DML/modules/unitPersistence.lua
Christian Franz 2b6491b978 Version 2.2.5
reaper, radioMainMenu
2024-06-07 13:58:13 +02:00

654 lines
22 KiB
Lua

unitPersistence = {}
unitPersistence.version = '2.0.1'
unitPersistence.verbose = false
unitPersistence.updateTime = 60 -- seconds. Once every minute check statics
unitPersistence.requiredLibs = {
"dcsCommon",
"cfxZones",
"persistence",
"cfxMX",
}
--[[--
Version History
1.0.0 - initial version
1.0.1 - handles late activation
- handles linked static objects
- does no longer mess with heliports
- update statics once a minute, not second
1.0.2 - fixes coalition bug for static objects
1.1.0 - added air and sea units - for filtering destroyed units
1.1.1 - fixed static link (again)
- fixed air spawn (fixed wing)
2.0.0 - dmlZones, OOP
cleanup
2.0.1 - cosmetic verbosity during save
REQUIRES PERSISTENCE AND MX
Persist ME-placed ground units
--]]--
unitPersistence.groundTroops = {} -- local buffered copy that we
-- maintain from save to save
unitPersistence.fixedWing = {}
unitPersistence.rotorWing = {}
unitPersistence.ships = {}
unitPersistence.statics = {} -- locally unpacked and buffered static objects
--
-- Save -- Callback
--
function unitPersistence.saveData()
local theData = {}
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: enter saveData", 30)
end
-- theData contains last save
-- we save GROUND units placed by ME on. we access a copy of MX data
-- for ground troups, iterate through all groups, and create
-- a replacement group here and now that is used to replace the one
-- that is there when it was spawned
for groupName, groupData in pairs(unitPersistence.groundTroops) do
-- we update this record live and save it to file
if not groupData.isDead then
local gotALiveOne = false
local allUnits = groupData.units
for idx, theUnitData in pairs(allUnits) do
if not theUnitData.isDead then
local uName = theUnitData.name
local gUnit = Unit.getByName(uName)
if gUnit and gUnit:isExist() then
if gUnit:isActive() then
theUnitData.isDead = gUnit:getLife() < 1
if not theUnitData.isDead then
-- got a live one!
gotALiveOne = true
-- update x, y and heading
theUnitData.heading = dcsCommon.getUnitHeading(gUnit)
pos = gUnit:getPoint()
theUnitData.x = pos.x
theUnitData.y = pos.z -- (!!)
end
else
gotALiveOne = true -- not yet activated
end
else
theUnitData.isDead = true
end -- is alive and exists?
end -- unit maybe not dead
end -- iterate units in group
groupData.isDead = not gotALiveOne
end -- if group is not dead
if unitPersistence.verbose then
trigger.action.outText("unitPersistence: save - processed group <" .. groupName .. ">.", 30)
end
end
-- aircraft
for groupName, groupData in pairs(unitPersistence.fixedWing) do
-- we update this record live and save it to file
if not groupData.isDead then
local gotALiveOne = false
local allUnits = groupData.units
for idx, theUnitData in pairs(allUnits) do
if not theUnitData.isDead then
local uName = theUnitData.name
local gUnit = Unit.getByName(uName)
if gUnit and gUnit:isExist() then
-- update x and y and heading if active and alive
if gUnit:isActive() then -- only overwrite if active
theUnitData.isDead = gUnit:getLife() < 1
if not theUnitData.isDead then
gotALiveOne = true -- this group is still alive
theUnitData.heading = dcsCommon.getUnitHeading(gUnit)
pos = gUnit:getPoint()
theUnitData.x = pos.x
theUnitData.y = pos.z -- (!!)
theUnitData.alt = pos.y
theUnitData.alt_type = "BARO"
theUnitData.speed = dcsCommon.vMag(gUnit:getVelocity())
-- we now could get fancy and do some proccing of the
-- waypoints and make the one it's nearest to its
-- current waypoint, curtailing all others, but that
-- may easily mess with waypoint actions, so we don't
end
else
gotALiveOne = true -- has not yet been activated, live
end
else
theUnitData.isDead = true
-- trigger.action.outText("+++unitPersistence - unit <" .. uName .. "> of group <" .. groupName .. "> is dead or non-existant", 30)
end -- is alive and exists?
end -- unit maybe not dead
end -- iterate units in group
groupData.isDead = not gotALiveOne
end -- if group is not dead
if unitPersistence.verbose then
trigger.action.outText("unitPersistence: save - processed air group <" .. groupName .. ">.", 30)
end
end
-- helos
for groupName, groupData in pairs(unitPersistence.rotorWing) do
-- we update this record live and save it to file
if not groupData.isDead then
local gotALiveOne = false
local allUnits = groupData.units
for idx, theUnitData in pairs(allUnits) do
if not theUnitData.isDead then
local uName = theUnitData.name
local gUnit = Unit.getByName(uName)
if gUnit and gUnit:isExist() then
-- update x and y and heading if active and alive
if gUnit:isActive() then -- only overwrite if active
theUnitData.isDead = gUnit:getLife() < 1
if not theUnitData.isDead then
gotALiveOne = true -- this group is still alive
theUnitData.heading = dcsCommon.getUnitHeading(gUnit)
pos = gUnit:getPoint()
theUnitData.x = pos.x
theUnitData.y = pos.z -- (!!)
theUnitData.alt = pos.y
theUnitData.alt_type = "BARO"
theUnitData.speed = dcsCommon.vMag(gUnit:getVelocity())
-- we now could get fancy and do some proccing of the
-- waypoints and make the one it's nearest to its
-- current waypoint, curtailing all others, but that
-- may easily mess with waypoint actions, so we don't
end
else
gotALiveOne = true -- has not yet been activated, live
end
else
theUnitData.isDead = true
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence - unit <" .. uName .. "> of group <" .. groupName .. "> is dead or non-existant", 30)
end
end -- is alive and exists?
end -- unit maybe not dead
end -- iterate units in group
groupData.isDead = not gotALiveOne
end -- if group is not dead
if unitPersistence.verbose then
trigger.action.outText("unitPersistence: save - processed helo group <" .. groupName .. ">.", 30)
end
end
-- ships
for groupName, groupData in pairs(unitPersistence.ships) do
-- we update this record live and save it to file
if not groupData.isDead then
local gotALiveOne = false
local allUnits = groupData.units
for idx, theUnitData in pairs(allUnits) do
if not theUnitData.isDead then
local uName = theUnitData.name
local gUnit = Unit.getByName(uName)
if gUnit and gUnit:isExist() then
-- update x and y and heading if active and alive
if gUnit:isActive() then -- only overwrite if active
theUnitData.isDead = gUnit:getLife() < 1
if not theUnitData.isDead then
gotALiveOne = true -- this group is still alive
theUnitData.heading = dcsCommon.getUnitHeading(gUnit)
pos = gUnit:getPoint()
theUnitData.x = pos.x
theUnitData.y = pos.z -- (!!)
-- we only filter dead ships and don't mess with others
-- during load, so we are doing this solely for possible
-- later expansions
end
else
gotALiveOne = true -- has not yet been activated, live
end
else
theUnitData.isDead = true
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence - unit <" .. uName .. "> of group <" .. groupName .. "> is dead or non-existant", 30)
end
end -- is alive and exists?
end -- unit maybe not dead
end -- iterate units in group
groupData.isDead = not gotALiveOne
end -- if group is not dead
if unitPersistence.verbose then
trigger.action.outText("unitPersistence: save - processed ship group <" .. groupName .. ">.", 30)
end
end
-- process all static objects placed with ME
for oName, oData in pairs(unitPersistence.statics) do
if not oData.isDead or oData.lateActivation then
-- fetch the object and see if it's still alive
local theObject = StaticObject.getByName(oName)
if theObject and theObject:isExist() then
oData.heading = dcsCommon.getUnitHeading(theObject)
pos = theObject:getPoint()
oData.x = pos.x
oData.y = pos.z -- (!!)
oData.isDead = theObject:getLife() < 1
oData.dead = oData.isDead
else
oData.isDead = true
oData.dead = true
end
end
if unitPersistence.verbose then
local note = "(ok)"
if oData.isDead then note = "(dead)" end
if oData.lateActivation then note = "(late active)" end
trigger.action.outText("unitPersistence: save - processed group <" .. oName .. ">. " .. note, 30)
end
end
theData.version = unitPersistence.version
theData.ground = unitPersistence.groundTroops
theData.fixedWing = unitPersistence.fixedWing
theData.rotorWing = unitPersistence.rotorWing
theData.ships = unitPersistence.ships
theData.statics = unitPersistence.statics
return theData
end
--
-- Load Mission Data
--
function unitPersistence.delayedSpawn(args)
local cat = args.cat
local cty = args.cty
local newGroup = args.newGroup
local theGroup = coalition.addGroup(cty, cat, newGroup)
end
function unitPersistence.loadMission()
local theData = persistence.getSavedDataForModule("unitPersistence")
if not theData then
if unitPersistence.verbose then
trigger.action.outText("unitPersistence: no save date received, skipping.", 30)
end
return
end
if theData.version ~= unitPersistence.version then
trigger.action.outText("\nWARNING!\nUnit data was saved with a different (older) version!\nProceed with caution, fresh start is recommended.\n", 30)
end
-- we just loaded an updated version of unitPersistence.groundTroops
-- now iterate all groups, update their positions and
-- delete all dead groups or units
-- because they currently should exist is the game
-- note: if they don't exist in-game that is because mission was
-- edited after last save
local mismatchWarning = false
if theData.ground then
for groupName, groupData in pairs(theData.ground) do
local theGroup = Group.getByName(groupName)
if not theGroup then
mismatchWarning = true
elseif groupData.isDead then
theGroup:destroy()
else
local newGroup = dcsCommon.clone(groupData)
local newUnits = {}
for idx, theUnitData in pairs(groupData.units) do
-- filter all dead groups
if theUnitData.isDead then
-- skip it
else
-- add it to new group
table.insert(newUnits, theUnitData)
end
end
-- replace old unit setup with new
newGroup.units = newUnits
local cty = groupData.cty
local cat = groupData.cat
-- spawn new one, replaces old one
theGroup = coalition.addGroup(cty, cat, newGroup)
if not theGroup then
trigger.action.outText("+++ failed to add modified group <" .. groupName .. ">", 30)
end
end
end
unitPersistence.groundTroops = theData.ground
else
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: no ground unit data.", 30)
end
end
if theData.fixedWing then
for groupName, groupData in pairs(theData.fixedWing) do
--trigger.action.outText("+++ start loading group <" .. groupName .. ">", 30)
local theGroup = Group.getByName(groupName)
if not theGroup then
mismatchWarning = true
elseif groupData.isDead then
theGroup:destroy()
elseif groupData.isPlayer then
-- skip it
else
local newGroup = dcsCommon.clone(groupData)
local newUnits = {}
for idx, theUnitData in pairs(groupData.units) do
-- filter all dead groups
if theUnitData.isDead then
-- skip it
else
-- add it to new group
table.insert(newUnits, theUnitData)
end
end
-- replace old unit setup with (delayed) new
newGroup.units = newUnits
local cty = groupData.cty
local cat = groupData.cat
-- spawn new one, replaces old one
theGroup:destroy()
local args = {}
args.cty = cty
args.cat = cat
args.newGroup = newGroup
-- since DCS can't replace a group directly (none will appear), we introduce a brief interval for things to settle
timer.scheduleFunction(unitPersistence.delayedSpawn, args, timer.getTime()+0.5)
end
end
unitPersistence.fixedWing = theData.fixedWing
else
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: no aircraft (fixed wing) unit data.", 30)
end
end
if theData.rotorWing then
for groupName, groupData in pairs(theData.rotorWing) do
local theGroup = Group.getByName(groupName)
if not theGroup then
mismatchWarning = true
elseif groupData.isDead then
theGroup:destroy()
elseif groupData.isPlayer then
-- skip it
else
local newGroup = dcsCommon.clone(groupData)
local newUnits = {}
for idx, theUnitData in pairs(groupData.units) do
-- filter all dead groups
if theUnitData.isDead then
-- skip it
else
-- add it to new group
table.insert(newUnits, theUnitData)
end
end
-- replace old unit setup with new
newGroup.units = newUnits
local cty = groupData.cty
local cat = groupData.cat
-- spawn new one, replaces old one
theGroup = coalition.addGroup(cty, cat, newGroup)
if not theGroup then
trigger.action.outText("+++ failed to add modified group <" .. groupName .. ">", 30)
end
end
end
unitPersistence.rotorWing = theData.rotorWing
else
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: no rotor wing unit data.", 30)
end
end
if theData.ships then
for groupName, groupData in pairs(theData.ships) do
local theGroup = Group.getByName(groupName)
if not theGroup then
mismatchWarning = true
elseif groupData.isDead then
-- when entire group is destroyed, we will also
-- destroy group. Else all survive
-- we currently don't dick around with carrieres unless they are dead
theGroup:destroy()
else
-- do nothing
end
end
unitPersistence.ships = theData.ships
else
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: no rotor wing unit data.", 30)
end
end
-- and now the same for static objects
if theData.statics then
for name, staticData in pairs(theData.statics) do
--local theStatic = StaticObject.getByName(name)
if staticData.lateActivation then
-- this one will not be in the game now, skip
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: static <" .. name .. "> is late activate, no update", 30)
end
elseif staticData.category == "Heliports" then
-- FARPS are static objects that HATE to be
-- messed with, so we don't
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: static <" .. name .. "> is Heliport, no update", 30)
end
else
local newStatic = dcsCommon.clone(staticData)
-- add link info if it exists
newStatic.linkUnit = cfxMX.linkByName[staticData.groupName]
if newStatic.linkUnit and unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: linked static <" .. name .. "> to unit <" .. newStatic.linkUnit .. ">", 30)
end
local cty = staticData.cty
local cat = staticData.cat
-- spawn new one, replacing same.named old, dead if required
gStatic = coalition.addStaticObject(cty, newStatic)
if not gStatic then
trigger.action.outText("+++ failed to add modified static <" .. name .. ">", 30)
end
if unitPersistence.verbose then
local note = ""
if newStatic.dead then note = " (dead)" end
trigger.action.outText("+++unitPersistence: updated static <" .. name .. "> for cty <" .. cty .. ">" .. note, 30)
end
end
end
unitPersistence.statics = theData.statics
end
if mismatchWarning then
trigger.action.outText("\n+++WARNING: \nSaved unit data does not match mission. You should re-start from scratch\n", 30)
end
-- set mission according to data received from last save
if unitPersistence.verbose then
trigger.action.outText("unitPersistence: units set from save data.", 30)
end
end
--
-- Update
--
function unitPersistence.update()
-- we check every minute
timer.scheduleFunction(unitPersistence.update, {}, timer.getTime() + unitPersistence.updateTime)
-- do a quick scan for all late activated static objects and if they
-- are suddently visible, remove their late activate state
--for groupName, groupdata in pairs(unitPersistence.groundTroops) do
-- currently not needed
--end
for objName, objData in pairs(unitPersistence.statics) do
if objData.lateActivation then
local theStatic = StaticObject.getByName(objData.name)
if theStatic then
objData.lateActivation = false
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: <" .. objData.name .. "> has activated", 30)
end
end
end
end
end
--
-- Start
--
function unitPersistence.start()
-- lib check
if (not dcsCommon) or (not dcsCommon.libCheck) then
trigger.action.outText("unit persistence requires dcsCommon", 30)
return false
end
if not dcsCommon.libCheck("unit persistence", unitPersistence.requiredLibs) then
return false
end
-- see if we even need to persist
if not persistence.active then
return true -- WARNING: true, but not really
end
-- sign up for save callback
callbacks = {}
callbacks.persistData = unitPersistence.saveData
persistence.registerModule("unitPersistence", callbacks)
-- create a local copy of the entire groundForces data that
-- we maintain internally. It's fixed, and we work on our
-- own copy for speed
unitPersistence.groundTroops = {}
for gname, data in pairs(cfxMX.allGroundByName) do
local gd = dcsCommon.clone(data) -- copy the record
gd.isDead = false -- init new field to alive
-- coalition and country
gd.cat = cfxMX.catText2ID("vehicle")
local gGroup = Group.getByName(gname)
if not gGroup then
trigger.action.outText("+++warning: ground group <" .. gname .. "> does not exist in-game!?", 30)
else
gd.cty = cfxMX.countryByName[gname]
unitPersistence.groundTroops[gname] = gd
end
end
-- now add all aircraft
unitPersistence.fixedWing = {}
for gname, data in pairs(cfxMX.allFixedByName) do
local gd = dcsCommon.clone(data) -- copy the record
gd.isDead = false -- init new field to alive
gd.isPlayer = (cfxMX.playerGroupByName[gname] ~= nil)
-- coalition and country
gd.cat = cfxMX.catText2ID("plane") -- 0
gd.cty = cfxMX.countryByName[gname]
local gGroup = Group.getByName(gname)
if gd.isPlayer then
-- skip
elseif not gGroup then
trigger.action.outText("+++warning: fixed-wing group <" .. gname .. "> does not exist in-game!?", 30)
else
unitPersistence.fixedWing[gname] = gd
end
end
-- and helicopters
unitPersistence.rotorWing = {}
for gname, data in pairs(cfxMX.allHeloByName) do
local gd = dcsCommon.clone(data) -- copy the record
gd.isDead = false -- init new field to alive
gd.isPlayer = (cfxMX.playerGroupByName[gname] ~= nil)
-- coalition and country
gd.cat = cfxMX.catText2ID("helicopter") -- 1
gd.cty = cfxMX.countryByName[gname]
local gGroup = Group.getByName(gname)
if gd.isPlayer then
-- skip
elseif not gGroup then
trigger.action.outText("+++warning: helo group <" .. gname .. "> does not exist in-game!?", 30)
else
unitPersistence.rotorWing[gname] = gd
end
end
-- finally ships
-- we only do ships to remove them when they are dead because
-- messing with ships can give problems: aircraft carriers.
unitPersistence.ships = {}
for gname, data in pairs(cfxMX.allSeaByName) do
local gd = dcsCommon.clone(data) -- copy the record
gd.isDead = false -- init new field to alive
-- coalition and country
gd.cat = cfxMX.catText2ID("ship") -- 3
gd.cty = cfxMX.countryByName[gname]
local gGroup = Group.getByName(gname)
if gd.isPlayer then
-- skip
elseif not gGroup then
trigger.action.outText("+++warning: ship group <" .. gname .. "> does not exist in-game!?", 30)
else
unitPersistence.ships[gname] = gd
end
end
-- make local copies of all static MX objects
-- that we also maintain internally, and convert them to game
-- spawnable objects
for name, mxData in pairs(cfxMX.allStaticByName) do
-- statics in MX are built like groups, so we have to strip
-- the outer shell and extract all 'units' which are actually
-- objects. And there is usually only one
for idx, staticData in pairs(mxData.units) do
local theStatic = dcsCommon.clone(staticData)
theStatic.isDead = false
theStatic.groupId = mxData.groupId
theStatic.groupName = name -- save top-level name
theStatic.cat = cfxMX.catText2ID("static")
theStatic.cty = cfxMX.countryByName[name]
--trigger.action.outText("Processed MX static group <" .. name .. ">, object <" .. name .. "> with cty <" .. theStatic.cty .. ">",30)
local gameOb = StaticObject.getByName(theStatic.name)
if not gameOb then
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: static object <" .. theStatic.name .. "> has late activation", 30)
end
theStatic.lateActivation = true
end
unitPersistence.statics[theStatic.name] = theStatic -- HERE WE CHANGE FROM GROUP NAME TO STATIC NAME!!!
end
end
-- when we run, persistence has run and may have data ready for us
if persistence.hasData then
unitPersistence.loadMission()
end
-- start update
unitPersistence.update()
return true
end
if not unitPersistence.start() then
if unitPersistence.verbose then
trigger.action.outText("+++ unit persistence not available", 30)
end
unitPersistence = nil
end
--[[--
- waypoint analysis for aircraft so
- whan they have take off as Inital WP and they are moving
then we change the first WP to 'turning point'
- waypoint analysis to match waypoint to position. very difficult if waypoints describe a circle.
- group analysis for carriers to be able to process groups that do
not contain carriers
--]]--