diff --git a/scripts/RotorOps.lua b/scripts/RotorOps.lua index 214dffa..dcd1c78 100644 --- a/scripts/RotorOps.lua +++ b/scripts/RotorOps.lua @@ -1,5 +1,5 @@ RotorOps = {} -RotorOps.version = "1.4.5" +RotorOps.version = "1.5.0" local debug = false @@ -51,6 +51,7 @@ RotorOps.farp_pickups = true --allow ctld troop pickup at FARPs RotorOps.enable_staging_pickzones = true RotorOps.persistent_tasking = false --prevent the script from restasking in a loop --might help with odd movement patterns between zones RotorOps.halt_convoy_without_airsupport = true --if true, attacking convoys not proceed in zone without player helicopters nearby. Does not affect defensive missions +RotorOps.zone_structures_destruction_percent = 30 --percentage of structures that must be destroyed in order to clear the zone --RotorOps settings that are safe to change only in the script config option in the scenario config file RotorOps.draw_conflict_zones = true @@ -92,6 +93,7 @@ RotorOps.eventHandler = {} local commandDB = {} local game_message_buffer = {} local active_zone_initial_defenders +local active_zone_initial_structures_health local initial_stage_units local apcs = {} --table to keep track of infantry vehicles local low_units_message_fired = false @@ -521,6 +523,43 @@ function RotorOps.sortOutInfantry(mixed_units) return {infantry = _infantry, not_infantry = _not_infantry} end +function RotorOps.sortOutStatics(mixed_statics) + local targets = {} + local not_targets = {} + --- statics that have :getCategory() == UNIT or :getCategory() == BASE are targets + debugTable(mixed_statics) + for index, static in pairs(mixed_statics) do + --ensure unit exists + env.info("Iterating through statics, index: "..index) + if static == nil then + env.info("RotorOps: "..index.." is nil") + end + + success, err = pcall(function() -- it was very tricky to access the 'Big Smoke' object properties without breaking the script + if static:getDesc() == nil then + env.info("RotorOps: "..index.." has no description") + end + end) + if err then + env.info("RotorOps: err "..static:getName().." has no description") + end + + if not err and static:isExist() and static.getDesc and static.getID and static.getName and static.getCategory and Object.getCategory(static) == Object.Category.STATIC then + env.info("RotorOps: "..static:getName().." is a static object") + if static:getCategory() == Object.Category.STATIC and (static:getDesc().category == StaticObject.Category.UNIT or static:getDesc().category == StaticObject.Category.BASE or static:getDesc().category == StaticObject.Category.WEAPON or static:getDesc().category == StaticObject.Category.VOID) then + targets[#targets + 1] = static + env.info("RotorOps: "..static:getName().." is a static target") + else + not_targets[#not_targets + 1] = static + env.info("RotorOps: "..static:getName().." is NOT a static target") + end + + end + end + return {targets = targets, not_targets = not_targets} +end + + function RotorOps.getValidUnitFromGroup(grp) if grp == nil then return end @@ -1105,10 +1144,26 @@ function RotorOps.assessUnitsInZone(var) local defending_ground_units local defending_infantry local defending_vehicles + local defending_structures local attacking_ground_units local attacking_infantry local attacking_vehicles + local get_total_health = function(units) + env.info("RotorOps: get_total_health() called on units: "..#units) + local total_health = 0 + -- if not a table, or table is empty return 0 + if type(units) ~= "table" or #units == 0 then + return 0 + end + for index, unit in pairs(units) do + if unit:isExist() and unit:getLife() then + total_health = total_health + unit:getLife() + env.info("RotorOps: "..unit:getName().." health: "..unit:getLife().." total health: "..total_health) + end + end + return total_health + end --find and sort units found in the active zone if RotorOps.defending then @@ -1122,6 +1177,8 @@ function RotorOps.assessUnitsInZone(var) defending_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone}) defending_infantry = RotorOps.sortOutInfantry(defending_ground_units).infantry defending_vehicles = RotorOps.sortOutInfantry(defending_ground_units).not_infantry + local defending_statics = mist.getUnitsInZones(mist.makeUnitTable({'[red][static]'}), {RotorOps.active_zone}) + defending_structures = RotorOps.sortOutStatics(defending_statics).targets attacking_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone}) attacking_infantry = RotorOps.sortOutInfantry(attacking_ground_units).infantry attacking_vehicles = RotorOps.sortOutInfantry(attacking_ground_units).not_infantry @@ -1237,6 +1294,9 @@ function RotorOps.assessUnitsInZone(var) RotorOps.inf_spawns_avail = math.ceil(RotorOps.inf_spawns_avail) end + --get the health of the defending structures in the zone + active_zone_initial_structures_health = get_total_health(defending_structures) or 0 + env.info("ROTOR OPS: initial defenders: "..#active_zone_initial_defenders..", initial structures: "..#defending_structures.." health: "..active_zone_initial_structures_health) env.info("ROTOR OPS: zone activated: "..RotorOps.active_zone..", inf spawns avail:"..RotorOps.inf_spawns_avail..", spawn zones:"..#inf_spawn_zones) end @@ -1245,11 +1305,31 @@ function RotorOps.assessUnitsInZone(var) --if #active_zone_initial_defenders == 0 then active_zone_initial_defenders = 1 end --prevent divide by zero local defenders_remaining_percent = math.floor((#defending_ground_units / #active_zone_initial_defenders) * 100) - if #defending_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared + --structures/assets + local defending_structures_dead_health = math.floor(active_zone_initial_structures_health * (RotorOps.zone_structures_destruction_percent / 100)) + local defending_structures_current_health = get_total_health(defending_structures) or 0 + local remaining_health = defending_structures_current_health - defending_structures_dead_health + + -- Ensure remaining health is not negative + if remaining_health < 0 then + remaining_health = 0 + end + + -- Ensure denominator is not zero before calculating percentage + local denominator = active_zone_initial_structures_health - defending_structures_dead_health + local defending_structures_remaining_health_percent = 0 + if denominator > 0 then + defending_structures_remaining_health_percent = math.floor((remaining_health / denominator) * 100) + end + env.info("ROTOROPS: dead health: "..defending_structures_dead_health..", remaining health: "..remaining_health..", initial health: "..active_zone_initial_structures_health) + env.info("ROTOROPS: structures remaining percent: "..defending_structures_remaining_health_percent.." current health: "..defending_structures_current_health) + + if #defending_ground_units <= RotorOps.max_units_left and defending_structures_remaining_health_percent <= 1 then --if we should declare the zone cleared active_zone_initial_defenders = nil + active_zone_initial_structures_health = nil defenders_remaining_percent = 0 trigger.action.setUserFlag(defenders_status_flag, 0) --set the zone's flag to cleared - trigger.action.setUserFlag(zone_defenders_flags[RotorOps.active_zone_index], 0) --set the zone's flag to cleared + trigger.action.setUserFlag(zone_defenders_flags[RotorOps.active_zone_index], 0) --set the zone's flag to cleared if RotorOps.defending == true then RotorOps.gameMsg(RotorOps.gameMsgs.enemy_cleared_zone, RotorOps.active_zone_index) else @@ -1409,10 +1489,10 @@ function RotorOps.assessUnitsInZone(var) local body = "" if RotorOps.defending == true then header = "[DEFEND "..RotorOps.active_zone .. "] " - body = "BLUE: "..#defending_infantry.. " infantry, " .. #defending_vehicles.." vehicles. RED CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]" + body = "BLUE: "..#defending_infantry.. " inf, " .. #defending_vehicles.." vehicles, ".. defending_structures_remaining_health_percent .."% assets. RED CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]" else header = "[ATTACK "..RotorOps.active_zone .. "] " - body = "RED: " ..#defending_infantry.. " infantry, " .. #defending_vehicles .. " vehicles. BLUE CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]" + body = "RED: " ..#defending_infantry.. " inf, " .. #defending_vehicles .. " vehicles, ".. defending_structures_remaining_health_percent .."% assets. BLUE CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]" end if clear_text_index == 1 and not RotorOps.defending then