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Version 0.992
unitZone xFlags (preview) follow me island defender
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272
modules/unitZone.lua
Normal file
272
modules/unitZone.lua
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@@ -0,0 +1,272 @@
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unitZone={}
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unitZone.version = "1.0.0"
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unitZone.verbose = false
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unitZone.ups = 1
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unitZone.requiredLibs = {
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"dcsCommon", -- always
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"cfxZones", -- Zones, of course
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}
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unitZone.unitZones = {}
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function unitZone.addUnitZone(theZone)
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table.insert(unitZone.unitZones, theZone)
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end
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function unitZone.getUnitZoneByName(aName)
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for idx, aZone in pairs(unitZone.unitZones) do
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if aName == aZone.name then return aZone end
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end
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if unitZone.verbose then
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trigger.action.outText("+++uZne: no unitZone with name <" .. aName ..">", 30)
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end
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return nil
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end
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function unitZone.string2cat(filterString)
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if not filterString then return 2 end -- default ground
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filterString = filterString:lower()
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filterString = dcsCommon.trim(filterString)
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local catNum = tonumber(filterString)
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if catNum then
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if catNum < 0 then catNum = 0 end
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if catNum > 4 then catNum = 4 end
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return catNum
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end
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catNum = 2 -- ground default
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if dcsCommon.stringStartsWith(filterString, "grou") then catNum = 2 end
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if dcsCommon.stringStartsWith(filterString, "air") then catNum = 0 end
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if dcsCommon.stringStartsWith(filterString, "hel") then catNum = 1 end
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if dcsCommon.stringStartsWith(filterString, "shi") then catNum = 3 end
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if dcsCommon.stringStartsWith(filterString, "trai") then catNum = 4 end
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return catNum
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end
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function unitZone.createUnitZone(theZone)
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-- start val - a range
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theZone.lookFor = cfxZones.getStringFromZoneProperty(theZone, "lookFor", "cfx no unit supplied")
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if dcsCommon.stringEndsWith(theZone.lookFor, "*") then
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theZone.lookForBeginsWith = true
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theZone.lookFor = dcsCommon.removeEnding(theZone.lookFor, "*")
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end
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theZone.matching = cfxZones.getStringFromZoneProperty(theZone, "matching", "group") -- group, player [, name, type]
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theZone.matching = dcsCommon.trim(theZone.matching:lower())
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if theZone.matching == "groups" then theZone.matching = "group" end -- some simplification
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if theZone.matching == "players" then theZone.matching = "player" end -- some simplification
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-- coalition
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theZone.uzCoalition = cfxZones.getCoalitionFromZoneProperty(theZone, "coalition", 0) -- 0 = all
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if cfxZones.hasProperty(theZone, "uzCoalition") then
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cfxZones.uzCoalition = cfxZones.getCoalitionFromZoneProperty(theZone, "uzCoalition", 0)
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end
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theZone.enterZone = cfxZones.getStringFromZoneProperty(theZone, "enterZone!", "<none>")
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theZone.exitZone = cfxZones.getStringFromZoneProperty(theZone, "exitZone!", "<none>")
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theZone.changeZone = cfxZones.getStringFromZoneProperty(theZone, "changeZone!", "<none>")
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if cfxZones.hasProperty(theZone, "filterFor") then
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local filterString = cfxZones.getStringFromZoneProperty(theZone, "filterFor", "1") -- ground
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theZone.filterFor = unitZone.string2cat(filterString)
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if unitZone.verbose then
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trigger.action.outText("+++uZne: filtering " .. theZone.filterFor .. " in " .. theZone.name, 30)
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end
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end
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-- now get initial zone status ?
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theZone.lastStatus = unitZone.checkZoneStatus(theZone)
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if unitZone.verbose then
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trigger.action.outText("+++uZne: processsed unit zone " .. theZone.name, 30)
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end
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end
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--
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-- process zone
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--
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function unitZone.collectGroups(theZone)
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local collector = {}
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if theZone.matching == "player" then
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-- collect all players matching coalition
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if theZone.uzCoalition == 1 or theZone.uzCoalition == 0 then
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local allPlayers = coalition.getPlayers(1)
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for idx, pUnit in pairs(allPlayers) do
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table.insert(collector, pUnit)
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end
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end
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if theZone.uzCoalition == 2 or theZone.uzCoalition == 0 then
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local allPlayers = coalition.getPlayers(2)
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for idx, pUnit in pairs(allPlayers) do
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table.insert(collector, pUnit)
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end
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end
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elseif theZone.matching == "group" then
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if theZone.uzCoalition == 1 or theZone.uzCoalition == 0 then
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local allGroups = coalition.getGroups(1, theZone.filterFor)
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for idx, pUnit in pairs(allGroups) do
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table.insert(collector, pUnit)
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end
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end
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if theZone.uzCoalition == 2 or theZone.uzCoalition == 0 then
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local allGroups = coalition.getGroups(2, theZone.filterFor)
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for idx, pUnit in pairs(allGroups) do
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table.insert(collector, pUnit)
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end
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end
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else
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trigger.action.outText("+++uZne: unknown matching: " .. theZone.matching, 30)
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return {}
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end
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return collector
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end
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function unitZone.checkZoneStatus(theZone)
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-- returns true (at least one unit found in zone)
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-- or false (no unit found in zone)
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-- collect all groups to inspect
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local theGroups = unitZone.collectGroups(theZone)
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local lookFor = theZone.lookFor
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-- now see if the groups match name and then check inside status for each
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local playerCheck = theZone.matching == "player"
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if playerCheck then
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-- we check the names for players only
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for idx, pUnit in pairs(theGroups) do
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local puName=pUnit:getName()
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local hasMatch = false
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if theZone.lookForBeginsWith then
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hasMatch = dcsCommon.stringStartsWith(puName, lookFor)
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else
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hasMatch = puName == lookFor
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end
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if hasMatch then
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if cfxZones.unitInZone(pUnit, theZone) then
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return true
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end
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end
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end
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else
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-- we perform group cehck
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for idx, aGroup in pairs(theGroups) do
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local gName=aGroup:getName()
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local hasMatch = false
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if theZone.lookForBeginsWith then
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hasMatch = dcsCommon.stringStartsWith(gName, lookFor)
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else
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hasMatch = gName == lookFor
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end
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if hasMatch and aGroup:isExist() then
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-- check all living units in zone
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local gUnits = aGroup:getUnits()
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for idy, aUnit in pairs (gUnits) do
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--trigger.action.outText("trying " .. gName,10)
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if cfxZones.unitInZone(aUnit, theZone) then
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return true
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end
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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 false
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end
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--
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-- update
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--
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function unitZone.bangState(theZone, newState)
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cfxZones.pollFlag(theZone.changeZone, "inc", theZone)
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if newState then
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cfxZones.pollFlag(theZone.enterZone, "inc", theZone)
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if unitZone.verbose then
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trigger.action.outText("+++uZone: banging enter! on <" .. theZone.enterZone .. "> for " .. theZone.name, 30)
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end
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else
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cfxZones.pollFlag(theZone.exitZone, "inc", theZone)
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if unitZone.verbose then
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trigger.action.outText("+++uZone: banging exit! on <" .. theZone.exitZone .. "> for " .. theZone.name, 30)
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end
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end
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end
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function unitZone.update()
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-- call me in a second to poll triggers
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timer.scheduleFunction(unitZone.update, {}, timer.getTime() + 1/unitZone.ups)
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for idx, aZone in pairs(unitZone.unitZones) do
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-- scan all zones
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local newState = unitZone.checkZoneStatus(aZone)
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if newState ~= aZone.lastStatus then
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-- bang on change!
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unitZone.bangState(aZone, newState)
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aZone.lastStatus = newState
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end
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end
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end
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--
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-- Config & Start
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--
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function unitZone.readConfigZone()
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local theZone = cfxZones.getZoneByName("unitZoneConfig")
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if not theZone then
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if unitZone.verbose then
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trigger.action.outText("+++uZne: NO config zone!", 30)
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end
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return
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end
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unitZone.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
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unitZone.ups = cfxZones.getNumberFromZoneProperty(theZone, "ups", 1)
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if unitZone.verbose then
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trigger.action.outText("+++uZne: read config", 30)
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end
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end
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function unitZone.start()
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-- lib check
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if not dcsCommon.libCheck then
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trigger.action.outText("cfx Unit Zone requires dcsCommon", 30)
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return false
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end
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if not dcsCommon.libCheck("cfx Unit Zone", unitZone.requiredLibs) then
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return false
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end
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-- read config
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unitZone.readConfigZone()
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-- process cloner Zones
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local attrZones = cfxZones.getZonesWithAttributeNamed("unitZone")
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for k, aZone in pairs(attrZones) do
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unitZone.createUnitZone(aZone) -- process attributes
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unitZone.addUnitZone(aZone) -- add to list
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end
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-- start update
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unitZone.update()
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trigger.action.outText("cfx Unit Zone v" .. unitZone.version .. " started.", 30)
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return true
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end
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-- let's go!
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if not unitZone.start() then
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trigger.action.outText("cfx Unit Zone aborted: missing libraries", 30)
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unitZone = nil
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end
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--ToDo: add 'neutral' support and add 'both' option
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--ToDo: add API
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