Files
Moose_DualCoalitionZoneCapture/Moose_DualCoalitionZoneCapture.lua
T
2025-12-12 13:00:09 -06:00

1659 lines
67 KiB
Lua

---@diagnostic disable: undefined-global, lowercase-global
-- MOOSE framework globals are defined at runtime by DCS World
-- **Author**: F99th-TracerFacer
-- **Discord:** https://discord.gg/NdZ2JuSU (The Fighting 99th Discord Server where I spend most of my time.)
-- ==========================================
-- SYNOPSIS
-- ==========================================
-- This script implements a dual-coalition zone capture system for DCS World using the MOOSE framework.
-- It allows two coalitions (Blue and Red) to capture and control strategic zones on the map.
-- Zones change ownership based on unit presence, with visual markers, tactical information, and victory conditions.
--
-- SIMPLE INSTRUCTIONS:
-- 1. Configure the zones in the ZONE_CONFIG table below (add zone names under RED, BLUE, or NEUTRAL).
-- 2. Set coalition display names in COALITION_TITLES (e.g., "USA" for Blue, "Russia" for Red).
-- 3. Adjust zone colors in ZONE_COLORS if needed (RGB values 0.0 to 1.0).
-- 4. Ensure zone names match exactly with trigger zones defined in the DCS mission editor.
-- 5. Load the script in your DCS mission and ensure the MOOSE framework is installed.
-- 6. Use F10 radio menu for zone status reports and victory progress during the mission.
-- ==========================================
-- MESSAGE AND TIMING CONFIGURATION
-- ==========================================
local MESSAGE_CONFIG = {
STATUS_BROADCAST_FREQUENCY = 3602, -- Zone status broadcast cadence (seconds)
STATUS_BROADCAST_START_DELAY = 10, -- Delay before first broadcast (seconds)
COLOR_VERIFICATION_FREQUENCY = 240, -- Zone color verification cadence (seconds)
COLOR_VERIFICATION_START_DELAY = 60, -- Delay before first color check (seconds)
TACTICAL_UPDATE_FREQUENCY = 180, -- Tactical marker update cadence (seconds)
TACTICAL_UPDATE_START_DELAY = 30, -- Delay before first tactical update (seconds)
STATUS_MESSAGE_DURATION = 15, -- How long general status messages stay onscreen
VICTORY_MESSAGE_DURATION = 300, -- How long victory/defeat alerts stay onscreen
CAPTURE_MESSAGE_DURATION = 15, -- Duration for capture/guard/empty notices
ATTACK_MESSAGE_DURATION = 15, -- Duration for attack alerts
GARBAGE_COLLECTION_FREQUENCY = 600 -- Lua garbage collection cadence (seconds) - helps prevent memory buildup
}
-- ==========================================
-- ZONE CONFIGURATION
-- ==========================================
-- Mission makers: Edit this table to define zones and their initial ownership
-- Just list the zone names under RED, BLUE, or NEUTRAL coalition
-- The script will automatically create and configure all zones
-- Make sure the zone names match exactly with those defined in the mission editor
-- Zones must be defined in the mission editor as trigger zones named "Capture <ZoneName>"
-- Note: Red/Blue/Neutral zones defined below are only setting their initial ownership state.
-- If there are existing units in the zone at mission start, ownership may change based on unit presence.
local ZONE_CONFIG = {
-- Zones that start under RED coalition control
-- IMPORTANT: Use the EXACT zone names from the mission editor (including "Capture " prefix if present)
RED = {
"Capture Zone-1",
"Capture Zone-2",
"Capture Zone-3",
-- Add more zone names here for RED starting zones
},
-- Zones that start under BLUE coalition control
BLUE = {
"Capture Zone-4",
"Capture Zone-5",
"Capture Zone-6",
},
-- Zones that start neutral (empty/uncontrolled)
NEUTRAL = {
}
}
-- Advanced settings (usually don't need to change these)
local ZONE_SETTINGS = {
guardDelay = 1, -- Delay before entering Guard state after capture
scanInterval = 30, -- How often to scan for units in the zone (seconds)
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
-- ==========================================
-- Helper to get the appropriate color for a zone based on state/ownership
local function GetZoneColor(zoneCapture)
local zoneCoalition = zoneCapture:GetCoalition()
local state = zoneCapture:GetCurrentState()
-- Priority 1: Attacked overrides ownership color
if state == "Attacked" then
if zoneCoalition == coalition.side.BLUE then
return ZONE_COLORS.BLUE_ATTACKED
elseif zoneCoalition == coalition.side.RED then
return ZONE_COLORS.RED_ATTACKED
end
end
-- Priority 2: Empty/neutral
if state == "Empty" then
return ZONE_COLORS.EMPTY
end
-- Priority 3: Ownership color
if zoneCoalition == coalition.side.BLUE then
return ZONE_COLORS.BLUE_CAPTURED
elseif zoneCoalition == coalition.side.RED then
return ZONE_COLORS.RED_CAPTURED
end
-- Fallback
return ZONE_COLORS.EMPTY
end
-- Build Command Center and Mission for Blue Coalition
local blueHQ = GROUP:FindByName("BLUEHQ")
if blueHQ then
US_CC = COMMANDCENTER:New(blueHQ, COALITION_TITLES.BLUE .. " HQ")
US_Mission = MISSION:New(US_CC, "Zone Capture Example Mission", "Primary", "", coalition.side.BLUE)
US_Score = SCORING:New("Zone Capture Example Mission")
--US_Mission:AddScoring(US_Score)
--US_Mission:Start()
env.info("Blue Coalition Command Center and Mission started successfully")
else
env.info("ERROR: BLUEHQ group not found! Blue mission will not start.")
end
--Build Command Center and Mission Red
local redHQ = GROUP:FindByName("REDHQ")
if redHQ then
RU_CC = COMMANDCENTER:New(redHQ, COALITION_TITLES.RED .. " HQ")
RU_Mission = MISSION:New(RU_CC, "Zone Capture Example Mission", "Primary", "Hold what we have, take what we don't.", coalition.side.RED)
--RU_Score = SCORING:New("Zone Capture Example Mission")
--RU_Mission:AddScoring(RU_Score)
RU_Mission:Start()
env.info("Red Coalition Command Center and Mission started successfully")
else
env.info("ERROR: REDHQ group not found! Red mission will not start.")
end
-- Setup BLUE Missions
do -- BLUE Mission
US_Mission_Capture_Airfields = MISSION:New( US_CC, "Capture the Zones", "Primary",
"Capture the Zones marked on your F10 map.\n" ..
"Destroy " .. COALITION_TITLES.RED .. " ground forces in the surrounding area, " ..
"then occupy each capture zone with a platoon.\n " ..
"Your orders are to hold position until all capture zones are taken.\n" ..
"Use the map (F10) for a clear indication of the location of each capture zone.\n" ..
"Note that heavy resistance can be expected at the airbases!\n"
, coalition.side.BLUE)
--US_Score = SCORING:New( "Capture Airfields" )
--US_Mission_Capture_Airfields:AddScoring( US_Score )
US_Mission_Capture_Airfields:Start()
end
-- Setup RED Missions
do -- RED Mission
RU_Mission_Capture_Airfields = MISSION:New( RU_CC, "Defend the Territory", "Primary",
"Defend " .. COALITION_TITLES.RED .. " territory and recapture lost zones.\n" ..
"Eliminate " .. COALITION_TITLES.BLUE .. " forces in capture zones and " ..
"maintain control with ground units.\n" ..
"Your orders are to prevent the " .. COALITION_TITLES.BLUE .. " from capturing all strategic zones.\n" ..
"Use the map (F10) for a clear indication of the location of each capture zone.\n" ..
"Expect heavy " .. COALITION_TITLES.BLUE .. " resistance!\n"
, coalition.side.RED)
--RU_Score = SCORING:New( "Defend Territory" )
--RU_Mission_Capture_Airfields:AddScoring( RU_Score )
RU_Mission_Capture_Airfields:Start()
end
-- Logging configuration: toggle logging behavior for this module
-- Set `CAPTURE_ZONE_LOGGING.enabled = false` to silence module logs
if not CAPTURE_ZONE_LOGGING then
CAPTURE_ZONE_LOGGING = { enabled = false, prefix = "[CAPTURE Module]" }
end
local function log(message, detailed)
if CAPTURE_ZONE_LOGGING.enabled then
-- Preserve the previous prefixing used across the module
if CAPTURE_ZONE_LOGGING.prefix then
env.info(tostring(CAPTURE_ZONE_LOGGING.prefix) .. " " .. tostring(message))
else
env.info(tostring(message))
end
end
end
-- ==========================================
-- ZONE INITIALIZATION SYSTEM
-- ==========================================
-- Storage for all zone capture objects and metadata
-- NOTE: These are exported as globals for plugin compatibility (e.g., Moose_DynamicGroundBattle_Plugin.lua)
zoneCaptureObjects = {} -- Global: accessible by other scripts
zoneNames = {} -- Global: accessible by other scripts
local zoneMetadata = {} -- Stores coalition ownership info
local activeTacticalMarkers = {} -- Track tactical markers to prevent memory leaks
-- Function to initialize all zones from configuration
local function InitializeZones()
log("[INIT] Starting zone initialization from configuration...")
local totalZones = 0
-- Process each coalition's zones
for coalitionName, zones in pairs(ZONE_CONFIG) do
local coalitionSide = nil
-- Map coalition name to DCS coalition constant
if coalitionName == "RED" then
coalitionSide = coalition.side.RED
elseif coalitionName == "BLUE" then
coalitionSide = coalition.side.BLUE
elseif coalitionName == "NEUTRAL" then
coalitionSide = coalition.side.NEUTRAL
else
log(string.format("[INIT] WARNING: Unknown coalition '%s' in ZONE_CONFIG", coalitionName))
end
if coalitionSide then
for _, zoneName in ipairs(zones) do
log(string.format("[INIT] Creating zone: %s (Coalition: %s)", zoneName, coalitionName))
-- Create the MOOSE zone object (using exact name from config)
local zone = ZONE:New(zoneName)
if zone then
-- Create the zone capture coalition object
local zoneCapture = ZONE_CAPTURE_COALITION:New(zone, coalitionSide)
if zoneCapture then
-- Configure the zone
zoneCapture:__Guard(ZONE_SETTINGS.guardDelay)
zoneCapture:Start(ZONE_SETTINGS.scanInterval, ZONE_SETTINGS.scanInterval)
-- Store in our data structures
table.insert(zoneCaptureObjects, zoneCapture)
table.insert(zoneNames, zoneName)
zoneMetadata[zoneName] = {
coalition = coalitionSide,
index = #zoneCaptureObjects
}
totalZones = totalZones + 1
log(string.format("[INIT] ✓ Zone '%s' initialized successfully", zoneName))
else
log(string.format("[INIT] ✗ ERROR: Failed to create ZONE_CAPTURE_COALITION for '%s'", zoneName))
end
else
log(string.format("[INIT] ✗ ERROR: Zone '%s' not found in mission editor!", zoneName))
log(string.format("[INIT] Make sure you have a trigger zone named exactly: '%s'", zoneName))
end
end
end
end
log(string.format("[INIT] Zone initialization complete. Total zones created: %d", totalZones))
return totalZones
end
-- Initialize all zones
local totalZones = InitializeZones()
-- Global cached unit set - created once and maintained automatically by MOOSE
local CachedUnitSet = nil
-- Utility guard to safely test whether a unit is inside a zone without throwing
local function IsUnitInZone(unit, zone)
if not unit or not zone then
return false
end
local ok, point = pcall(function()
return unit:GetPointVec3()
end)
if not ok or not point then
return false
end
local inZone = false
pcall(function()
inZone = zone:IsPointVec3InZone(point)
end)
return inZone
end
-- Initialize the cached unit set once
local function InitializeCachedUnitSet()
if not CachedUnitSet then
CachedUnitSet = SET_UNIT:New()
:FilterCategories({"ground", "plane", "helicopter"}) -- Only scan relevant unit types
:FilterStart() -- Keep the set updated by MOOSE without recreating it
log("[PERFORMANCE] Initialized cached unit set for zone scanning")
end
end
local function GetZoneForceStrengths(ZoneCapture)
if not ZoneCapture then
return { red = 0, blue = 0, neutral = 0 }
end
local success, zone = pcall(function()
return ZoneCapture:GetZone()
end)
if not success or not zone then
return { red = 0, blue = 0, neutral = 0 }
end
local redCount = 0
local blueCount = 0
local neutralCount = 0
InitializeCachedUnitSet()
if CachedUnitSet then
CachedUnitSet:ForEachUnit(function(unit)
if unit and unit:IsAlive() and IsUnitInZone(unit, zone) then
local unitCoalition = unit:GetCoalition()
if unitCoalition == coalition.side.RED then
redCount = redCount + 1
elseif unitCoalition == coalition.side.BLUE then
blueCount = blueCount + 1
elseif unitCoalition == coalition.side.NEUTRAL then
neutralCount = neutralCount + 1
end
end
end)
end
log(string.format("[TACTICAL] Zone %s scan result: R:%d B:%d N:%d",
ZoneCapture:GetZoneName(), redCount, blueCount, neutralCount))
return {
red = redCount,
blue = blueCount,
neutral = neutralCount
}
end
local function GetEnemyUnitMGRSCoords(ZoneCapture, enemyCoalition)
if not ZoneCapture or not enemyCoalition then
return {}
end
local success, zone = pcall(function()
return ZoneCapture:GetZone()
end)
if not success or not zone then
return {}
end
InitializeCachedUnitSet()
local coords = {}
local totalUnits = 0
local enemyUnits = 0
local unitsWithCoords = 0
if CachedUnitSet then
CachedUnitSet:ForEachUnit(function(unit)
if unit and unit:IsAlive() and IsUnitInZone(unit, zone) then
totalUnits = totalUnits + 1
local unitCoalition = unit:GetCoalition()
if unitCoalition == enemyCoalition then
enemyUnits = enemyUnits + 1
local coord = unit:GetCoordinate()
if coord then
local mgrs = nil
local success_mgrs = false
success_mgrs, mgrs = pcall(function()
return coord:ToStringMGRS(5)
end)
if not success_mgrs or not mgrs then
success_mgrs, mgrs = pcall(function()
return coord:ToStringMGRS()
end)
end
if not success_mgrs or not mgrs then
success_mgrs, mgrs = pcall(function()
return coord:ToMGRS()
end)
end
if not success_mgrs or not mgrs then
success_mgrs, mgrs = pcall(function()
local lat, lon = coord:GetLLDDM()
return string.format("N%s E%s", lat, lon)
end)
end
if success_mgrs and mgrs then
unitsWithCoords = unitsWithCoords + 1
local unitType = unit:GetTypeName() or "Unknown"
table.insert(coords, {
name = unit:GetName(),
type = unitType,
mgrs = mgrs
})
else
log(string.format("[TACTICAL DEBUG] All coordinate methods failed for unit %s", unit:GetName() or "unknown"))
end
else
log(string.format("[TACTICAL DEBUG] No coordinate for unit %s", unit:GetName() or "unknown"))
end
end
end
end)
end
log(string.format("[TACTICAL DEBUG] %s - Total units scanned: %d, Enemy units: %d, units with MGRS: %d",
ZoneCapture:GetZoneName(), totalUnits, enemyUnits, unitsWithCoords))
log(string.format("[TACTICAL] Found %d enemy units with coordinates in %s",
#coords, ZoneCapture:GetZoneName()))
return coords
end
local function CreateTacticalInfoMarker(ZoneCapture)
-- Validate ZoneCapture
if not ZoneCapture then
log("[TACTICAL ERROR] ZoneCapture object is nil")
return
end
-- Safely get the zone with error handling
local ok, zone = pcall(function() return ZoneCapture:GetZone() end)
if not ok or not zone then
log("[TACTICAL ERROR] Failed to get zone from ZoneCapture object")
return
end
local forces = GetZoneForceStrengths(ZoneCapture)
local zoneName = ZoneCapture:GetZoneName()
-- Build coalition-specific tactical info text
local function buildTacticalText(viewerCoalition)
local text = string.format("TACTICAL: %s\nForces: R:%d B:%d", zoneName, forces.red, forces.blue)
if forces.neutral and forces.neutral > 0 then
text = text .. string.format(" C:%d", forces.neutral)
end
-- Append TGTS for the enemy of the viewer, capped at 5 units (reduced from 10 to lower memory usage)
local enemyCoalition = (viewerCoalition == coalition.side.BLUE) and coalition.side.RED or coalition.side.BLUE
local enemyCount = (enemyCoalition == coalition.side.RED) and (forces.red or 0) or (forces.blue or 0)
if enemyCount > 0 and enemyCount <= 8 then -- Only process if 8 or fewer enemies (reduced from 10)
local enemyCoords = GetEnemyUnitMGRSCoords(ZoneCapture, enemyCoalition)
log(string.format("[TACTICAL DEBUG] Building marker text for %s viewer: %d enemy units", (viewerCoalition==coalition.side.BLUE and "BLUE" or "RED"), #enemyCoords))
if #enemyCoords > 0 then
text = text .. "\nTGTS:"
for i, unit in ipairs(enemyCoords) do
if i <= 5 then -- Reduced from 10 to 5 to save memory
local shortType = (unit.type or "Unknown"):gsub("^%w+%-", ""):gsub("%s.*", "")
local cleanMgrs = (unit.mgrs or ""):gsub("^MGRS%s+", ""):gsub("%s+", " ")
if i == 1 then
text = text .. string.format(" %s@%s", shortType, cleanMgrs)
else
text = text .. string.format(", %s@%s", shortType, cleanMgrs)
end
end
end
if #enemyCoords > 5 then -- Updated threshold
text = text .. string.format(" (+%d)", #enemyCoords - 5)
end
end
end
return text
end
local tacticalTextBLUE = buildTacticalText(coalition.side.BLUE)
local tacticalTextRED = buildTacticalText(coalition.side.RED)
-- Debug: Log what will be displayed
log(string.format("[TACTICAL DEBUG] Marker text (BLUE) for %s:\n%s", zoneName, tacticalTextBLUE))
log(string.format("[TACTICAL DEBUG] Marker text (RED) for %s:\n%s", zoneName, tacticalTextRED))
-- Create tactical marker offset from zone center
local coord = zone:GetCoordinate()
if coord then
local offsetCoord = coord:Translate(200, 45) -- 200m NE
local function removeMarker(markerID)
if not markerID then
return
end
local removed = pcall(function()
offsetCoord:RemoveMark(markerID)
end)
if not removed then
removed = pcall(function()
trigger.action.removeMark(markerID)
end)
end
if not removed then
pcall(function()
coord:RemoveMark(markerID)
end)
end
end
-- Remove legacy single marker if present
if ZoneCapture.TacticalMarkerID then
log(string.format("[TACTICAL] Removing old marker ID %d for %s", ZoneCapture.TacticalMarkerID, zoneName))
removeMarker(ZoneCapture.TacticalMarkerID)
ZoneCapture.TacticalMarkerID = nil
end
-- BLUE Coalition Marker
if ZoneCapture.TacticalMarkerID_BLUE then
log(string.format("[TACTICAL] Removing old BLUE marker ID %d for %s", ZoneCapture.TacticalMarkerID_BLUE, zoneName))
removeMarker(ZoneCapture.TacticalMarkerID_BLUE)
ZoneCapture.TacticalMarkerID_BLUE = nil
end
local successBlue, markerIDBlue = pcall(function()
return offsetCoord:MarkToCoalition(tacticalTextBLUE, coalition.side.BLUE)
end)
if successBlue and markerIDBlue then
ZoneCapture.TacticalMarkerID_BLUE = markerIDBlue
pcall(function() offsetCoord:SetMarkReadOnly(markerIDBlue, true) end)
log(string.format("[TACTICAL] Created BLUE marker for %s", zoneName))
else
log(string.format("[TACTICAL] Failed to create BLUE marker for %s", zoneName))
end
-- RED Coalition Marker
if ZoneCapture.TacticalMarkerID_RED then
log(string.format("[TACTICAL] Removing old RED marker ID %d for %s", ZoneCapture.TacticalMarkerID_RED, zoneName))
removeMarker(ZoneCapture.TacticalMarkerID_RED)
ZoneCapture.TacticalMarkerID_RED = nil
end
local successRed, markerIDRed = pcall(function()
return offsetCoord:MarkToCoalition(tacticalTextRED, coalition.side.RED)
end)
if successRed and markerIDRed then
ZoneCapture.TacticalMarkerID_RED = markerIDRed
pcall(function() offsetCoord:SetMarkReadOnly(markerIDRed, true) end)
log(string.format("[TACTICAL] Created RED marker for %s", zoneName))
else
log(string.format("[TACTICAL] Failed to create RED marker for %s", zoneName))
end
end
end
-- Event handler functions - define them separately for each zone
local function OnEnterGuarded(ZoneCapture, From, Event, To)
if From ~= To then
local Coalition = ZoneCapture:GetCoalition()
if Coalition == coalition.side.BLUE then
ZoneCapture:Smoke( SMOKECOLOR.Blue )
-- Update zone visual markers to BLUE
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.BLUE_CAPTURED
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
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)
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)
end
end
local function OnEnterEmpty(ZoneCapture)
ZoneCapture:Smoke( SMOKECOLOR.Green )
-- Update zone visual markers to GREEN (neutral)
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.EMPTY
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
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
local function OnEnterAttacked(ZoneCapture)
ZoneCapture:Smoke( SMOKECOLOR.White )
-- Update zone visual markers based on owner (attacked state)
ZoneCapture:UndrawZone()
local Coalition = ZoneCapture:GetCoalition()
local color
if Coalition == coalition.side.BLUE then
color = ZONE_COLORS.BLUE_ATTACKED
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
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
CreateTacticalInfoMarker(ZoneCapture)
end
-- Victory condition monitoring for BOTH coalitions
local function CheckVictoryCondition()
local blueZonesCount = 0
local redZonesCount = 0
local totalZones = #zoneCaptureObjects
for i, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture then
local zoneCoalition = zoneCapture:GetCoalition()
if zoneCoalition == coalition.side.BLUE then
blueZonesCount = blueZonesCount + 1
elseif zoneCoalition == coalition.side.RED then
redZonesCount = redZonesCount + 1
end
end
end
log(string.format("[VICTORY CHECK] Blue owns %d/%d zones, Red owns %d/%d zones",
blueZonesCount, totalZones, redZonesCount, totalZones))
-- Check for BLUE victory
if blueZonesCount >= totalZones then
log("[VICTORY] All zones captured by BLUE! Triggering victory sequence...")
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
if zoneCapture then
zoneCapture:Smoke( SMOKECOLOR.Blue )
local zone = zoneCapture:GetZone()
if zone then
zone:FlareZone( FLARECOLOR.Blue, 90, 60 )
end
end
end
SCHEDULER:New( nil, function()
log("[VICTORY] Ending mission due to complete zone capture by BLUE")
trigger.action.setUserFlag("BLUE_VICTORY", 1)
MessageToCoalition(US_CC, "missionComplete", {totalZones}, coalition.side.BLUE, 10)
end, {}, 60 )
return true
end
-- Check for RED victory
if redZonesCount >= totalZones then
log("[VICTORY] All zones captured by RED! Triggering victory sequence...")
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
if zoneCapture then
zoneCapture:Smoke( SMOKECOLOR.Red )
local zone = zoneCapture:GetZone()
if zone then
zone:FlareZone( FLARECOLOR.Red, 90, 60 )
end
end
end
SCHEDULER:New( nil, function()
log("[VICTORY] Ending mission due to complete zone capture by RED")
trigger.action.setUserFlag("RED_VICTORY", 1)
MessageToCoalition(RU_CC, "missionComplete", {totalZones}, coalition.side.RED, 10)
end, {}, 60 )
return true
end
return false -- Victory not yet achieved by either side
end
local function OnEnterCaptured(ZoneCapture)
local Coalition = ZoneCapture:GetCoalition()
if Coalition == coalition.side.BLUE then
-- Update zone visual markers to BLUE for captured
ZoneCapture:UndrawZone()
local color = ZONE_COLORS.BLUE_CAPTURED
ZoneCapture:DrawZone(-1, {0, 0, 0}, 1, color, 0.2, 2, true)
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)
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 )
ZoneCapture:__Guard( 30 )
-- Create/update tactical information marker
CreateTacticalInfoMarker(ZoneCapture)
-- Check victory condition after any zone capture
CheckVictoryCondition()
end
-- Set up event handlers for each zone with proper MOOSE methods and debugging
for i, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture then
local zoneName = zoneNames[i] or ("Zone " .. i)
-- Proper MOOSE event handlers for ZONE_CAPTURE_COALITION
zoneCapture.OnEnterGuarded = OnEnterGuarded
zoneCapture.OnEnterEmpty = OnEnterEmpty
zoneCapture.OnEnterAttacked = OnEnterAttacked
zoneCapture.OnEnterCaptured = OnEnterCaptured
-- Debug: Check if the underlying zone exists
local success, zone = pcall(function() return zoneCapture:GetZone() end)
if success and zone then
log("✓ Zone '" .. zoneName .. "' successfully created and linked")
-- Get initial coalition color for this zone
local initialCoalition = zoneCapture:GetCoalition()
local colorRGB = ZONE_COLORS.EMPTY
if initialCoalition == coalition.side.RED then
colorRGB = ZONE_COLORS.RED_CAPTURED
elseif initialCoalition == coalition.side.BLUE then
colorRGB = ZONE_COLORS.BLUE_CAPTURED
end
-- Initialize zone borders with appropriate initial color
local drawSuccess, drawError = pcall(function()
zone:DrawZone(-1, {0, 0, 0}, 1, colorRGB, 0.2, 2, true)
end)
if not drawSuccess then
log("⚠ Zone 'Capture " .. zoneName .. "' border drawing failed: " .. tostring(drawError))
-- Alternative: Try simpler zone marking
pcall(function()
if initialCoalition == coalition.side.RED then
zone:SmokeZone(SMOKECOLOR.Red, 30)
elseif initialCoalition == coalition.side.BLUE then
zone:SmokeZone(SMOKECOLOR.Blue, 30)
else
zone:SmokeZone(SMOKECOLOR.Green, 30)
end
end)
else
local coalitionName = "NEUTRAL"
if initialCoalition == coalition.side.RED then
coalitionName = "RED"
elseif initialCoalition == coalition.side.BLUE then
coalitionName = "BLUE"
end
log("✓ Zone '" .. zoneName .. "' border drawn successfully with " .. coalitionName .. " initial color")
end
else
log("✗ ERROR: Zone '" .. zoneName .. "' not found in mission editor!")
log(" Make sure you have a trigger zone named exactly: '" .. zoneName .. "'")
end
else
log("✗ ERROR: Zone capture object " .. i .. " (" .. (zoneNames[i] or "Unknown") .. ") is nil!")
end
end
-- ==========================================
-- VICTORY MONITORING SYSTEM
-- ==========================================
-- Function to get current zone ownership status
local function GetZoneOwnershipStatus()
local status = {
blue = 0,
red = 0,
neutral = 0,
total = #zoneCaptureObjects,
zones = {}
}
-- Explicitly reference the global coalition table to avoid parameter shadowing
local coalitionTable = _G.coalition or coalition
for i, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture then
local zoneCoalition = zoneCapture:GetCoalition()
local zoneName = zoneNames[i] or ("Zone " .. i)
-- Get the current state of the zone
local currentState = zoneCapture:GetCurrentState()
local stateString = ""
-- Determine status based on coalition and state
if zoneCoalition == coalitionTable.side.BLUE then
status.blue = status.blue + 1
if currentState == "Attacked" then
status.zones[zoneName] = "BLUE (Under Attack)"
else
status.zones[zoneName] = "BLUE"
end
elseif zoneCoalition == coalitionTable.side.RED then
status.red = status.red + 1
if currentState == "Attacked" then
status.zones[zoneName] = "RED (Under Attack)"
else
status.zones[zoneName] = "RED"
end
else
status.neutral = status.neutral + 1
if currentState == "Attacked" then
status.zones[zoneName] = "NEUTRAL (Under Attack)"
else
status.zones[zoneName] = "NEUTRAL"
end
end
end
end
return status
end
-- Function to broadcast zone status report to BOTH coalitions
local function BroadcastZoneStatus()
local status = GetZoneOwnershipStatus()
-- 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
)
local blueDetailMessage = GetText("zoneDetails", bluePlayerName)
for zoneName, owner in pairs(status.zones) do
blueDetailMessage = blueDetailMessage .. string.format(GetText("zoneDetailLine", bluePlayerName), zoneName, owner)
end
local totalZones = math.max(status.total, 1)
local blueProgressPercent = math.floor((status.blue / totalZones) * 100)
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 = redReportMessage .. redDetailMessage .. string.format(GetText("yourProgress", redPlayerName), redProgressPercent)
RU_CC:MessageTypeToCoalition( redFullMessage, MESSAGE.Type.Information, MESSAGE_CONFIG.STATUS_MESSAGE_DURATION )
log("[ZONE STATUS] Blue:" .. status.blue .. "/" .. status.total .. " Red:" .. status.red .. "/" .. status.total)
return status
end
-- Periodic zone monitoring (every 5 minutes) for BOTH coalitions
local ZoneMonitorScheduler = SCHEDULER:New( nil, function()
local status = BroadcastZoneStatus()
-- 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
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
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 )
-- Periodic garbage collection to prevent Lua memory buildup
SCHEDULER:New( nil, function()
collectgarbage("collect")
local memKB = collectgarbage("count")
log(string.format("[MEMORY] Lua garbage collection complete. Current usage: %.1f MB", memKB / 1024))
end, {}, 120, MESSAGE_CONFIG.GARBAGE_COLLECTION_FREQUENCY )
-- Periodic zone color verification system (every 2 minutes)
local ZoneColorVerificationScheduler = SCHEDULER:New( nil, function()
log("[ZONE COLORS] Running periodic zone color verification...")
-- Verify each zone's visual marker matches its CURRENT STATE (not just coalition)
for i, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture then
local zoneCoalition = zoneCapture:GetCoalition()
local zoneName = zoneNames[i] or ("Zone " .. i)
local currentState = zoneCapture:GetCurrentState()
local zoneColor = GetZoneColor(zoneCapture)
-- Force redraw the zone with correct color based on CURRENT STATE
zoneCapture:UndrawZone()
zoneCapture:DrawZone(-1, {0, 0, 0}, 1, zoneColor, 0.2, 2, true)
-- Log the color assignment for debugging
local colorName = "UNKNOWN"
if currentState == "Attacked" then
colorName = (zoneCoalition == coalition.side.BLUE) and "LIGHT BLUE (Blue Attacked)" or "ORANGE (Red Attacked)"
elseif currentState == "Empty" then
colorName = "GREEN (Empty)"
elseif zoneCoalition == coalition.side.BLUE then
colorName = "BLUE (Owned)"
elseif zoneCoalition == coalition.side.RED then
colorName = "RED (Owned)"
else
colorName = "GREEN (Fallback)"
end
log(string.format("[ZONE COLORS] %s: Set to %s", zoneName, colorName))
end
end
end, {}, MESSAGE_CONFIG.COLOR_VERIFICATION_START_DELAY, MESSAGE_CONFIG.COLOR_VERIFICATION_FREQUENCY )
-- Periodic tactical marker update system with change detection
local __lastForceCountsByZone = {}
local TacticalMarkerUpdateScheduler = SCHEDULER:New( nil, function()
log("[TACTICAL] Running periodic tactical marker update (change-detected)...")
for i, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture then
local zoneName = zoneCapture.GetZoneName and zoneCapture:GetZoneName() or (zoneNames[i] or ("Zone " .. i))
local counts = GetZoneForceStrengths(zoneCapture)
local last = __lastForceCountsByZone[zoneName]
local changed = (not last)
or (last.red ~= counts.red)
or (last.blue ~= counts.blue)
or (last.neutral ~= counts.neutral)
if changed then
__lastForceCountsByZone[zoneName] = {
red = counts.red,
blue = counts.blue,
neutral = counts.neutral
}
CreateTacticalInfoMarker(zoneCapture)
end
end
end
end, {}, MESSAGE_CONFIG.TACTICAL_UPDATE_START_DELAY, MESSAGE_CONFIG.TACTICAL_UPDATE_FREQUENCY )
-- Function to refresh all zone colors based on current ownership
local function RefreshAllZoneColors()
log("[ZONE COLORS] Refreshing all zone visual markers...")
for i, zoneCapture in ipairs(zoneCaptureObjects) do
if zoneCapture then
local zoneCoalition = zoneCapture:GetCoalition()
local zoneName = zoneNames[i] or ("Zone " .. i)
local currentState = zoneCapture:GetCurrentState()
-- Get color for current state/ownership
local zoneColor = GetZoneColor(zoneCapture)
-- Clear existing drawings
zoneCapture:UndrawZone()
-- Redraw with correct color
zoneCapture:DrawZone(-1, {0, 0, 0}, 1, zoneColor, 0.2, 2, true)
-- Log the color assignment for debugging
local colorName = "UNKNOWN"
if currentState == "Attacked" then
colorName = (zoneCoalition == coalition.side.BLUE) and "LIGHT BLUE (Blue Attacked)" or "ORANGE (Red Attacked)"
elseif currentState == "Empty" then
colorName = "GREEN (Empty)"
elseif zoneCoalition == coalition.side.BLUE then
colorName = "BLUE (Owned)"
elseif zoneCoalition == coalition.side.RED then
colorName = "RED (Owned)"
else
colorName = "GREEN (Fallback)"
end
log(string.format("[ZONE COLORS] %s: Set to %s", zoneName, colorName))
end
end
-- Notify BOTH coalitions
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
-- 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
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
-- 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
-- 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...")
-- Initialize performance optimization caches
InitializeCachedUnitSet()
-- Note: All menus are created per-player via event handlers
-- Initial status report
SCHEDULER:New( nil, function()
log("[VICTORY SYSTEM] Broadcasting initial zone status...")
BroadcastZoneStatus()
end, {}, 30 ) -- Initial report after 30 seconds
end, {}, 5 ) -- Initialize after 5 seconds
log("[VICTORY SYSTEM] Zone capture victory monitoring system loaded successfully!")
log(string.format("[CONFIG] Loaded %d zones from configuration", totalZones))