Fixed MP issue and added a beta version for develop branch
This commit is contained in:
@@ -1,10 +1,11 @@
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#start
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#start
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name: update newsletters
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name: Release
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on:
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on:
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push:
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push:
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branches:
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branches:
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- main
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- main
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- develop
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jobs:
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jobs:
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buildandpush:
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buildandpush:
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@@ -61,8 +62,13 @@ jobs:
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- run: npm i markdown-to-html-cli -g
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- run: npm i markdown-to-html-cli -g
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- run: markdown-to-html --title 'Spearhead' --dark-mode auto --keywords "dcs,spearhead,tdcs,mission,campaign,tactical dcs,tactical" --no-dark-mode --markdown-style-theme dark --source ./spearhead/_docs/$sourcefileA.md --output ./$repo/Spearhead/$sourcefileA.html
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- run: markdown-to-html --title 'Spearhead' --dark-mode auto --keywords "dcs,spearhead,tdcs,mission,campaign,tactical dcs,tactical" --no-dark-mode --markdown-style-theme dark --source ./spearhead/_docs/$sourcefileA.md --output ./$repo/Spearhead/$sourcefileA.html
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- run: markdown-to-html --title 'Spearhead' --dark-mode auto --keywords "dcs,spearhead,tdcs,mission,campaign,tactical dcs,tactical" --no-dark-mode --markdown-style-theme dark --source ./spearhead/_docs/$sourcefileB.md --output ./$repo/Spearhead/$sourcefileB.html
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- run: markdown-to-html --title 'Spearhead' --dark-mode auto --keywords "dcs,spearhead,tdcs,mission,campaign,tactical dcs,tactical" --no-dark-mode --markdown-style-theme dark --source ./spearhead/_docs/$sourcefileB.md --output ./$repo/Spearhead/$sourcefileB.html
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- run: python3 ./spearhead/SpearheadCompile.py "./spearhead" "./$repo/Spearhead/spearhead.lua"
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- run: python3 ./spearhead/SpearheadCompile.py "./spearhead" "./$repo/Spearhead/spearhead.lua"
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- run: cp "./spearhead/config.lua" "./$repo/Spearhead/spearheadConfig.lua"
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if: github.ref == 'refs/heads/master'
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- run: python3 ./spearhead/SpearheadCompile.py "./spearhead" "./$repo/Spearhead/beta/spearhead.lua"
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if: github.ref == 'refs/heads/develop'
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- run: cp -a ./spearhead/_docs/img/. ./$repo/Spearhead/img/
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- run: cp -a ./spearhead/_docs/img/. ./$repo/Spearhead/img/
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- name: ls
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- name: ls
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run: ls
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run: ls
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@@ -14,6 +14,8 @@ In the example we'll show how you can create a simple island hopping mission
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Firstly include the script.
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Firstly include the script.
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<a download="spearhead.lua" href="./spearhead.lua" target="_blank" rel="noopener noreferrer">Download Script</a>
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<a download="spearhead.lua" href="./spearhead.lua" target="_blank" rel="noopener noreferrer">Download Script</a>
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<br/>Or if you want to use the latest beta version:
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<a download="spearhead.lua" href="./beta/spearhead.lua" target="_blank" rel="noopener noreferrer">Download Beta Script</a>
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Then run the script in the mission. <br/>
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Then run the script in the mission. <br/>
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Please do exactly as it's done below. <br/>
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Please do exactly as it's done below. <br/>
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@@ -323,6 +323,7 @@ do -- DB
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functionString = functionString .. "{0,1,0,1}, {0,1,0,1}, 1)"
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functionString = functionString .. "{0,1,0,1}, {0,1,0,1}, 1)"
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env.info(functionString)
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env.info(functionString)
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---@diagnostic disable-next-line: deprecated
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local f, err = loadstring(functionString)
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local f, err = loadstring(functionString)
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if f then
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if f then
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f()
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f()
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@@ -298,10 +298,36 @@ do
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end
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end
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end
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end
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if event.id == world.event.S_EVENT_PLAYER_ENTER_UNIT then
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local AI_GROUPS = {}
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env.info("blaat player entering unit")
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local groupId = event.initiator:getGroup():getID()
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if event.id == world.event.S_EVENT_BIRTH then
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SpearheadEvents.AddCommandsToGroup(groupId)
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local function isPlayer(unit)
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if Spearhead.DcsUtil.IsGroupStatic(unit:getName()) == true then
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return false
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end
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if AI_GROUPS[unit:getGroup():getName()] == true then
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return false
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end
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local players = Spearhead.DcsUtil.getAllPlayerUnits()
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local unitName = unit:getName()
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for i, unit in (players) do
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if unit:getName() == unitName then
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return true
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end
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end
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AI_GROUPS[unit:getGroup():getName()] = true
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return false
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end
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if isPlayer(event.initiator) == true then
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local groupId = event.initiator:getGroup():getID()
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SpearheadEvents.AddCommandsToGroup(groupId)
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SpearheadEvents.TriggerPlayerEntersUnit(event.initiator)
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end
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end
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end
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end
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end
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@@ -183,17 +183,35 @@ do -- INIT Mission Class
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timer.scheduleFunction(CheckAndUpdate, self, timer.getTime() + 300)
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timer.scheduleFunction(CheckAndUpdate, self, timer.getTime() + 300)
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end
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end
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local CleanupDelayedAsync = function (self, time)
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self:Cleanup()
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return nil
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end
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---comment
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---comment
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---@param self table
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---@param self table
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---@param checkUnitHealth boolean?
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---@param checkUnitHealth boolean?
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o.CheckAndUpdateSelf = function(self, checkUnitHealth)
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o.CheckAndUpdateSelf = function(self, checkUnitHealth)
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if not checkUnitHealth then checkUnitHealth = false end
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if not checkUnitHealth then checkUnitHealth = false end
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if checkUnitHealth == true then
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local function unitAliveState(unitName)
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local unit = Unit.getByName(unitName)
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return unit ~= nil and unit:isExist() == true and unit:getLife() > 0.1
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end
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for groupName, unitNameDict in pairs(self.groupUnitAliveDict) do
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for unitName, isAlive in pairs(unitNameDict) do
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if isAlive == true then
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self.groupUnitAliveDict[groupName][unitName] = unitAliveState(unitName)
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end
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end
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end
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for groupName, unitNameDict in pairs(self.targetAliveStates) do
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for unitName, isAlive in pairs(unitNameDict) do
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if isAlive == true then
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self.targetAliveStates[groupName][unitName] = unitAliveState(unitName)
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end
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end
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end
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end
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if self.missionState == Mission.MissionState.COMPLETED then
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if self.missionState == Mission.MissionState.COMPLETED then
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return
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return
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end
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end
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