into
|
||||
-- a proper attribute
|
||||
for k, aZone in pairs(pZones) do
|
||||
factoryZone.addFactoryZone(aZone)
|
||||
end
|
||||
|
||||
if persistence then
|
||||
-- sign up for persistence
|
||||
callbacks = {}
|
||||
callbacks.persistData = factoryZone.saveData
|
||||
persistence.registerModule("factoryZone", callbacks)
|
||||
-- now load my data
|
||||
factoryZone.loadData()
|
||||
end
|
||||
|
||||
initialized = true
|
||||
factoryZone.updateSchedule = timer.scheduleFunction(factoryZone.update, {}, timer.getTime() + 1/factoryZone.ups)
|
||||
|
||||
-- start housekeeping
|
||||
factoryZone.houseKeeping()
|
||||
|
||||
trigger.action.outText("cx/x factory zones v".. factoryZone.version .. " started", 30)
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
if not factoryZone.init() then
|
||||
trigger.action.outText("cf/x Factory Zones aborted: missing libraries", 30)
|
||||
factoryZone = nil
|
||||
end
|
||||
|
||||
|
||||
-- add property to factory attribute to restrict production to that side,
|
||||
-- eg factory blue will only work for blue, else will work for any side
|
||||
-- currently not needed since we have defendersRED/BLUE and productionRED/BLUE
|
||||
Reference in New Issue
Block a user