Added perplayer multi language support.

This commit is contained in:
iTracerFacer
2025-12-12 13:00:09 -06:00
parent d54a04a212
commit 63006a3d99
8 changed files with 4968 additions and 533 deletions
+655 -179
View File
@@ -38,35 +38,6 @@ local MESSAGE_CONFIG = {
GARBAGE_COLLECTION_FREQUENCY = 600 -- Lua garbage collection cadence (seconds) - helps prevent memory buildup
}
-- ==========================================
-- ZONE COLOR CONFIGURATION (Centralized)
-- ==========================================
-- Colors are in RGB format: {Red, Green, Blue} where each value is 0.0 to 1.0
local ZONE_COLORS = {
-- Blue coalition zones
BLUE_CAPTURED = {0, 0, 1}, -- Blue (owned by Blue)
BLUE_ATTACKED = {0, 1, 1}, -- Cyan (owned by Blue, under attack)
-- Red coalition zones
RED_CAPTURED = {1, 0, 0}, -- Red (owned by Red)
RED_ATTACKED = {1, 0.5, 0}, -- Orange (owned by Red, under attack)
-- Neutral/Empty zones
EMPTY = {0, 1, 0} -- Green (no owner)
}
-- ==========================================
-- COALITION TITLES CONFIGURATION
-- ==========================================
-- Mission makers: Customize the display names for each coalition
-- These will be used in messages, mission names, and UI elements
local COALITION_TITLES = {
BLUE = "USA", -- Display name for Blue coalition (e.g., "USA", "NATO", "Allied Forces")
RED = "Russia", -- Display name for Red coalition (e.g., "Russia", "Germany", "Axis Powers")
BLUE_OPERATION = "Operation Polar Shield", -- Name of Blue coalition's operation
RED_OPERATION = "Defend the Motherland" -- Name of Red coalition's operation
}
-- ==========================================
-- ZONE CONFIGURATION
-- ==========================================
@@ -109,6 +80,422 @@ local ZONE_SETTINGS = {
captureScore = 200 -- Points awarded for capturing a zone
}
-- ==========================================
-- ZONE COLOR CONFIGURATION (Centralized)
-- ==========================================
-- Colors are in RGB format: {Red, Green, Blue} where each value is 0.0 to 1.0
local ZONE_COLORS = {
-- Blue coalition zones
BLUE_CAPTURED = {0, 0, 1}, -- Blue (owned by Blue)
BLUE_ATTACKED = {0, 1, 1}, -- Cyan (owned by Blue, under attack)
-- Red coalition zones
RED_CAPTURED = {1, 0, 0}, -- Red (owned by Red)
RED_ATTACKED = {1, 0.5, 0}, -- Orange (owned by Red, under attack)
-- Neutral/Empty zones
EMPTY = {0, 1, 0} -- Green (no owner)
}
-- ==========================================
-- COALITION TITLES CONFIGURATION
-- ==========================================
-- Mission makers: Customize the display names for each coalition
-- These will be used in messages, mission names, and UI elements
local COALITION_TITLES = {
BLUE = "USA", -- Display name for Blue coalition (e.g., "USA", "NATO", "Allied Forces")
RED = "Russia", -- Display name for Red coalition (e.g., "Russia", "Germany", "Axis Powers")
BLUE_OPERATION = "Operation Polar Shield", -- Name of Blue coalition's operation
RED_OPERATION = "Defend the Motherland" -- Name of Red coalition's operation
}
-- ==========================================
-- LANGUAGE CONFIGURATION
-- ==========================================
local LANGUAGE_CONFIG = {
defaultLanguage = "EN", -- Default language: "EN", "DE", "FR", "ES", "RU"
}
-- Multilingual message table
-- Each language contains all messages and menu text
local ZONE_CAPTURE_LANGUAGES = {
EN = {
-- Zone state messages
zoneGuarded = "%s is under protection of the %s",
zoneEmpty = "%s is unprotected, and can be captured!",
zoneUnderAttack = "%s is under attack by %s",
zoneWeAttacking = "We are attacking %s",
zoneCapturedByEnemy = "%s is captured by the %s, we lost it!",
zoneCapturedByUs = "We captured %s, Excellent job!",
-- Victory messages
victoryBlue = "VICTORY! All capture zones have been secured by %s forces!\n\n%s is complete. Outstanding work!\nMission will end in 60 seconds.",
defeatBlue = "DEFEAT! All strategic positions have been lost to %s forces.\n\n%s has failed. Mission ending in 60 seconds.",
victoryRed = "VICTORY! All strategic positions secured for %s!\n\n%s forces have been repelled. Outstanding work!\nMission will end in 60 seconds.",
defeatRed = "DEFEAT! All capture zones have been lost to %s forces.\n\n%s has failed. Mission ending in 60 seconds.",
missionComplete = "Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.",
-- Status report messages
zoneControlReport = "ZONE CONTROL REPORT:\nBlue Coalition: %d/%d zones\nRed Coalition: %d/%d zones\nNeutral: %d/%d zones",
zoneDetails = "\nZONE DETAILS:\n",
zoneDetailLine = "• %s: %s\n",
yourProgress = "\n\nYour Progress to Victory: %d%%",
-- Progress warning messages
blueNearVictory = "TACTICAL ALERT: %s forces control %d%% of strategic zones!\nVictory is within reach!",
redNearVictory = "WARNING: %s forces have captured %d%% of zones!\nDefend our positions!",
-- Coalition names
coalitionBlue = "Blue Coalition",
coalitionRed = "Red Coalition",
coalitionNeutral = "Neutral",
-- Menu items
menuZoneControl = "Zone Control",
menuStatusReport = "Get Zone Status Report",
menuVictoryProgress = "Check Victory Progress",
menuRefreshColors = "Refresh Zone Colors",
menuLanguage = "Language / Sprache / Langue",
menuEnglish = "English",
menuGerman = "Deutsch (German)",
menuFrench = "Français (French)",
menuSpanish = "Español (Spanish)",
menuRussian = "Русский (Russian)",
-- Victory progress messages
victoryProgressTitle = "VICTORY PROGRESS: %d%%",
zonesCaptured = "Zones Captured: %d/%d",
zonesRemaining = "Remaining: %d zones",
progressComplete = "MISSION COMPLETE!",
progressAlmostThere = "ALMOST THERE!",
progressGood = "GOOD PROGRESS!",
progressKeepFighting = "KEEP FIGHTING!",
-- System messages
zoneMarkersRefreshed = "Zone visual markers have been refreshed!",
languageChanged = "Language changed to English",
},
DE = {
-- Zone state messages
zoneGuarded = "%s steht unter dem Schutz der %s",
zoneEmpty = "%s ist ungeschützt und kann erobert werden!",
zoneUnderAttack = "%s wird von %s angegriffen",
zoneWeAttacking = "Wir greifen %s an",
zoneCapturedByEnemy = "%s wurde von %s erobert, wir haben es verloren!",
zoneCapturedByUs = "Wir haben %s erobert, hervorragende Arbeit!",
-- Victory messages
victoryBlue = "SIEG! Alle Eroberungszonen wurden von %s Streitkräften gesichert!\n\n%s ist abgeschlossen. Hervorragende Arbeit!\nMission endet in 60 Sekunden.",
defeatBlue = "NIEDERLAGE! Alle strategischen Positionen wurden an %s Streitkräfte verloren.\n\n%s ist gescheitert. Mission endet in 60 Sekunden.",
victoryRed = "SIEG! Alle strategischen Positionen für %s gesichert!\n\n%s Streitkräfte wurden zurückgeschlagen. Hervorragende Arbeit!\nMission endet in 60 Sekunden.",
defeatRed = "NIEDERLAGE! Alle Eroberungszonen wurden an %s Streitkräfte verloren.\n\n%s ist gescheitert. Mission endet in 60 Sekunden.",
missionComplete = "Mission erfolgreich! Herzlichen Glückwunsch zu Ihrem Sieg!\nEndstatus: Alle %d strategischen Zonen gesichert.",
-- Status report messages
zoneControlReport = "ZONENKONTROLLBERICHT:\nBlaue Koalition: %d/%d Zonen\nRote Koalition: %d/%d Zonen\nNeutral: %d/%d Zonen",
zoneDetails = "\nZONENDETAILS:\n",
zoneDetailLine = "• %s: %s\n",
yourProgress = "\n\nIhr Fortschritt zum Sieg: %d%%",
-- Progress warning messages
blueNearVictory = "TAKTISCHER ALARM: %s Streitkräfte kontrollieren %d%% der strategischen Zonen!\nSieg ist in Reichweite!",
redNearVictory = "WARNUNG: %s Streitkräfte haben %d%% der Zonen erobert!\nVerteidigt unsere Positionen!",
-- Coalition names
coalitionBlue = "Blaue Koalition",
coalitionRed = "Rote Koalition",
coalitionNeutral = "Neutral",
-- Menu items
menuZoneControl = "Zonenkontrolle",
menuStatusReport = "Zonenstatusbericht abrufen",
menuVictoryProgress = "Siegfortschritt prüfen",
menuRefreshColors = "Zonenfarben aktualisieren",
menuLanguage = "Language / Sprache / Langue",
menuEnglish = "English",
menuGerman = "Deutsch (German)",
menuFrench = "Français (French)",
menuSpanish = "Español (Spanish)",
menuRussian = "Русский (Russian)",
-- Victory progress messages
victoryProgressTitle = "SIEGFORTSCHRITT: %d%%",
zonesCaptured = "Zonen erobert: %d/%d",
zonesRemaining = "Verbleibend: %d Zonen",
progressComplete = "MISSION ABGESCHLOSSEN!",
progressAlmostThere = "FAST GESCHAFFT!",
progressGood = "GUTER FORTSCHRITT!",
progressKeepFighting = "WEITER KÄMPFEN!",
-- System messages
zoneMarkersRefreshed = "Zonenmarkierungen wurden aktualisiert!",
languageChanged = "Sprache auf Deutsch geändert",
},
FR = {
-- Zone state messages
zoneGuarded = "%s est sous la protection de %s",
zoneEmpty = "%s est sans protection et peut être capturée !",
zoneUnderAttack = "%s est attaquée par %s",
zoneWeAttacking = "Nous attaquons %s",
zoneCapturedByEnemy = "%s est capturée par %s, nous l'avons perdue !",
zoneCapturedByUs = "Nous avons capturé %s, excellent travail !",
-- Victory messages
victoryBlue = "VICTOIRE ! Toutes les zones de capture ont été sécurisées par les forces %s !\n\n%s est terminée. Excellent travail !\nLa mission se terminera dans 60 secondes.",
defeatBlue = "DÉFAITE ! Toutes les positions stratégiques ont été perdues face aux forces %s.\n\n%s a échoué. Mission se terminant dans 60 secondes.",
victoryRed = "VICTOIRE ! Toutes les positions stratégiques sécurisées pour %s !\n\nLes forces %s ont été repoussées. Excellent travail !\nLa mission se terminera dans 60 secondes.",
defeatRed = "DÉFAITE ! Toutes les zones de capture ont été perdues face aux forces %s.\n\n%s a échoué. Mission se terminant dans 60 secondes.",
missionComplete = "Mission accomplie ! Félicitations pour votre victoire !\nStatut final : Toutes les %d zones stratégiques sécurisées.",
-- Status report messages
zoneControlReport = "RAPPORT DE CONTRÔLE DES ZONES :\nCoalition bleue : %d/%d zones\nCoalition rouge : %d/%d zones\nNeutre : %d/%d zones",
zoneDetails = "\nDÉTAILS DES ZONES :\n",
zoneDetailLine = "• %s : %s\n",
yourProgress = "\n\nVotre progression vers la victoire : %d%%",
-- Progress warning messages
blueNearVictory = "ALERTE TACTIQUE : Les forces %s contrôlent %d%% des zones stratégiques !\nLa victoire est à portée de main !",
redNearVictory = "AVERTISSEMENT : Les forces %s ont capturé %d%% des zones !\nDéfendez nos positions !",
-- Coalition names
coalitionBlue = "Coalition bleue",
coalitionRed = "Coalition rouge",
coalitionNeutral = "Neutre",
-- Menu items
menuZoneControl = "Contrôle des zones",
menuStatusReport = "Obtenir le rapport d'état des zones",
menuVictoryProgress = "Vérifier la progression vers la victoire",
menuRefreshColors = "Actualiser les couleurs des zones",
menuLanguage = "Language / Sprache / Langue",
menuEnglish = "English",
menuGerman = "Deutsch (German)",
menuFrench = "Français (French)",
menuSpanish = "Español (Spanish)",
menuRussian = "Русский (Russian)",
-- Victory progress messages
victoryProgressTitle = "PROGRÈS DE LA VICTOIRE : %d%%",
zonesCaptured = "Zones capturées : %d/%d",
zonesRemaining = "Restantes : %d zones",
progressComplete = "MISSION ACCOMPLIE !",
progressAlmostThere = "PRESQUE TERMINÉ !",
progressGood = "BON PROGRÈS !",
progressKeepFighting = "CONTINUEZ À COMBATTRE !",
-- System messages
zoneMarkersRefreshed = "Les marqueurs de zone ont été actualisés !",
languageChanged = "Langue changée en français",
},
ES = {
-- Zone state messages
zoneGuarded = "%s está bajo la protección de %s",
zoneEmpty = "¡%s está desprotegida y puede ser capturada!",
zoneUnderAttack = "%s está siendo atacada por %s",
zoneWeAttacking = "Estamos atacando %s",
zoneCapturedByEnemy = "¡%s ha sido capturada por %s, la hemos perdido!",
zoneCapturedByUs = "¡Hemos capturado %s, excelente trabajo!",
-- Victory messages
victoryBlue = "¡VICTORIA! ¡Todas las zonas de captura han sido aseguradas por las fuerzas %s!\n\n%s está completa. ¡Excelente trabajo!\nLa misión terminará en 60 segundos.",
defeatBlue = "¡DERROTA! Todas las posiciones estratégicas se han perdido ante las fuerzas %s.\n\n%s ha fallado. Misión terminando en 60 segundos.",
victoryRed = "¡VICTORIA! ¡Todas las posiciones estratégicas aseguradas para %s!\n\n¡Las fuerzas %s han sido repelidas. Excelente trabajo!\nLa misión terminará en 60 segundos.",
defeatRed = "¡DERROTA! Todas las zonas de captura se han perdido ante las fuerzas %s.\n\n%s ha fallado. Misión terminando en 60 segundos.",
missionComplete = "¡Misión completada! ¡Felicitaciones por tu victoria!\nEstado final: Todas las %d zonas estratégicas aseguradas.",
-- Status report messages
zoneControlReport = "INFORME DE CONTROL DE ZONAS:\nCoalición Azul: %d/%d zonas\nCoalición Roja: %d/%d zonas\nNeutral: %d/%d zonas",
zoneDetails = "\nDETALLES DE ZONAS:\n",
zoneDetailLine = "• %s: %s\n",
yourProgress = "\n\nTu progreso hacia la victoria: %d%%",
-- Progress warning messages
blueNearVictory = "ALERTA TÁCTICA: ¡Las fuerzas %s controlan el %d%% de las zonas estratégicas!\n¡La victoria está al alcance!",
redNearVictory = "ADVERTENCIA: ¡Las fuerzas %s han capturado el %d%% de las zonas!\n¡Defiende nuestras posiciones!",
-- Coalition names
coalitionBlue = "Coalición Azul",
coalitionRed = "Coalición Roja",
coalitionNeutral = "Neutral",
-- Menu items
menuZoneControl = "Control de zonas",
menuStatusReport = "Obtener informe de estado de zonas",
menuVictoryProgress = "Verificar progreso de victoria",
menuRefreshColors = "Actualizar colores de zonas",
menuLanguage = "Language / Sprache / Langue",
menuEnglish = "English",
menuGerman = "Deutsch (German)",
menuFrench = "Français (French)",
menuSpanish = "Español (Spanish)",
menuRussian = "Русский (Russian)",
-- Victory progress messages
victoryProgressTitle = "PROGRESO DE VICTORIA: %d%%",
zonesCaptured = "Zonas capturadas: %d/%d",
zonesRemaining = "Restantes: %d zonas",
progressComplete = "¡MISIÓN COMPLETADA!",
progressAlmostThere = "¡CASI TERMINADO!",
progressGood = "¡BUEN PROGRESO!",
progressKeepFighting = "¡SIGUE LUCHANDO!",
-- System messages
zoneMarkersRefreshed = "¡Los marcadores de zona se han actualizado!",
languageChanged = "Idioma cambiado a español",
},
RU = {
-- Zone state messages
zoneGuarded = "%s находится под защитой %s",
zoneEmpty = "%s не защищена и может быть захвачена!",
zoneUnderAttack = "%s атакована силами %s",
zoneWeAttacking = "Мы атакуем %s",
zoneCapturedByEnemy = "%s захвачена %s, мы её потеряли!",
zoneCapturedByUs = "Мы захватили %s, отличная работа!",
-- Victory messages
victoryBlue = "ПОБЕДА! Все зоны захвата обеспечены силами %s!\n\n%s завершена. Отличная работа!\nМиссия закончится через 60 секунд.",
defeatBlue = "ПОРАЖЕНИЕ! Все стратегические позиции потеряны силами %s.\n\n%s провалена. Миссия заканчивается через 60 секунд.",
victoryRed = "ПОБЕДА! Все стратегические позиции обеспечены для %s!\n\nСилы %s отброшены. Отличная работа!\nМиссия закончится через 60 секунд.",
defeatRed = "ПОРАЖЕНИЕ! Все зоны захвата потеряны силами %s.\n\n%s провалена. Миссия заканчивается через 60 секунд.",
missionComplete = "Миссия выполнена! Поздравляем с победой!\nИтоговый статус: Все %d стратегических зон обеспечены.",
-- Status report messages
zoneControlReport = "ОТЧЁТ О КОНТРОЛЕ ЗОН:\nСиняя коалиция: %d/%d зон\nКрасная коалиция: %d/%d зон\nНейтральные: %d/%d зон",
zoneDetails = "\nПОДРОБНОСТИ ЗОН:\n",
zoneDetailLine = "• %s: %s\n",
yourProgress = "\n\nВаш прогресс к победе: %d%%",
-- Progress warning messages
blueNearVictory = "ТАКТИЧЕСКАЯ ТРЕВОГА: Силы %s контролируют %d%% стратегических зон!\nПобеда близка!",
redNearVictory = "ВНИМАНИЕ: Силы %s захватили %d%% зон!\nЗащищайте наши позиции!",
-- Coalition names
coalitionBlue = "Синяя коалиция",
coalitionRed = "Красная коалиция",
coalitionNeutral = "Нейтральные",
-- Menu items
menuZoneControl = "Контроль зон",
menuStatusReport = "Получить отчёт о статусе зон",
menuVictoryProgress = "Проверить прогресс победы",
menuRefreshColors = "Обновить цвета зон",
menuLanguage = "Language / Sprache / Langue",
menuEnglish = "English",
menuGerman = "Deutsch (German)",
menuFrench = "Français (French)",
menuSpanish = "Español (Spanish)",
menuRussian = "Русский (Russian)",
-- Victory progress messages
victoryProgressTitle = "ПРОГРЕСС ПОБЕДЫ: %d%%",
zonesCaptured = "Зоны захвачены: %d/%d",
zonesRemaining = "Осталось: %d зон",
progressComplete = "МИССИЯ ВЫПОЛНЕНА!",
progressAlmostThere = "ПОЧТИ ГОТОВО!",
progressGood = "ХОРОШИЙ ПРОГРЕСС!",
progressKeepFighting = "ПРОДОЛЖАЙТЕ БОРОТЬСЯ!",
-- System messages
zoneMarkersRefreshed = "Маркеры зон обновлены!",
languageChanged = "Язык изменён на русский",
}
}
-- ==========================================
-- PLAYER LANGUAGE TRACKING
-- ==========================================
-- Store per-player language preferences
local playerLanguages = {}
-- Helper function to get player's language preference
local function GetPlayerLanguage(playerName)
if playerName and playerLanguages[playerName] then
return playerLanguages[playerName]
end
return LANGUAGE_CONFIG.defaultLanguage
end
-- Helper function to set player's language preference
local function SetPlayerLanguage(playerName, language)
if playerName and language then
playerLanguages[playerName] = language
env.info(string.format("[LANGUAGE] Player %s language set to %s", playerName, language))
end
end
-- Helper function to get translated text
local function GetText(textKey, playerName)
local lang = GetPlayerLanguage(playerName)
local langTable = ZONE_CAPTURE_LANGUAGES[lang] or ZONE_CAPTURE_LANGUAGES.EN
return langTable[textKey] or textKey
end
-- Helper function to get coalition-specific text
local function GetCoalitionText(coalitionSide, playerName)
local lang = GetPlayerLanguage(playerName)
local langTable = ZONE_CAPTURE_LANGUAGES[lang] or ZONE_CAPTURE_LANGUAGES.EN
if coalitionSide == coalition.side.BLUE then
return langTable.coalitionBlue
elseif coalitionSide == coalition.side.RED then
return langTable.coalitionRed
else
return langTable.coalitionNeutral
end
end
-- Helper function to send message to coalition with language support
local function MessageToCoalition(commandCenter, messageKey, params, coalitionSide, duration)
if not commandCenter then return end
-- Get all players in the coalition
local playerList = coalition.getPlayers(coalitionSide)
if not playerList or #playerList == 0 then
-- No players in coalition, send default language message
local defaultText = ZONE_CAPTURE_LANGUAGES[LANGUAGE_CONFIG.defaultLanguage][messageKey]
if params then
defaultText = string.format(defaultText, unpack(params))
end
commandCenter:MessageTypeToCoalition(defaultText, MESSAGE.Type.Information, duration)
return
end
-- Group players by language preference
local languageGroups = {}
for _, unit in ipairs(playerList) do
if unit then
local playerName = unit:getPlayerName()
if playerName then
local lang = GetPlayerLanguage(playerName)
if not languageGroups[lang] then
languageGroups[lang] = {}
end
table.insert(languageGroups[lang], playerName)
end
end
end
-- Send message in each language to respective players
for lang, players in pairs(languageGroups) do
local langTable = ZONE_CAPTURE_LANGUAGES[lang] or ZONE_CAPTURE_LANGUAGES.EN
local text = langTable[messageKey]
if params then
text = string.format(text, unpack(params))
end
-- For now, send to entire coalition (MOOSE doesn't support per-player filtering easily)
-- This is a limitation, but better than nothing
commandCenter:MessageTypeToCoalition(text, MESSAGE.Type.Information, duration)
end
end
-- ==========================================
-- END OF CONFIGURATION
-- ==========================================
@@ -607,16 +994,16 @@ local function OnEnterGuarded(ZoneCapture, From, Event, To)
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.BLUE_CAPTURED
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
MessageToCoalition(US_CC, "zoneGuarded", {ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE}, coalition.side.BLUE, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "zoneGuarded", {ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE}, coalition.side.RED, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
else
ZoneCapture:Smoke( SMOKECOLOR.Red )
-- Update zone visual markers to RED
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.RED_CAPTURED
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the %s", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
MessageToCoalition(RU_CC, "zoneGuarded", {ZoneCapture:GetZoneName(), COALITION_TITLES.RED}, coalition.side.RED, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
MessageToCoalition(US_CC, "zoneGuarded", {ZoneCapture:GetZoneName(), COALITION_TITLES.RED}, coalition.side.BLUE, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
end
-- Create/update tactical information marker
CreateTacticalInfoMarker(ZoneCapture)
@@ -629,8 +1016,8 @@ local function OnEnterEmpty(ZoneCapture)
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.EMPTY
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
RU_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
MessageToCoalition(US_CC, "zoneEmpty", {ZoneCapture:GetZoneName()}, coalition.side.BLUE, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "zoneEmpty", {ZoneCapture:GetZoneName()}, coalition.side.RED, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
-- Create/update tactical information marker
CreateTacticalInfoMarker(ZoneCapture)
end
@@ -643,12 +1030,12 @@ local function OnEnterAttacked(ZoneCapture)
local color
if Coalition == coalition.side.BLUE then
color = ZONE_COLORS.BLUE_ATTACKED
US_CC:MessageTypeToCoalition( string.format( "%s is under attack by %s", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
RU_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
MessageToCoalition(US_CC, "zoneUnderAttack", {ZoneCapture:GetZoneName(), COALITION_TITLES.RED}, coalition.side.BLUE, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "zoneWeAttacking", {ZoneCapture:GetZoneName()}, coalition.side.RED, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION)
else
color = ZONE_COLORS.RED_ATTACKED
RU_CC:MessageTypeToCoalition( string.format( "%s is under attack by %s", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
US_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION )
MessageToCoalition(RU_CC, "zoneUnderAttack", {ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE}, coalition.side.RED, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION)
MessageToCoalition(US_CC, "zoneWeAttacking", {ZoneCapture:GetZoneName()}, coalition.side.BLUE, MESSAGE_CONFIG.ATTACK_MESSAGE_DURATION)
end
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
-- Create/update tactical information marker
@@ -679,18 +1066,8 @@ local function CheckVictoryCondition()
if blueZonesCount >= totalZones then
log("[VICTORY] All zones captured by BLUE! Triggering victory sequence...")
US_CC:MessageTypeToCoalition(
"VICTORY! All capture zones have been secured by " .. COALITION_TITLES.BLUE .. " forces!\n\n" ..
COALITION_TITLES.BLUE_OPERATION .. " is complete. Outstanding work!\n" ..
"Mission will end in 60 seconds.",
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
RU_CC:MessageTypeToCoalition(
"DEFEAT! All strategic positions have been lost to " .. COALITION_TITLES.BLUE .. " forces.\n\n" ..
COALITION_TITLES.BLUE_OPERATION .. " has failed. Mission ending in 60 seconds.",
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
MessageToCoalition(US_CC, "victoryBlue", {COALITION_TITLES.BLUE, COALITION_TITLES.BLUE_OPERATION}, coalition.side.BLUE, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "defeatBlue", {COALITION_TITLES.BLUE, COALITION_TITLES.BLUE_OPERATION}, coalition.side.RED, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
-- Add victory celebration effects
for _, zoneCapture in ipairs(zoneCaptureObjects) do
@@ -707,10 +1084,7 @@ local function CheckVictoryCondition()
log("[VICTORY] Ending mission due to complete zone capture by BLUE")
trigger.action.setUserFlag("BLUE_VICTORY", 1)
US_CC:MessageTypeToCoalition(
string.format("Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.", totalZones),
MESSAGE.Type.Information, 10
)
MessageToCoalition(US_CC, "missionComplete", {totalZones}, coalition.side.BLUE, 10)
end, {}, 60 )
return true
@@ -720,18 +1094,8 @@ local function CheckVictoryCondition()
if redZonesCount >= totalZones then
log("[VICTORY] All zones captured by RED! Triggering victory sequence...")
RU_CC:MessageTypeToCoalition(
"VICTORY! All strategic positions secured for " .. COALITION_TITLES.RED_OPERATION .. "!\n\n" ..
COALITION_TITLES.BLUE .. " forces have been repelled. Outstanding work!\n" ..
"Mission will end in 60 seconds.",
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
US_CC:MessageTypeToCoalition(
"DEFEAT! All capture zones have been lost to " .. COALITION_TITLES.RED .. " forces.\n\n" ..
COALITION_TITLES.BLUE_OPERATION .. " has failed. Mission ending in 60 seconds.",
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
MessageToCoalition(RU_CC, "victoryRed", {COALITION_TITLES.RED_OPERATION, COALITION_TITLES.BLUE}, coalition.side.RED, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
MessageToCoalition(US_CC, "defeatRed", {COALITION_TITLES.RED, COALITION_TITLES.BLUE_OPERATION}, coalition.side.BLUE, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
-- Add victory celebration effects
for _, zoneCapture in ipairs(zoneCaptureObjects) do
@@ -748,10 +1112,7 @@ local function CheckVictoryCondition()
log("[VICTORY] Ending mission due to complete zone capture by RED")
trigger.action.setUserFlag("RED_VICTORY", 1)
RU_CC:MessageTypeToCoalition(
string.format("Mission Complete! Congratulations on your victory!\nFinal Status: All %d strategic zones secured.", totalZones),
MESSAGE.Type.Information, 10
)
MessageToCoalition(RU_CC, "missionComplete", {totalZones}, coalition.side.RED, 10)
end, {}, 60 )
return true
@@ -767,15 +1128,15 @@ local function OnEnterCaptured(ZoneCapture)
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.BLUE_CAPTURED
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the %s, we lost it!", ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
MessageToCoalition(RU_CC, "zoneCapturedByEnemy", {ZoneCapture:GetZoneName(), COALITION_TITLES.BLUE}, coalition.side.RED, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
MessageToCoalition(US_CC, "zoneCapturedByUs", {ZoneCapture:GetZoneName()}, coalition.side.BLUE, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
else
-- Update zone visual markers to RED for captured
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.RED_CAPTURED
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
US_CC:MessageTypeToCoalition( string.format( "%s is captured by the %s, we lost it!", ZoneCapture:GetZoneName(), COALITION_TITLES.RED ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCapture:GetZoneName() ), MESSAGE.Type.Information, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION )
MessageToCoalition(US_CC, "zoneCapturedByEnemy", {ZoneCapture:GetZoneName(), COALITION_TITLES.RED}, coalition.side.BLUE, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "zoneCapturedByUs", {ZoneCapture:GetZoneName()}, coalition.side.RED, MESSAGE_CONFIG.CAPTURE_MESSAGE_DURATION)
end
ZoneCapture:AddScore( "Captured", "Zone captured: Extra points granted.", ZONE_SETTINGS.captureScore )
@@ -908,36 +1269,60 @@ end
local function BroadcastZoneStatus()
local status = GetZoneOwnershipStatus()
-- Build coalition-neutral report
local reportMessage = string.format(
"ZONE CONTROL REPORT:\n" ..
"Blue Coalition: %d/%d zones\n" ..
"Red Coalition: %d/%d zones\n" ..
"Neutral: %d/%d zones",
-- Build report for BLUE coalition in their language
local bluePlayerList = coalition.getPlayers(coalition.side.BLUE)
local bluePlayerName = nil
if bluePlayerList and #bluePlayerList > 0 then
local unit = Unit.getByName(Unit.getName(bluePlayerList[1]))
if unit then
bluePlayerName = unit:getPlayerName()
end
end
local blueReportMessage = string.format(
GetText("zoneControlReport", bluePlayerName),
status.blue, status.total,
status.red, status.total,
status.neutral, status.total
)
-- Add detailed zone status
local detailMessage = "\nZONE DETAILS:\n"
local blueDetailMessage = GetText("zoneDetails", bluePlayerName)
for zoneName, owner in pairs(status.zones) do
detailMessage = detailMessage .. string.format("• %s: %s\n", zoneName, owner)
blueDetailMessage = blueDetailMessage .. string.format(GetText("zoneDetailLine", bluePlayerName), zoneName, owner)
end
local fullMessage = reportMessage .. detailMessage
-- Broadcast to BOTH coalitions with their specific victory progress
local totalZones = math.max(status.total, 1)
local blueProgressPercent = math.floor((status.blue / totalZones) * 100)
local blueFullMessage = fullMessage .. string.format("\n\nYour Progress to Victory: %d%%", blueProgressPercent)
local blueFullMessage = blueReportMessage .. blueDetailMessage .. string.format(GetText("yourProgress", bluePlayerName), blueProgressPercent)
US_CC:MessageTypeToCoalition( blueFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION )
-- Build report for RED coalition in their language
local redPlayerList = coalition.getPlayers(coalition.side.RED)
local redPlayerName = nil
if redPlayerList and #redPlayerList > 0 then
local unit = Unit.getByName(Unit.getName(redPlayerList[1]))
if unit then
redPlayerName = unit:getPlayerName()
end
end
local redReportMessage = string.format(
GetText("zoneControlReport", redPlayerName),
status.blue, status.total,
status.red, status.total,
status.neutral, status.total
)
local redDetailMessage = GetText("zoneDetails", redPlayerName)
for zoneName, owner in pairs(status.zones) do
redDetailMessage = redDetailMessage .. string.format(GetText("zoneDetailLine", redPlayerName), zoneName, owner)
end
local redProgressPercent = math.floor((status.red / totalZones) * 100)
local redFullMessage = fullMessage .. string.format("\n\nYour Progress to Victory: %d%%", redProgressPercent)
local redFullMessage = redReportMessage .. redDetailMessage .. string.format(GetText("yourProgress", redPlayerName), redProgressPercent)
RU_CC:MessageTypeToCoalition( redFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION )
log("[ZONE STATUS] " .. reportMessage:gsub("\n", " | "))
log("[ZONE STATUS] Blue:" .. status.blue .. "/" .. status.total .. " Red:" .. status.red .. "/" .. status.total)
return status
end
@@ -948,32 +1333,16 @@ local ZoneMonitorScheduler = SCHEDULER:New( nil, function()
-- Check if BLUE is close to victory (80% or more zones captured)
if status.blue >= math.floor(status.total * 0.8) and status.blue < status.total then
US_CC:MessageTypeToCoalition(
string.format("APPROACHING VICTORY! %d more zone(s) needed for complete success!",
status.total - status.blue),
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
RU_CC:MessageTypeToCoalition(
string.format("CRITICAL SITUATION! %s forces control %d/%d zones! We must recapture territory!",
COALITION_TITLES.BLUE, status.blue, status.total),
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
local bluePercent = math.floor((status.blue / status.total) * 100)
MessageToCoalition(US_CC, "blueNearVictory", {COALITION_TITLES.BLUE, bluePercent}, coalition.side.BLUE, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "redNearVictory", {COALITION_TITLES.BLUE, bluePercent}, coalition.side.RED, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
end
-- Check if RED is close to victory (80% or more zones captured)
if status.red >= math.floor(status.total * 0.8) and status.red < status.total then
RU_CC:MessageTypeToCoalition(
string.format("APPROACHING VICTORY! %d more zone(s) needed for complete success!",
status.total - status.red),
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
US_CC:MessageTypeToCoalition(
string.format("CRITICAL SITUATION! %s forces control %d/%d zones! We must recapture territory!",
COALITION_TITLES.RED, status.red, status.total),
MESSAGE.Type.Information, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION
)
local redPercent = math.floor((status.red / status.total) * 100)
MessageToCoalition(RU_CC, "blueNearVictory", {COALITION_TITLES.RED, redPercent}, coalition.side.RED, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
MessageToCoalition(US_CC, "redNearVictory", {COALITION_TITLES.RED, redPercent}, coalition.side.BLUE, MESSAGE_CONFIG.VICTORY_MESSAGE_DURATION)
end
end, {}, MESSAGE_CONFIG.STATUS_BROADCAST_START_DELAY, MESSAGE_CONFIG.STATUS_BROADCAST_FREQUENCY )
@@ -1086,81 +1455,188 @@ local function RefreshAllZoneColors()
end
-- Notify BOTH coalitions
US_CC:MessageTypeToCoalition("Zone visual markers have been refreshed!", MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION)
RU_CC:MessageTypeToCoalition("Zone visual markers have been refreshed!", MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION)
MessageToCoalition(US_CC, "zoneMarkersRefreshed", nil, coalition.side.BLUE, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION)
MessageToCoalition(RU_CC, "zoneMarkersRefreshed", nil, coalition.side.RED, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION)
end
-- Manual zone status commands for players (F10 radio menu) - BOTH COALITIONS
local function SetupZoneStatusCommands()
-- Add F10 radio menu commands for BLUE coalition
if US_CC then
-- Use MenuManager to create zone control menu under Mission Options
local USMenu = MenuManager and MenuManager.CreateCoalitionMenu(coalition.side.BLUE, "Zone Control")
or MENU_COALITION:New( coalition.side.BLUE, "Zone Control" )
MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Get Zone Status Report", USMenu, BroadcastZoneStatus )
MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Check Victory Progress", USMenu, function()
local status = GetZoneOwnershipStatus()
local totalZones = math.max(status.total, 1)
local progressPercent = math.floor((status.blue / totalZones) * 100)
US_CC:MessageTypeToCoalition(
string.format(
"VICTORY PROGRESS: %d%%\n" ..
"Zones Captured: %d/%d\n" ..
"Remaining: %d zones\n\n" ..
"%s",
progressPercent,
status.blue, status.total,
status.total - status.blue,
progressPercent >= 100 and "MISSION COMPLETE!" or
progressPercent >= 80 and "ALMOST THERE!" or
progressPercent >= 50 and "GOOD PROGRESS!" or
"KEEP FIGHTING!"
),
MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION
)
end )
-- Add command to refresh zone colors (troubleshooting tool)
MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Refresh Zone Colors", USMenu, RefreshAllZoneColors )
-- NOTE: All menus are now created per-player in CreatePlayerLanguageMenu() function below
-- No coalition-wide menus needed
-- ==========================================
-- PER-PLAYER MENU SETUP (ALL ZONE CONTROL FUNCTIONS)
-- ==========================================
-- Track player menus to avoid duplicates per group
-- Key format: "playerName|groupName" to handle aircraft switches
local playerMenus = {}
-- Function to create complete Zone Control menu for a specific player
local function CreatePlayerMenu(playerUnit)
env.info("[MENU DEBUG] CreatePlayerMenu called")
if not playerUnit then
env.info("[MENU DEBUG] No playerUnit")
return
end
-- Add F10 radio menu commands for RED coalition
if RU_CC then
-- Use MenuManager to create zone control menu under Mission Options
local RUMenu = MenuManager and MenuManager.CreateCoalitionMenu(coalition.side.RED, "Zone Control")
or MENU_COALITION:New( coalition.side.RED, "Zone Control" )
MENU_COALITION_COMMAND:New( coalition.side.RED, "Get Zone Status Report", RUMenu, BroadcastZoneStatus )
local playerName = playerUnit:getPlayerName()
env.info(string.format("[MENU DEBUG] PlayerName: %s", tostring(playerName)))
if not playerName then return end
-- Get DCS group and convert to MOOSE GROUP wrapper
local dcsGroup = playerUnit:getGroup()
env.info(string.format("[MENU DEBUG] DCS Group: %s", tostring(dcsGroup and dcsGroup:getName() or "nil")))
if not dcsGroup then return end
local groupName = dcsGroup:getName()
local group = GROUP:FindByName(groupName)
env.info(string.format("[MENU DEBUG] MOOSE Group found: %s", tostring(group ~= nil)))
if not group then return end
local menuKey = playerName .. "|" .. groupName
-- Don't create duplicate menus for same player in same group
if playerMenus[menuKey] then
env.info(string.format("[MENU DEBUG] Menu already exists for %s", menuKey))
return
end
local playerCoalition = playerUnit:getCoalition()
-- Get appropriate command center
local commandCenter = playerCoalition == coalition.side.BLUE and US_CC or RU_CC
if not commandCenter then
env.info("[MENU DEBUG] No command center found")
return
end
env.info(string.format("[MENU] Creating Zone Control menu for player %s (group: %s)", playerName, groupName))
-- Create Zone Control root menu (use GROUP object, not group name string)
-- Use MenuManager if available to nest under "Mission Options"
local zoneControlMenu = MenuManager and MenuManager.CreateGroupMenu(group, GetText("menuZoneControl", playerName))
or MENU_GROUP:New(group, GetText("menuZoneControl", playerName))
-- Add Zone Status Report command
MENU_GROUP_COMMAND:New(group, GetText("menuStatusReport", playerName), zoneControlMenu, function()
BroadcastZoneStatus()
end)
-- Add Victory Progress command
MENU_GROUP_COMMAND:New(group, GetText("menuVictoryProgress", playerName), zoneControlMenu, function()
local status = GetZoneOwnershipStatus()
local totalZones = math.max(status.total, 1)
local progressPercent = 0
MENU_COALITION_COMMAND:New( coalition.side.RED, "Check Victory Progress", RUMenu, function()
local status = GetZoneOwnershipStatus()
local totalZones = math.max(status.total, 1)
local progressPercent = math.floor((status.red / totalZones) * 100)
RU_CC:MessageTypeToCoalition(
string.format(
"VICTORY PROGRESS: %d%%\n" ..
"Zones Captured: %d/%d\n" ..
"Remaining: %d zones\n\n" ..
"%s",
progressPercent,
status.red, status.total,
status.total - status.red,
progressPercent >= 100 and "MISSION COMPLETE!" or
progressPercent >= 80 and "ALMOST THERE!" or
progressPercent >= 50 and "GOOD PROGRESS!" or
"KEEP FIGHTING!"
),
MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION
)
end )
-- Calculate progress based on player's coalition
if playerCoalition == coalition.side.BLUE then
progressPercent = math.floor((status.blue / totalZones) * 100)
else
progressPercent = math.floor((status.red / totalZones) * 100)
end
-- Add command to refresh zone colors (troubleshooting tool)
MENU_COALITION_COMMAND:New( coalition.side.RED, "Refresh Zone Colors", RUMenu, RefreshAllZoneColors )
-- Determine progress message based on percentage
local progressMsg
if progressPercent >= 100 then
progressMsg = GetText("progressComplete", playerName)
elseif progressPercent >= 80 then
progressMsg = GetText("progressAlmostThere", playerName)
elseif progressPercent >= 50 then
progressMsg = GetText("progressGood", playerName)
else
progressMsg = GetText("progressKeepFighting", playerName)
end
local zonesCaptured = playerCoalition == coalition.side.BLUE and status.blue or status.red
local zonesRemaining = status.total - zonesCaptured
MESSAGE:New(
string.format(
"%s\n%s\n%s\n\n%s",
string.format(GetText("victoryProgressTitle", playerName), progressPercent),
string.format(GetText("zonesCaptured", playerName), zonesCaptured, status.total),
string.format(GetText("zonesRemaining", playerName), zonesRemaining),
progressMsg
),
MESSAGE_CONFIG.STATUS_MESSAGE_DURATION
):ToGroup(group)
end)
-- Add Refresh Zone Colors command
MENU_GROUP_COMMAND:New(group, GetText("menuRefreshColors", playerName), zoneControlMenu, function()
RefreshAllZoneColors()
end)
-- Create Language submenu
local langMenu = MENU_GROUP:New(group, GetText("menuLanguage", playerName), zoneControlMenu)
-- Add language options
MENU_GROUP_COMMAND:New(group, GetText("menuEnglish", playerName), langMenu, function()
SetPlayerLanguage(playerName, "EN")
MESSAGE:New(GetText("languageChanged", playerName), 5):ToGroup(group)
end)
MENU_GROUP_COMMAND:New(group, GetText("menuGerman", playerName), langMenu, function()
SetPlayerLanguage(playerName, "DE")
MESSAGE:New(GetText("languageChanged", playerName), 5):ToGroup(group)
end)
MENU_GROUP_COMMAND:New(group, GetText("menuFrench", playerName), langMenu, function()
SetPlayerLanguage(playerName, "FR")
MESSAGE:New(GetText("languageChanged", playerName), 5):ToGroup(group)
end)
MENU_GROUP_COMMAND:New(group, GetText("menuSpanish", playerName), langMenu, function()
SetPlayerLanguage(playerName, "ES")
MESSAGE:New(GetText("languageChanged", playerName), 5):ToGroup(group)
end)
MENU_GROUP_COMMAND:New(group, GetText("menuRussian", playerName), langMenu, function()
SetPlayerLanguage(playerName, "RU")
MESSAGE:New(GetText("languageChanged", playerName), 5):ToGroup(group)
end)
playerMenus[menuKey] = true
log(string.format("[MENU] Zone Control menu created for %s in group %s", playerName, groupName))
end
-- Event handler to create player menus when players spawn
local function OnPlayerBirth(event)
env.info(string.format("[MENU DEBUG] OnPlayerBirth called, event id: %s", tostring(event.id)))
if event.id == world.event.S_EVENT_BIRTH and event.initiator then
local unit = event.initiator
local playerName = unit and unit:getPlayerName()
env.info(string.format("[MENU DEBUG] Birth event for player: %s", tostring(playerName)))
if unit and playerName then
-- Small delay to ensure everything is initialized
timer.scheduleFunction(function()
CreatePlayerMenu(unit)
end, nil, timer.getTime() + 2)
end
end
end
-- Set up event handler
world.addEventHandler({
onEvent = OnPlayerBirth
})
-- Create menus for any players already in the mission
timer.scheduleFunction(function()
env.info("[MENU] Checking for existing players...")
for _, coalitionSide in pairs({coalition.side.BLUE, coalition.side.RED}) do
local players = coalition.getPlayers(coalitionSide)
env.info(string.format("[MENU DEBUG] Found %d players in coalition %d", players and #players or 0, coalitionSide))
if players then
for _, unit in ipairs(players) do
local playerName = unit and unit:getPlayerName()
env.info(string.format("[MENU DEBUG] Processing existing player: %s", tostring(playerName)))
if unit and playerName then
CreatePlayerMenu(unit)
end
end
end
end
end, nil, timer.getTime() + 5)
-- Initialize zone status monitoring
SCHEDULER:New( nil, function()
log("[VICTORY SYSTEM] Initializing zone monitoring system...")
@@ -1168,7 +1644,7 @@ SCHEDULER:New( nil, function()
-- Initialize performance optimization caches
InitializeCachedUnitSet()
SetupZoneStatusCommands()
-- Note: All menus are created per-player via event handlers
-- Initial status report
SCHEDULER:New( nil, function()