DML/modules/unitPersistence.lua
Christian Franz f741c511a5 Version 1.1.0
Persistence
2022-07-28 10:41:30 +02:00

276 lines
8.7 KiB
Lua

unitPersistence = {}
unitPersistence.version = '1.0.0'
unitPersistence.verbose = false
unitPersistence.requiredLibs = {
"dcsCommon", -- always
"cfxZones", -- Zones, of course
"persistence",
"cfxMX",
}
--[[--
Version History
1.0.0 - initial version
REQUIRES PERSISTENCE AND MX
Persist ME-placed ground units
--]]--
unitPersistence.groundTroops = {} -- local buffered copy that we
-- maintain from save to save
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
-- got a live one!
gotALiveOne = true
-- update x and y and heading
theUnitData.heading = dcsCommon.getUnitHeading(gUnit)
pos = gUnit:getPoint()
theUnitData.x = pos.x
theUnitData.y = pos.z -- (!!)
-- ground units do not use alt
else
theUnitData.isDead = true
end -- is alive and exists?
end -- unit 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
-- process all static objects placed with ME
for oName, oData in pairs(unitPersistence.statics) do
if not oData.isDead 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
-- trigger.action.outText("deadcheck: " .. oName .. " has health=" .. theObject:getLife(), 30)
oData.dead = oData.isDead
else
oData.isDead = true
oData.dead = true
-- trigger.action.outText("deadcheck: " .. oName .. " certified dead", 30)
end
end
if unitPersistence.verbose then
local note = "(ok)"
if oData.isDead then note = "(dead)" end
trigger.action.outText("unitPersistence: save - processed group <" .. oName .. ">. " .. note, 30)
end
end
theData.version = unitPersistence.version
theData.ground = unitPersistence.groundTroops
theData.statics = unitPersistence.statics
return theData
end
--
-- Load Mission Data
--
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
-- destroy the old group
--theGroup:destroy() -- will be replaced
-- spawn new one
theGroup = coalition.addGroup(cty, cat, newGroup)
if not theGroup then
trigger.action.outText("+++ failed to add modified group <" .. groupName .. ">")
end
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: updated group <" .. groupName .. "> of cat <" .. cat .. "> for cty <" .. cty .. ">", 30)
end
end
end
else
if unitPersistence.verbose then
trigger.action.outText("+++unitPersistence: no ground 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 not theStatic then
mismatchWarning = true
else
local newStatic = dcsCommon.clone(staticData)
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 .. ">")
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
end
if mismatchWarning then
trigger.action.outText("\n+++WARNING: \nSaved 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
--
-- 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
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: group <" .. gname .. "> does not exist in-game!?", 30)
else
local firstUnit = gGroup:getUnit(1)
gd.cty = firstUnit:getCountry()
unitPersistence.groundTroops[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.cat = cfxMX.catText2ID("static")
local gameOb = StaticObject.getByName(theStatic.name)
if not gameOb then
trigger.action.outText("+++warning: static object <" .. theStatic.name .. "> does not exist in-game!?", 30)
else
theStatic.cty = gameOb:getCountry()
unitPersistence.statics[theStatic.name] = theStatic
end
end
end
-- when we run, persistence has run and may have data ready for us
if persistence.hasData then
unitPersistence.loadMission()
end
return true
end
if not unitPersistence.start() then
if unitPersistence.verbose then
trigger.action.outText("+++ unit persistence not available", 30)
end
unitPersistence = nil
end