Author SHA1 Message Date
dutchie031 77f4c41a6b changed releasentes lineending
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2026-09-21 22:59:48 +02:00
dutchie031 07a234489f changed releasentes lineending 2026-09-21 22:59:40 +02:00
dutchie031 e363b3fe94 changed releasentes lineending
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dutchie031 b68f95b748 update release notes
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dutchie031 8341a5fb6d update release notes 2026-09-21 22:34:14 +02:00
dutchie031 e32518f48d updated rleease notes
Publish Beta Release / build (push) Successful in 24s
2026-09-20 22:32:18 +02:00
dutchie031 2e7a930473 Feature/deep strike (#48)
Update Docs / prepare-docs (push) Successful in 42s
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Closes #42

Reviewed-on: #48
Co-authored-by: dutchie031 <timrorije@gmail.com>
2026-09-20 16:56:30 +00:00
16 changed files with 315 additions and 202 deletions
+1 -1
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@@ -169,7 +169,7 @@ class Sidebar extends HTMLElement {
render() { render() {
var betaHtml = ''; var betaHtml = '';
if (true || window.location.hostname.toLowerCase() == 'beta.spearhead.rocks') { if (window.location.hostname.toLowerCase() == 'beta.spearhead.rocks') {
betaHtml = '<note-box type="warning" title="Beta Version">You are looking at docs that are released with the beta version.</note-box>'; betaHtml = '<note-box type="warning" title="Beta Version">You are looking at docs that are released with the beta version.</note-box>';
} }
+84 -8
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@@ -26,14 +26,14 @@
<div class="content-wrapper"> <div class="content-wrapper">
<h1>Advanced Tutorial: Missions</h1> <h1>Advanced Tutorial: Missions</h1>
<div id="strike-region">
<h2 id="strike">Strike</h2> <h2 id="strike">Strike</h2>
<p> <p>
Naming: <span class="inline-lua"><span class="lua-variable">MISSION_STRIKE_[Name]</span></span> <br> Naming: <code-inline>MISSION_STRIKE_[Name]</code-inline> <br>
</p> </p>
<h3 id="specific_targets">Specific Targets</h3> <h3 id="specific_targets">Specific Targets</h3>
<p>TBD</p> <p>TBD</p>
<h3 id="scenery_targets">Scenery Targets</h3> <h3 id="scenery_targets">Scenery Targets</h3>
<p> <p>
Bridges, buildings or other type of targets that are baked into the map are awesome targets.<br> Bridges, buildings or other type of targets that are baked into the map are awesome targets.<br>
@@ -41,24 +41,100 @@
</p> </p>
<note-box type="info" title="Implementation details"> <note-box type="info" title="Implementation details">
Spearhead detects scenery targets by the trigger zone name. A zone named <strong>scenerytarget_[freeform]</strong> or Spearhead detects scenery targets by the trigger zone name. A zone named
<strong>scenerytargets</strong> (case-insensitive) will be scanned and any scenery objects that has the attribute "Buildings" inside the zone <strong>scenerytarget_[freeform]</strong> or
<strong>scenerytargets</strong> (case-insensitive) will be scanned and any scenery objects that
has the attribute "Buildings" inside the zone
will be added as mission scenery targets. will be added as mission scenery targets.
</note-box> </note-box>
<p> <p>
Scenery targets are treated like mission targets: they are included in the mission completion calculation Scenery targets are treated like mission targets: they are included in the mission completion
(their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or resume. calculation
(their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or
resume.
</p> </p>
<note-box type="warning" title="Changing IDs"> <note-box type="warning" title="Changing IDs">
Due to Object IDs changing when maps are updated and edited the "Assign as..." functionality does not work for scenery targets. Due to Object IDs changing when maps are updated and edited the "Assign as..." functionality
does not work for scenery targets.
Hence the need to use trigger zones to define them. Hence the need to use trigger zones to define them.
</note-box> </note-box>
<p>Here's two images showing how a bridge is added to a mission.</p> <p>Here's two images showing how a bridge is added to a mission.</p>
<img src="/img/bridge.png" style="max-height: 35remrem;"/> <img src="/img/bridge.png" style="max-height: 35remrem;" />
</div>
<div id="cas-region">
<h2 id="cas">CAS</h2>
<p>
Naming: <code-inline>MISSION_CAS_[Name]</code-inline> <br>
</p>
<h3 id="BattleManager">Battle Manager</h3>
<p>TBD</p>
</div>
<div id="dead-region">
<h2 id="dead">DEAD</h2>
<p>
Naming: <code-inline>MISSION_DEAD_[Name]</code-inline> <br>
Naming: <code-inline>MISSION_SAM_[Name]</code-inline> <br>
</p>
<h3 id="sam-vs-dead">SAM vs DEAD</h3>
<p>TBD</p>
</div>
<div id="bai-region">
<h2 id="bai">BAI</h2>
<p>
Naming: <code-inline>MISSION_BAI_[Name]</code-inline> <br>
</p>
</div>
<div id="deepstrike-region">
<h2 id="deepstrike">DEEPSTRIKE</h2>
<p>
Naming: <code-inline>MISSION_DEEPSTRIKE_[Name]</code-inline> <br>
<br>
When you, as a mission editor, want to create a mission that's further away from the current front-line you can use the Deep Strike mission type. <br>
This allows you to plan missions that require more strategic positioning and timing. <br>
</p>
<h3 id="activation">Activation</h3>
<p>
Deep Strike missions are activated when the Stage in which they are located becomes "PreActive" or "Active". <br>
"PreActive" is when either the current active StageNumber is a certain number of stages away OR the stage has "CAP" airbases active . <br>
<code-inline>SpearheadConfig.StageConfig.preactivateStage</code-inline> changes the configuration. <br>
<br>
For example: <br>
If the current active stage is <code-inline>MissionStage_2_[name]</code-inline> and preActivate config is set to 2. <br>
Then both <code-inline>MissionStage_3_[name]</code-inline> and <code-inline>MissionStage_4_[name]</code-inline> would become "PreActive".
</p>
<h3 id="primary-vs-secondary">Make Primary</h3>
<p>
By default DEEPSTRIKE missions are "Secondary" missions when spawned as a pre-activated stage.<br>
Then when the stage they are in is "Active", the mission becomes a "Primary" mission. <br>
<br>
If you want to make it a "Primary" mission from the start, you can overwrite it.<br>
Click the mission's trigger zone. Add a property named <code-inline>primary</code-inline> and set it to <code-inline>true</code-inline>.
This will make the mission "Primary" from the start. <br>
<br>
If you want it to "Secondary" even when its stage is the active stage, you can set "primary" to false. <br>
<br>
If you want to have it be "Secondary" when its stage is "Pre-Active" and "primary" when its stage is "Active" you don't have to do anything.
</p>
<h3 id="future-additions">Future</h3>
<p>
In the future we're thinking it would be cool to make the Deep Strike missions
be more integrated with the CAP airbases and/or logistics. <br>
Eg. Completing a DEEPSTRIKE mission would disable CAP for X amount of minutes after completion. <br>
This still needs to be refined, but we've already have ideas.
</p>
</div>
</div> </div>
</div> </div>
+1 -1
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@@ -8,7 +8,7 @@
--color-bg-hover: rgba(120, 140, 255, 0.12); /* More visible hover */ --color-bg-hover: rgba(120, 140, 255, 0.12); /* More visible hover */
--color-bg-note-dark: rgba(40, 35, 30, 0.85); /* Slightly darker note box */ --color-bg-note-dark: rgba(40, 35, 30, 0.85); /* Slightly darker note box */
--color-text-primary: #a5a5a5; /* Brighter text */ --color-text-primary: #b4b3b3; /* Brighter text */
--color-text-secondary: #bfc8d8; /* Lighter secondary text */ --color-text-secondary: #bfc8d8; /* Lighter secondary text */
--color-text-accent: #7ecbff; /* Brighter accent */ --color-text-accent: #7ecbff; /* Brighter accent */
--color-text-light: #ffffff; --color-text-light: #ffffff;
+29 -39
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@@ -1,53 +1,43 @@
# Spearhead # Spearhead
Hello and welcome to Spearhead!
## Contributing. If you're a developer that wants to contribute, look at the code or understand what we're doing, feel free to read on.
I'm always happy to see contributions! <br/> If you're a mission maker that wants to see the documentation and build you mission with this framework. <br>
Especially if you've found an issue, annoyance or feature that you know how to solve, fix or create! <br/> It's best to go to our fully fledged documentation website:
- Stable/Main: https://spearhead.rocks
- Beta/Develop: https://beta.spearhead.rocks
### Keep it small. ## Project Structure
Keeping your contributions small and to the point helps both me and yourself. <br/> The Spearhead project is structured in a lot of separate files. <br>
It'll help the PR review and the speed of improvements. <br/> While Lua isn't specifically created for it, most of it has been written with the standards of OOP in mind. <br>
If you have a big feature in mind? Go for it! <br/> Classes, Objects and helper methods.
Does it require an entire refactor of parts or all of the program? Maybe make sure to do step 0 first.
### Steps (for first timers) You're find in the `/src` folder all the files. <br>
0. Reach out (Optional) They are separated in a somewhat logical order, but some things might feel out of place. <br>
If you want to let me know you want to do something to contribute, please do! <br/> ### Bundling, Intellisense, Linting
Maybe I'm already working on the thing you wanted to build, or someone else is. <br/>
Creating an issue is even better! <br/>
In DCS the easiest way to import a script is with 1 single file, however, that's not as "maintainable".
In order to keep it maintainable we're using a self-built tool to bundle, validate and rewrite some of the lua in order to get it into a single file.
The tool is open-source here: https://git.dutchie031.com/dutchie031/DcsMissionScriptingTools. <br>
It has a `VSCode` extensions and two `Github Action` steps. <br>
If your favorite IDE isn't `VSCode` (I respect that), it might be very easy to create an extension for it, if it does allow that.
1. Fork the repository The `VSCode` extensions comes with Intellisense as well, in the form of a full file of DCS lua type annotations. <br>
This gives the Lua Language Server by Sumneko (which can be used in `VSCode`) all the type definitions it needs.
When writing Spearhead code it is also important to keep our own LuaLS Annotations up to date and complete. <br>
Read all about those annotations here: https://luals.github.io/wiki/annotations/
By forking you can create your own working set of code. <br/> When a pull-request to the `develop` or `main` branches is created, before it can be merged it requires to pass the linter checks.
Whether you keep that fork public or private is up to you! <br/> The first linting check is done by the Lua Language Server. It checks for whitespace and formatting, but it also checks if all types, type-checking and casts are in order. It marks unused variables etc. `.luarc.json` has all the config for those checks. <br>
The second linter job is with `luacheck` which first "bundles" the script, and then runs a full linter check over the bundled script. <br>
This is to make sure that also the bundled script does not contain any errors.
Keep in mind, forking is alright, but it's best with the intent to contribute back. <br/> ## Contributing
After all, instead of having 5 slightly different versions and products, it might be nicer to have 1 much better version. <br/>
2. Create a Draft PR as soon as possible! ### Setting up the project
As soon as you've found some times to create an initial version, please create a draft PR. <br/> If you've kept on reading I assume you either want to brwose
That way you can let me and everyone know it's being worked on and people can see what conflicts might arise with their own changes. <br/>
3. Test, test, test
With DCS and Lua there's a bunch of edge cases that are really hard to get to. <br/>
However, you kinda need to make sure most if not all cases are caught and tested. <br/>
Since automated testing for now doesn't seem feasible, please make sure to verify and test functionality after touching stuff. <br/>
4. Finalise and publish the PR.
Finalise the PR and let the maintainers know! <br/>
We can all have a look and discuss the changes. <br/>
# TODO:
- Would it be possible to generate optional markers on mission briefing locations for Tomcat / Phantom navigation? Then Jester can type it in for the pilots automatically.
+10 -8
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@@ -5,19 +5,21 @@
### New Features ### New Features
- Issue: #41 - Addresses #41
Adds Stage Complete debug methods for local testing of the Stage flow. Adds Stage Complete debug methods for local testing of the Stage flow.
#40 PR #40
- Closes #35
- Issue: #35
Creating Lane option for stages. Creating Lane option for stages.
Additionally to the primary stage lane, stages can now be created in different lanes. Additionally to the primary stage lane, stages can now be created in different lanes.
These lanes can be used to create different stage progression flows and create different "side-stories". These lanes can be used to create different stage progression flows and create different "side-stories".
#40 PR #40
- Closes #37
- Issue: #37
Now enabled the mission editor to add a custom briefing to the "Buildable" missions. Now enabled the mission editor to add a custom briefing to the "Buildable" missions.
#44 PR #44
- Closes #42
DEEPSTRIKE now added as a possible feature.
This enables to have missions active in "Pre-Activated" Stages.
PR #48
### Bug Fixes ### Bug Fixes
+1 -1
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@@ -78,7 +78,7 @@ function FleetGroup.new(fleetGroupName, database, logger)
return nil, nil return nil, nil
end end
if Util.startswith(namePart, "%[") == true then if Util.startsWith(namePart, "%[") == true then
namePart = Util.split_string(namePart, "[")[1] namePart = Util.split_string(namePart, "[")[1]
end end
@@ -15,7 +15,7 @@ GlobalFleetManager.start = function(database)
local all_groups = MizGroupsManager.getAllGroupNames() local all_groups = MizGroupsManager.getAllGroupNames()
for _, groupName in pairs(all_groups) do for _, groupName in pairs(all_groups) do
if Util.startswith(string.lower(groupName), "carriergroup" ) == true then if Util.startsWith(string.lower(groupName), "carriergroup" ) == true then
logger:info("Registering " .. groupName .. " as a managed fleet") logger:info("Registering " .. groupName .. " as a managed fleet")
local carrierGroup = FleetGroup.new(groupName, database, logger) local carrierGroup = FleetGroup.new(groupName, database, logger)
table.insert(fleetGroups, carrierGroup) table.insert(fleetGroups, carrierGroup)
+1 -1
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@@ -150,7 +150,7 @@ do
for file in lfs.dir(dir) do for file in lfs.dir(dir) do
local split = Util.split_string(file, ".") local split = Util.split_string(file, ".")
local doesStartWith = Util.startswith(file, startsWith, true) local doesStartWith = Util.startsWith(file, startsWith, true)
if split and #split > 0 and split[#split] == EXTENSION and doesStartWith == true then if split and #split > 0 and split[#split] == EXTENSION and doesStartWith == true then
local numberString = split[#split-1] local numberString = split[#split-1]
local number = tonumber(numberString) local number = tonumber(numberString)
+23 -14
View File
@@ -69,6 +69,7 @@ local StageDrawing = require("classes.stageClasses.drawings.StageDrawing")
---@field descriptionLocation Vec2? ---@field descriptionLocation Vec2?
---@field dependsOn Array<string> ---@field dependsOn Array<string>
---@field completeAt number? ---@field completeAt number?
---@field primaryOverwrite boolean?
---@class FarpZoneData ---@class FarpZoneData
---@field groups Array<string> ---@field groups Array<string>
@@ -211,7 +212,7 @@ function Database.New(Logger)
for _, layer in pairs(env.mission.drawings.layers) do for _, layer in pairs(env.mission.drawings.layers) do
if string.lower(layer.name) == "author" then if string.lower(layer.name) == "author" then
for _, layer_object in pairs(layer.objects) do for _, layer_object in pairs(layer.objects) do
if Util.startswith(string.lower(layer_object.name), "buildable", true) == true then if Util.startsWith(string.lower(layer_object.name), "buildable", true) == true then
local airbaseData = self:getAirbaseDataForDrawLayer(layer_object) local airbaseData = self:getAirbaseDataForDrawLayer(layer_object)
if airbaseData then if airbaseData then
self._logger:debug("found airbase data for " .. layer_object.name) self._logger:debug("found airbase data for " .. layer_object.name)
@@ -234,7 +235,7 @@ function Database.New(Logger)
for _, layer in pairs(env.mission.drawings.layers) do for _, layer in pairs(env.mission.drawings.layers) do
if string.lower(layer.name) == "author" then if string.lower(layer.name) == "author" then
for _, layer_object in pairs(layer.objects) do for _, layer_object in pairs(layer.objects) do
if Util.startswith(layer_object.name, "drawing_", true) then if Util.startsWith(layer_object.name, "drawing_", true) then
local object = layer_object --[[@as DrawingObject]] local object = layer_object --[[@as DrawingObject]]
local stageDrawing = StageDrawing.New(object) local stageDrawing = StageDrawing.New(object)
if stageDrawing then if stageDrawing then
@@ -262,7 +263,7 @@ function Database.New(Logger)
for _, layer in pairs(env.mission.drawings.layers) do for _, layer in pairs(env.mission.drawings.layers) do
if string.lower(layer.name) == "author" then if string.lower(layer.name) == "author" then
for _, layer_object in pairs(layer.objects) do for _, layer_object in pairs(layer.objects) do
if Util.startswith(string.lower(layer_object.name), "stagebriefing_", true) == true then if Util.startsWith(string.lower(layer_object.name), "stagebriefing_", true) == true then
local zone = DcsUtil.getZoneByName(stageZoneName) local zone = DcsUtil.getZoneByName(stageZoneName)
local vec2 = { x = layer_object.mapX, y = layer_object.mapY } local vec2 = { x = layer_object.mapX, y = layer_object.mapY }
if zone and Util.is2dPointInZone(vec2, zone) == true then if zone and Util.is2dPointInZone(vec2, zone) == true then
@@ -491,7 +492,7 @@ end
local getAvailableCAPGroups = function() local getAvailableCAPGroups = function()
local result = {} local result = {}
for name, value in pairs(is_group_taken) do for name, value in pairs(is_group_taken) do
if value == false and Util.startswith(name, "CAP") then if value == false and Util.startsWith(name, "CAP") then
table.insert(result, name) table.insert(result, name)
end end
end end
@@ -594,11 +595,11 @@ function Database:loadCapUnits()
for _, groupName in pairs(groups) do for _, groupName in pairs(groups) do
is_group_taken[groupName] = true is_group_taken[groupName] = true
if Util.startswith(groupName, "CAP_A", true) or Util.startswith(groupName, "CAP_B", true) then if Util.startsWith(groupName, "CAP_A", true) or Util.startsWith(groupName, "CAP_B", true) then
table.insert(baseData.CapGroups, groupName) table.insert(baseData.CapGroups, groupName)
elseif Util.startswith(groupName, "CAP_I", true) then elseif Util.startsWith(groupName, "CAP_I", true) then
table.insert(baseData.InterceptGroups, groupName) table.insert(baseData.InterceptGroups, groupName)
elseif Util.startswith(groupName, "CAP_S", true) then elseif Util.startsWith(groupName, "CAP_S", true) then
table.insert(baseData.SweepGroups, groupName) table.insert(baseData.SweepGroups, groupName)
end end
end end
@@ -621,7 +622,7 @@ function Database:loadBlueSamUnits()
local triggerZone = DcsUtil.getZoneByName(blueSamZone) local triggerZone = DcsUtil.getZoneByName(blueSamZone)
if triggerZone then if triggerZone then
for _, kvPair in pairs(triggerZone.properties) do for _, kvPair in pairs(triggerZone.properties) do
if kvPair.key and Util.startswith(kvPair.key, "buildable") then if kvPair.key and Util.startsWith(kvPair.key, "buildable") then
local number = tonumber(kvPair.value) local number = tonumber(kvPair.value)
if number and number > 0 then if number and number > 0 then
samData.buildingKilos = number samData.buildingKilos = number
@@ -633,7 +634,7 @@ function Database:loadBlueSamUnits()
local vec2 = { x = layer_object.mapX, y = layer_object.mapY } local vec2 = { x = layer_object.mapX, y = layer_object.mapY }
if layer_object.primitiveType == "TextBox" and triggerZone and Util.is2dPointInZone(vec2, triggerZone) then if layer_object.primitiveType == "TextBox" and triggerZone and Util.is2dPointInZone(vec2, triggerZone) then
if layer_object.name and Util.startswith(layer_object.name, "supplybriefing_", true) then if layer_object.name and Util.startsWith(layer_object.name, "supplybriefing_", true) then
layer_object = layer_object --[[@as TextBox]] layer_object = layer_object --[[@as TextBox]]
local description = layer_object.text local description = layer_object.text
if description and description ~= "" then if description and description ~= "" then
@@ -710,9 +711,9 @@ function Database:LoadZoneData(missionZoneName)
if triggerZone and triggerZone.properties then if triggerZone and triggerZone.properties then
for _, kvPair in pairs(triggerZone.properties) do for _, kvPair in pairs(triggerZone.properties) do
local key = kvPair.key local key = kvPair.key
if Util.startswith(key, "dependson", true) == true then if Util.startsWith(key, "dependson", true) == true then
table.insert(self._tables.MissionZoneData[missionZoneName].dependsOn, kvPair.value) table.insert(self._tables.MissionZoneData[missionZoneName].dependsOn, kvPair.value)
elseif Util.startswith(key, "completeat") == true then elseif Util.startsWith(key, "completeat") == true then
local value = tonumber(kvPair.value) local value = tonumber(kvPair.value)
if value then if value then
if value > 1 and value <= 100 then if value > 1 and value <= 100 then
@@ -722,6 +723,14 @@ function Database:LoadZoneData(missionZoneName)
end end
self._tables.MissionZoneData[missionZoneName].completeAt = value self._tables.MissionZoneData[missionZoneName].completeAt = value
end end
elseif Util.startsWith(key, "primary", true) == true then
if type(kvPair.value) == "string" then
if kvPair.value == "true" then
self._tables.MissionZoneData[missionZoneName].primaryOverwrite = true
elseif kvPair.value == "false" then
self._tables.MissionZoneData[missionZoneName].primaryOverwrite = false
end
end
end end
end end
end end
@@ -734,7 +743,7 @@ function Database:LoadZoneData(missionZoneName)
local vec2 = { x = layer_object.mapX, y = layer_object.mapY } local vec2 = { x = layer_object.mapX, y = layer_object.mapY }
if layer_object.primitiveType == "TextBox" and triggerZone and Util.is2dPointInZone(vec2, triggerZone) then if layer_object.primitiveType == "TextBox" and triggerZone and Util.is2dPointInZone(vec2, triggerZone) then
if layer_object.name and Util.startswith(layer_object.name, "briefing_", true) then if layer_object.name and Util.startsWith(layer_object.name, "briefing_", true) then
layer_object = layer_object --[[@as TextBox]] layer_object = layer_object --[[@as TextBox]]
local description = layer_object.text local description = layer_object.text
if description and description ~= "" then if description and description ~= "" then
@@ -778,7 +787,7 @@ function Database:loadFarpData()
local triggerZone = DcsUtil.getZoneByName(farpZone) local triggerZone = DcsUtil.getZoneByName(farpZone)
if triggerZone then if triggerZone then
for _, kvPair in pairs(triggerZone.properties) do for _, kvPair in pairs(triggerZone.properties) do
if kvPair.key and Util.startswith(kvPair.key, "buildable", true) == true then if kvPair.key and Util.startsWith(kvPair.key, "buildable", true) == true then
local number = tonumber(kvPair.value) local number = tonumber(kvPair.value)
if number and number > 0 then if number and number > 0 then
farpzoneData.buildingKilos = number farpzoneData.buildingKilos = number
@@ -792,7 +801,7 @@ function Database:loadFarpData()
local vec2 = { x = layer_object.mapX, y = layer_object.mapY } local vec2 = { x = layer_object.mapX, y = layer_object.mapY }
if layer_object.primitiveType == "TextBox" and triggerZone and Util.is2dPointInZone(vec2, triggerZone) then if layer_object.primitiveType == "TextBox" and triggerZone and Util.is2dPointInZone(vec2, triggerZone) then
layer_object = layer_object --[[@as TextBox]] layer_object = layer_object --[[@as TextBox]]
if layer_object.name and Util.startswith(layer_object.name, "supplybriefing_", true) then if layer_object.name and Util.startsWith(layer_object.name, "supplybriefing_", true) then
local description = layer_object.text local description = layer_object.text
if description and description ~= "" then if description and description ~= "" then
farpzoneData.briefing = description farpzoneData.briefing = description
@@ -435,6 +435,12 @@ function Stage:PreActivate()
end end
end end
for _, mission in pairs(self._db.missions) do
if mission and mission.missionType == "DEEPSTRIKE" then
mission:SpawnInactive() --Not Really "inactive"
end
end
for _, airbase in pairs(self._db.airbases) do for _, airbase in pairs(self._db.airbases) do
airbase:ActivateRedStage() airbase:ActivateRedStage()
end end
@@ -210,7 +210,7 @@ function MissionCommandsHelper:OverviewToGroup(groupID)
for code, enabled in pairs(self.enabledByCode) do for code, enabled in pairs(self.enabledByCode) do
if enabled == true then if enabled == true then
local mission = self.missionsByCode[code] local mission = self.missionsByCode[code]
if mission and mission:getState() == "ACTIVE" and mission.priority == "primary" then if mission and mission:getState() == "ACTIVE" and mission:GetPriority() == "primary" then
table.insert(primaryMissions, mission) table.insert(primaryMissions, mission)
end end
end end
@@ -230,7 +230,7 @@ function MissionCommandsHelper:OverviewToGroup(groupID)
for code, enabled in pairs(self.enabledByCode) do for code, enabled in pairs(self.enabledByCode) do
if enabled == true then if enabled == true then
local mission = self.missionsByCode[code] local mission = self.missionsByCode[code]
if mission and mission:getState() == "ACTIVE" and mission.priority == "secondary" then if mission and mission:getState() == "ACTIVE" and mission:GetPriority() == "secondary" then
table.insert(secondaryMissions, mission) table.insert(secondaryMissions, mission)
end end
end end
@@ -345,7 +345,7 @@ function MissionCommandsHelper:AddAllMissionCommandsToGroup(groupID)
for code, enabled in pairs(self.enabledByCode) do for code, enabled in pairs(self.enabledByCode) do
if enabled == true then if enabled == true then
local mission = self.missionsByCode[code] local mission = self.missionsByCode[code]
if mission and mission.priority == "primary" then if mission and mission:GetPriority() == "primary" then
table.insert(primaryMissions, mission) table.insert(primaryMissions, mission)
end end
end end
@@ -374,7 +374,7 @@ function MissionCommandsHelper:AddAllMissionCommandsToGroup(groupID)
for code, enabled in pairs(self.enabledByCode) do for code, enabled in pairs(self.enabledByCode) do
if enabled == true then if enabled == true then
local mission = self.missionsByCode[code] local mission = self.missionsByCode[code]
if mission and mission.priority == "secondary" then if mission and mission:GetPriority() == "secondary" then
table.insert(secondaryMissions, mission) table.insert(secondaryMissions, mission)
end end
end end
@@ -416,7 +416,7 @@ function MissionCommandsHelper:addMissionCommands(groupId, path, mission)
end end
local missionFolderName = "[" .. local missionFolderName = "[" ..
mission.code .. "]" .. distance .. mission.name .. "( " .. mission.missionTypeDisplay .. " )" mission.code .. "]" .. distance .. mission.name .. "(" .. mission.missionTypeDisplay .. ")"
missionCommands.addSubMenuForGroup(groupId, missionFolderName, path) missionCommands.addSubMenuForGroup(groupId, missionFolderName, path)
table.insert(path, missionFolderName) table.insert(path, missionFolderName)
@@ -76,7 +76,7 @@ local SupplyConfigHelper = {}
---@return SupplyConfig? ---@return SupplyConfig?
function SupplyConfigHelper.fromObjectName(name) function SupplyConfigHelper.fromObjectName(name)
for configName, config in pairs(SupplyConfig) do for configName, config in pairs(SupplyConfig) do
if Util.startswith(name, configName, true) == true then if Util.startsWith(name, configName, true) == true then
return config return config
end end
end end
@@ -259,7 +259,7 @@ function BuildableMission:CheckCratesInZone()
local crates = self._supplyUnitsTracker:GetCargoCratesDropped() local crates = self._supplyUnitsTracker:GetCargoCratesDropped()
for _, staticObject in pairs(crates) do for _, staticObject in pairs(crates) do
if staticObject and staticObject:isExist() and Util.startswith(staticObject:getName(), self._crateType, true) then if staticObject and staticObject:isExist() and Util.startsWith(staticObject:getName(), self._crateType, true) then
local pos = staticObject:getPoint() local pos = staticObject:getPoint()
if Util.is3dPointInZone(pos, self._dropOffZone) then if Util.is3dPointInZone(pos, self._dropOffZone) then
@@ -14,7 +14,7 @@ local DcsUtil = require("classes.util.DcsUtil")
---@field private _completeAtIndex number ---@field private _completeAtIndex number
---@field private _parentStage Stage ---@field private _parentStage Stage
---@field private _battleManager? BattleManager ---@field private _battleManager? BattleManager
---@field private _lastContactMarkerID number; ---@field private _lastContactMarkerID number
local ZoneMission = {} local ZoneMission = {}
--- @class MissionGroups --- @class MissionGroups
@@ -24,7 +24,7 @@ local ZoneMission = {}
--- @field unitsAlive table<string, table<string, boolean>> --- @field unitsAlive table<string, table<string, boolean>>
--- @field targetsAlive table<string, table<string, boolean>> --- @field targetsAlive table<string, table<string, boolean>>
--- @field sceneryTargets Array<SpearheadSceneryObject> --- @field sceneryTargets Array<SpearheadSceneryObject>
--- @field groupNamesPerunit table<string,string> --- @field groupNamesPerUnit table<string,string>
---@class ParsedMissionName ---@class ParsedMissionName
---@field missionName string ---@field missionName string
@@ -36,7 +36,7 @@ local ZoneMission = {}
local function ParseZoneName(input) local function ParseZoneName(input)
local split_name = Util.split_string(input, "_") local split_name = Util.split_string(input, "_")
local split_length = Util.tableLength(split_name) local split_length = Util.tableLength(split_name)
if Util.startswith(input, "RANDOMMISSION") == true and split_length < 4 then if Util.startsWith(input, "RANDOMMISSION") == true and split_length < 4 then
MissionEditorWarnings.Add("Random Mission with zonename " .. input .. " not in right format") MissionEditorWarnings.Add("Random Mission with zonename " .. input .. " not in right format")
return nil return nil
elseif split_length < 3 then elseif split_length < 3 then
@@ -53,9 +53,10 @@ local function ParseZoneName(input)
if inputType == "cas" then parsedType = "CAS" end if inputType == "cas" then parsedType = "CAS" end
if inputType == "bai" then parsedType = "BAI" end if inputType == "bai" then parsedType = "BAI" end
if inputType == "sam" then parsedType = "SAM" end if inputType == "sam" then parsedType = "SAM" end
if inputType == "deepstrike" then parsedType = "DEEPSTRIKE" end
if parsedType == "nil" then if parsedType == "nil" then
MissionEditorWarnings.Add("Mission with zonename '" .. MissionEditorWarnings.Add("Mission with zoneName '" ..
input .. "' has an unsupported type '" .. (type or "nil")) input .. "' has an unsupported type '" .. (type or "nil"))
return nil return nil
end end
@@ -110,7 +111,7 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
unitsAlive = {}, unitsAlive = {},
targetsAlive = {}, targetsAlive = {},
hasTargets = false, hasTargets = false,
groupNamesPerunit = {}, groupNamesPerUnit = {},
sceneryTargets = {} sceneryTargets = {}
} }
@@ -148,17 +149,17 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
local spearheadGroup = SpearheadGroup.New(groupName, spawnManager, true) local spearheadGroup = SpearheadGroup.New(groupName, spawnManager, true)
table.insert(self._missionGroups.redGroups, spearheadGroup) table.insert(self._missionGroups.redGroups, spearheadGroup)
local isGroupTarget = Util.startswith(string.lower(groupName), "tgt_") local isGroupTarget = Util.startsWith(string.lower(groupName), "tgt_")
for _, unit in pairs(spearheadGroup:GetObjects()) do for _, unit in pairs(spearheadGroup:GetObjects()) do
local unitName = unit:getName() local unitName = unit:getName()
local isUnitTarget = Util.startswith(string.lower(unitName), "tgt_") local isUnitTarget = Util.startsWith(string.lower(unitName), "tgt_")
if self._missionGroups.unitsAlive[groupName] == nil then if self._missionGroups.unitsAlive[groupName] == nil then
self._missionGroups.unitsAlive[groupName] = {} self._missionGroups.unitsAlive[groupName] = {}
end end
self._missionGroups.unitsAlive[groupName][unitName] = true self._missionGroups.unitsAlive[groupName][unitName] = true
self._missionGroups.groupNamesPerunit[unitName] = groupName self._missionGroups.groupNamesPerUnit[unitName] = groupName
if isGroupTarget == true or isUnitTarget == true then if isGroupTarget == true or isUnitTarget == true then
self._missionGroups.hasTargets = true self._missionGroups.hasTargets = true
@@ -178,7 +179,6 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
if self.missionType == "CAS" then if self.missionType == "CAS" then
self._battleManager = BattleManager.New(self._missionGroups.redGroups, self._missionGroups.blueGroups, self.zoneName, self._logger.LogLevel) self._battleManager = BattleManager.New(self._missionGroups.redGroups, self._missionGroups.blueGroups, self.zoneName, self._logger.LogLevel)
end end
self._logger:debug("Mission " .. self.name .. " group count: " .. Util.tableLength(missionData.RedGroups)) self._logger:debug("Mission " .. self.name .. " group count: " .. Util.tableLength(missionData.RedGroups))
@@ -353,6 +353,19 @@ end
function ZoneMission:SpawnInactive() function ZoneMission:SpawnInactive()
self._logger:info("PreActivating " .. self.name) self._logger:info("PreActivating " .. self.name)
if self.missionType == "DEEPSTRIKE" then
local missionData = self._database:getMissionDataForZone(self.zoneName)
---@type MissionPriority
local priority = "secondary"
if missionData and missionData.primaryOverwrite ~= nil then
if missionData.primaryOverwrite == true then
priority = "primary"
end
end
self._priority = priority
self._missionCommandsHelper:AddMissionToCommands(self)
end
for _, group in pairs(self._missionGroups.redGroups) do for _, group in pairs(self._missionGroups.redGroups) do
group:Spawn() group:Spawn()
end end
@@ -389,6 +402,17 @@ function ZoneMission:SpawnActive()
self._battleManager:Start() self._battleManager:Start()
end end
self._missionCommandsHelper:RemoveMissionToCommands(self) -- Remove first
if self.missionType == "DEEPSTRIKE" then
local missionData = self._database:getMissionDataForZone(self.zoneName)
local priority = "primary"
if missionData and missionData.primaryOverwrite ~= nil then
if missionData.primaryOverwrite == false then
priority = "secondary"
end
end
self._priority = priority
end
self._missionCommandsHelper:AddMissionToCommands(self) self._missionCommandsHelper:AddMissionToCommands(self)
self:StartCheckingContinuous() self:StartCheckingContinuous()
@@ -480,7 +504,7 @@ function ZoneMission:OnUnitLost(object)
local unitName = object:getName() local unitName = object:getName()
self._logger:debug("UnitName:" .. unitName) self._logger:debug("UnitName:" .. unitName)
local groupName = self._missionGroups.groupNamesPerunit[unitName] local groupName = self._missionGroups.groupNamesPerUnit[unitName]
self._missionGroups.unitsAlive[groupName][unitName] = false self._missionGroups.unitsAlive[groupName][unitName] = false
if self._missionGroups.targetsAlive[groupName] and self._missionGroups.targetsAlive[groupName][unitName] then if self._missionGroups.targetsAlive[groupName] and self._missionGroups.targetsAlive[groupName][unitName] then
@@ -9,7 +9,7 @@ local GlobalConfig = require("classes.configuration.GlobalConfig")
---@field zoneName string ---@field zoneName string
---@field missionType MissionType ---@field missionType MissionType
---@field missionTypeDisplay string ---@field missionTypeDisplay string
---@field priority MissionPriority ---@field protected _priority MissionPriority
---@field location Vec2? ---@field location Vec2?
---@field code string ---@field code string
---@field protected _state MissionState ---@field protected _state MissionState
@@ -40,7 +40,7 @@ function Mission.newSuper(self, zoneName, missionName, missionType, missionBrief
self.zoneName = zoneName self.zoneName = zoneName
self.name = missionName self.name = missionName
self.missionType = missionType self.missionType = missionType
self.priority = priority self._priority = priority
self._state = "NEW" self._state = "NEW"
self._logger = logger self._logger = logger
self._database = database self._database = database
@@ -64,6 +64,11 @@ end
--region PUBLIC --region PUBLIC
---@return MissionPriority
function Mission:GetPriority()
return self._priority
end
function Mission:SpawnPersistedState() end function Mission:SpawnPersistedState() end
function Mission:SpawnActive() end function Mission:SpawnActive() end
@@ -114,7 +119,7 @@ end
function Mission:NotifyMissionComplete() function Mission:NotifyMissionComplete()
self._missionCommandsHelper:RemoveMissionToCommands(self) self._missionCommandsHelper:RemoveMissionToCommands(self)
self._logger:info("Mission Completed: " .. self.zoneName) self._logger:info("Mission Completed: " .. self.zoneName)
trigger.action.outText("Mission " .. self.name .. " [" .. self.code .. "] was completed succesfully", 20) trigger.action.outText("Mission " .. self.name .. " [" .. self.code .. "] was completed successfully", 20)
for _, listener in pairs(self._completeListeners) do for _, listener in pairs(self._completeListeners) do
pcall(function() pcall(function()
@@ -155,13 +160,14 @@ function Mission:ToStateString() return "status: in progress" end
--- @alias MissionType --- @alias MissionType
--- | "nil" --- | "nil"
--- | "STRIKE" --- | "STRIKE"
--- | "DEEPSTRIKE"
--- | "CAS" --- | "CAS"
--- | "BAI" --- | "BAI"
--- | "DEAD" --- | "DEAD"
--- | "SAM" --- | "SAM"
--- | "OCA" --- | "OCA"
--- | "LOGISTICS" --- | "LOGISTICS"
---
--- @alias MissionState --- @alias MissionState
--- | "NEW" --- | "NEW"
--- | "WAITING" --- | "WAITING"
+8 -8
View File
@@ -1,13 +1,13 @@
---@class Util ---@class Util
local UTIL = {} local UTIL = {}
do -- INIT UTIL do -- INIT UTIL
---splits a string in sub parts by seperator ---splits a string in sub parts by separator
---@param input string ---@param input string
---@param seperator string ---@param separator string
---@return Array<string> result list of strings ---@return Array<string> result list of strings
function UTIL.split_string(input, seperator) function UTIL.split_string(input, separator)
if seperator == nil then if separator == nil then
seperator = " " separator = " "
end end
local result = {} local result = {}
@@ -15,7 +15,7 @@ do -- INIT UTIL
return result return result
end end
for str in string.gmatch(input, "[^" .. seperator .. "]+") do for str in string.gmatch(input, "[^" .. separator .. "]+") do
table.insert(result, str) table.insert(result, str)
end end
return result return result
@@ -134,7 +134,7 @@ do -- INIT UTIL
---@param findable string ---@param findable string
---@param ignoreCase boolean? ---@param ignoreCase boolean?
---@return boolean ---@return boolean
UTIL.startswith = function(str, findable, ignoreCase) UTIL.startsWith = function(str, findable, ignoreCase)
if ignoreCase == true then if ignoreCase == true then
return string.lower(str):find('^' .. string.lower(findable)) ~= nil return string.lower(str):find('^' .. string.lower(findable)) ~= nil
end end
@@ -164,7 +164,7 @@ do -- INIT UTIL
---@return boolean ---@return boolean
UTIL.startswithAny = function(str, findableTable) UTIL.startswithAny = function(str, findableTable)
for _, value in pairs(findableTable) do for _, value in pairs(findableTable) do
if type(value) == "string" and UTIL.startswith(str, value) then return true end if type(value) == "string" and UTIL.startsWith(str, value) then return true end
end end
return false return false
end end