diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index 0e3b3d37d..5889b8dd9 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -2177,10 +2177,29 @@ function UTILS.CheckFileExists(Path,Filename) end end +--- Function to obtain a table of typenames from the group given with the number of units of the same type in the group. +-- @param Wrapper.Group#GROUP Group The group to list +-- @return #table Table of typnames and typename counts, e.g. `{["KAMAZ Truck"]=3,["ATZ-5"]=1}` +function UTILS.GetCountPerTypeName(Group) + local units = Group:GetUnits() + local TypeNameTable = {} + for _,_unt in pairs (units) do + local unit = _unt -- Wrapper.Unit#UNIT + local typen = unit:GetTypeName() + if not TypeNameTable[typen] then + TypeNameTable[typen] = 1 + else + TypeNameTable[typen] = TypeNameTable[typen] + 1 + end + end + return TypeNameTable +end + --- Function to save the state of a list of groups found by name -- @param #table List Table of strings with groupnames -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Filename The name of the file. +-- @param #boolean Structured Append the data with a list of typenames in the group plus their count. -- @return #boolean outcome True if saving is successful, else false. -- @usage -- We will go through the list and find the corresponding group and save the current group size (0 when dead). @@ -2188,7 +2207,7 @@ end -- Position is still saved for your usage. -- The idea is to reduce the number of units when reloading the data again to restart the saved mission. -- The data will be a simple comma separated list of groupname and size, with one header line. -function UTILS.SaveStationaryListOfGroups(List,Path,Filename) +function UTILS.SaveStationaryListOfGroups(List,Path,Filename,Structured) local filename = Filename or "StateListofGroups" local data = "--Save Stationary List of Groups: "..Filename .."\n" for _,_group in pairs (List) do @@ -2196,7 +2215,16 @@ function UTILS.SaveStationaryListOfGroups(List,Path,Filename) if group and group:IsAlive() then local units = group:CountAliveUnits() local position = group:GetVec3() - data = string.format("%s%s,%d,%d,%d,%d\n",data,_group,units,position.x,position.y,position.z) + if Structured then + local structure = UTILS.GetCountPerTypeName(group) + local strucdata = "" + for typen,anzahl in pairs (structure) do + strucdata = strucdata .. typen .. "=="..anzahl..";" + end + data = string.format("%s%s,%d,%d,%d,%d,%s\n",data,_group,units,position.x,position.y,position.z,strucdata) + else + data = string.format("%s%s,%d,%d,%d,%d\n",data,_group,units,position.x,position.y,position.z) + end else data = string.format("%s%s,0,0,0,0\n",data,_group) end @@ -2210,6 +2238,7 @@ end -- @param Core.Set#SET_BASE Set of objects to save -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Filename The name of the file. +-- @param #boolean Structured Append the data with a list of typenames in the group plus their count. -- @return #boolean outcome True if saving is successful, else false. -- @usage -- We will go through the set and find the corresponding group and save the current group size and current position. @@ -2219,7 +2248,7 @@ end -- **Note** Do NOT use dashes or hashes in group template names (-,#)! -- The data will be a simple comma separated list of groupname and size, with one header line. -- The current task/waypoint/etc cannot be restored. -function UTILS.SaveSetOfGroups(Set,Path,Filename) +function UTILS.SaveSetOfGroups(Set,Path,Filename,Structured) local filename = Filename or "SetOfGroups" local data = "--Save SET of groups: "..Filename .."\n" local List = Set:GetSetObjects() @@ -2233,7 +2262,16 @@ function UTILS.SaveSetOfGroups(Set,Path,Filename) end local units = group:CountAliveUnits() local position = group:GetVec3() - data = string.format("%s%s,%s,%d,%d,%d,%d\n",data,name,template,units,position.x,position.y,position.z) + if Structured then + local structure = UTILS.GetCountPerTypeName(group) + local strucdata = "" + for typen,anzahl in pairs (structure) do + strucdata = strucdata .. typen .. "=="..anzahl..";" + end + data = string.format("%s%s,%s,%d,%d,%d,%d,%s\n",data,name,template,units,position.x,position.y,position.z,strucdata) + else + data = string.format("%s%s,%s,%d,%d,%d,%d\n",data,name,template,units,position.x,position.y,position.z) + end end end -- save the data @@ -2297,8 +2335,41 @@ end -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Filename The name of the file. -- @param #boolean Reduce If false, existing loaded groups will not be reduced to fit the saved number. +-- @param #boolean Structured (Optional, needs Reduce = true) If true, and the data has been saved as structure before, remove the correct unit types as per the saved list. +-- @param #boolean Cinematic (Optional, needs Structured = true) If true, place a fire/smoke effect on the dead static position. +-- @param #number Effect (Optional for Cinematic) What effect to use. Defaults to a random effect. Smoke presets are: 1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke. +-- @param #number Density (Optional for Cinematic) What smoke density to use, can be 0 to 1. Defaults to 0.5. -- @return #table Table of data objects (tables) containing groupname, coordinate and group object. Returns nil when file cannot be read. -function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce) +-- @return #table When using Cinematic: table of names of smoke and fire objects, so they can be extinguished with `COORDINATE.StopBigSmokeAndFire( name )` +function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce,Structured,Cinematic,Effect,Density) + + local fires = {} + + local function Smokers(name,coord,effect,density) + local eff = math.random(8) + if type(effect) == "number" then eff = effect end + coord:BigSmokeAndFire(eff,density,name) + table.insert(fires,name) + end + + local function Cruncher(group,typename,anzahl) + local units = group:GetUnits() + local reduced = 0 + for _,_unit in pairs (units) do + local typo = _unit:GetTypeName() + if typename == typo then + if Cinematic then + local coordinate = _unit:GetCoordinate() + local name = _unit:GetName() + Smokers(name,coordinate,Effect,Density) + end + _unit:Destroy(false) + reduced = reduced + 1 + if reduced == anzahl then break end + end + end + end + local reduce = true if Reduce == false then reduce = false end local filename = Filename or "StateListofGroups" @@ -2315,18 +2386,48 @@ function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce) local posx = tonumber(dataset[3]) local posy = tonumber(dataset[4]) local posz = tonumber(dataset[5]) + local structure = dataset[6] + --BASE:I({structure}) local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz}) local data = { groupname=groupname, size=size, coordinate=coordinate, group=GROUP:FindByName(groupname) } if reduce then local actualgroup = GROUP:FindByName(groupname) if actualgroup and actualgroup:IsAlive() and actualgroup:CountAliveUnits() > size then - local reduction = actualgroup:CountAliveUnits() - size - BASE:I("Reducing groupsize by ".. reduction .. " units!") - -- reduce existing group - local units = actualgroup:GetUnits() - local units2 = UTILS.ShuffleTable(units) -- randomize table - for i=1,reduction do - units2[i]:Destroy(false) + if Structured and structure then + --BASE:I("Reducing group structure!") + local loadedstructure = {} + local strcset = UTILS.Split(structure,";") + for _,_data in pairs(strcset) do + local datasplit = UTILS.Split(_data,"==") + loadedstructure[datasplit[1]] = tonumber(datasplit[2]) + end + --BASE:I({loadedstructure}) + local originalstructure = UTILS.GetCountPerTypeName(actualgroup) + --BASE:I({originalstructure}) + for _name,_number in pairs(originalstructure) do + local loadednumber = 0 + if loadedstructure[_name] then + loadednumber = loadedstructure[_name] + end + local reduce = false + if loadednumber < _number then reduce = true end + + --BASE:I(string.format("Looking at: %s | Original number: %d | Loaded number: %d | Reduce: %s",_name,_number,loadednumber,tostring(reduce))) + + if reduce then + Cruncher(actualgroup,_name,_number-loadednumber) + end + + end + else + local reduction = actualgroup:CountAliveUnits() - size + --BASE:I("Reducing groupsize by ".. reduction .. " units!") + -- reduce existing group + local units = actualgroup:GetUnits() + local units2 = UTILS.ShuffleTable(units) -- randomize table + for i=1,reduction do + units2[i]:Destroy(false) + end end end end @@ -2335,19 +2436,52 @@ function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce) else return nil end - return datatable + return datatable,fires end --- Load back a SET of groups from file. -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Filename The name of the file. -- @param #boolean Spawn If set to false, do not re-spawn the groups loaded in location and reduce to size. +-- @param #boolean Structured (Optional, needs Spawn=true)If true, and the data has been saved as structure before, remove the correct unit types as per the saved list. +-- @param #boolean Cinematic (Optional, needs Structured=true) If true, place a fire/smoke effect on the dead static position. +-- @param #number Effect (Optional for Cinematic) What effect to use. Defaults to a random effect. Smoke presets are: 1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke. +-- @param #number Density (Optional for Cinematic) What smoke density to use, can be 0 to 1. Defaults to 0.5. -- @return Core.Set#SET_GROUP Set of GROUP objects. -- Returns nil when file cannot be read. Returns a table of data entries if Spawn is false: `{ groupname=groupname, size=size, coordinate=coordinate, template=template }` -function UTILS.LoadSetOfGroups(Path,Filename,Spawn) +-- @return #table When using Cinematic: table of names of smoke and fire objects, so they can be extinguished with `COORDINATE.StopBigSmokeAndFire( name )` +function UTILS.LoadSetOfGroups(Path,Filename,Spawn,Structured,Cinematic,Effect,Density) + + local fires = {} + + local function Smokers(name,coord,effect,density) + local eff = math.random(8) + if type(effect) == "number" then eff = effect end + coord:BigSmokeAndFire(eff,density,name) + table.insert(fires,name) + end + + local function Cruncher(group,typename,anzahl) + local units = group:GetUnits() + local reduced = 0 + for _,_unit in pairs (units) do + local typo = _unit:GetTypeName() + if typename == typo then + if Cinematic then + local coordinate = _unit:GetCoordinate() + local name = _unit:GetName() + Smokers(name,coordinate,Effect,Density) + end + _unit:Destroy(false) + reduced = reduced + 1 + if reduced == anzahl then break end + end + end + end + local spawn = true if Spawn == false then spawn = false end - BASE:I("Spawn = "..tostring(spawn)) + --BASE:I("Spawn = "..tostring(spawn)) local filename = Filename or "SetOfGroups" local setdata = SET_GROUP:New() local datatable = {} @@ -2364,6 +2498,7 @@ function UTILS.LoadSetOfGroups(Path,Filename,Spawn) local posx = tonumber(dataset[4]) local posy = tonumber(dataset[5]) local posz = tonumber(dataset[6]) + local structure = dataset[7] local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz}) local group=nil local data = { groupname=groupname, size=size, coordinate=coordinate, template=template } @@ -2376,12 +2511,40 @@ function UTILS.LoadSetOfGroups(Path,Filename,Spawn) setdata:AddObject(spwndgrp) local actualsize = spwndgrp:CountAliveUnits() if actualsize > size then - local reduction = actualsize-size - -- reduce existing group - local units = spwndgrp:GetUnits() - local units2 = UTILS.ShuffleTable(units) -- randomize table - for i=1,reduction do - units2[i]:Destroy(false) + if Structured and structure then + --BASE:I("Reducing group structure!") + local loadedstructure = {} + local strcset = UTILS.Split(structure,";") + for _,_data in pairs(strcset) do + local datasplit = UTILS.Split(_data,"==") + loadedstructure[datasplit[1]] = tonumber(datasplit[2]) + end + --BASE:I({loadedstructure}) + local originalstructure = UTILS.GetCountPerTypeName(spwndgrp) + --BASE:I({originalstructure}) + for _name,_number in pairs(originalstructure) do + local loadednumber = 0 + if loadedstructure[_name] then + loadednumber = loadedstructure[_name] + end + local reduce = false + if loadednumber < _number then reduce = true end + + --BASE:I(string.format("Looking at: %s | Original number: %d | Loaded number: %d | Reduce: %s",_name,_number,loadednumber,tostring(reduce))) + + if reduce then + Cruncher(spwndgrp,_name,_number-loadednumber) + end + + end + else + local reduction = actualsize-size + -- reduce existing group + local units = spwndgrp:GetUnits() + local units2 = UTILS.ShuffleTable(units) -- randomize table + for i=1,reduction do + units2[i]:Destroy(false) + end end end end @@ -2393,7 +2556,7 @@ function UTILS.LoadSetOfGroups(Path,Filename,Spawn) return nil end if spawn then - return setdata + return setdata,fires else return datatable end @@ -2412,12 +2575,7 @@ function UTILS.LoadSetOfStatics(Path,Filename) table.remove(loadeddata, 1) for _id,_entry in pairs (loadeddata) do local dataset = UTILS.Split(_entry,",") - -- staticname,position.x,position.y,position.z local staticname = dataset[1] - --local posx = tonumber(dataset[2]) - --local posy = tonumber(dataset[3]) - --local posz = tonumber(dataset[4]) - --local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz}) local StaticObject = STATIC:FindByName(staticname,false) if StaticObject then datatable:AddObject(StaticObject) @@ -2433,9 +2591,15 @@ end -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Filename The name of the file. -- @param #boolean Reduce If false, do not destroy the units with size=0. --- @return #table Table of data objects (tables) containing staticname, size (0=dead else 1), coordinate and the static object. +-- @param #boolean Dead (Optional, needs Reduce = true) If Dead is true, re-spawn the dead object as dead and do not just delete it. +-- @param #boolean Cinematic (Optional, needs Dead = true) If true, place a fire/smoke effect on the dead static position. +-- @param #number Effect (Optional for Cinematic) What effect to use. Defaults to a random effect. Smoke presets are: 1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke. +-- @param #number Density (Optional for Cinematic) What smoke density to use, can be 0 to 1. Defaults to 0.5. +-- @return #table Table of data objects (tables) containing staticname, size (0=dead else 1), coordinate and the static object. Dead objects will have coordinate points `{x=0,y=0,z=0}` +-- @return #table When using Cinematic: table of names of smoke and fire objects, so they can be extinguished with `COORDINATE.StopBigSmokeAndFire( name )` -- Returns nil when file cannot be read. -function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce) +function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce,Dead,Cinematic,Effect,Density) + local fires = {} local reduce = true if Reduce == false then reduce = false end local filename = Filename or "StateListofStatics" @@ -2458,14 +2622,31 @@ function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce) if size==0 and reduce then local static = STATIC:FindByName(staticname,false) if static then - static:Destroy(false) + if Dead then + local deadobject = SPAWNSTATIC:NewFromStatic(staticname,static:GetCountry()) + deadobject:InitDead(true) + local heading = static:GetHeading() + local coord = static:GetCoordinate() + static:Destroy(false) + deadobject:SpawnFromCoordinate(coord,heading,staticname) + if Cinematic then + local effect = math.random(8) + if type(Effect) == "number" then + effect = Effect + end + coord:BigSmokeAndFire(effect,Density,staticname) + table.insert(fires,staticname) + end + else + static:Destroy(false) + end end end end else return nil end - return datatable + return datatable,fires end --- Heading Degrees (0-360) to Cardinal