mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now.
This commit is contained in:
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3c1547bd6c
commit
07d666b030
@ -307,7 +307,7 @@ function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, Pi
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if Carrier and Carrier:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
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if not Cargo:IsLoaded() then
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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self:__Board( -10, Cargo, CarrierUnit, PickupZone )
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return
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end
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@ -487,6 +487,7 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
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self.Transporting = false
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else
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self:F( "Defending" )
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end
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end
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@ -276,34 +276,36 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = APC:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat radius. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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self:Follow()
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-- There are no enemies within combat radius. Load the CargoCarrier.
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self:Load()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( APCUnit, 40 ) then
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APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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APCUnit:RouteResume()
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self.CarrierStopped = nil
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) then
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--self:Follow()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( APCUnit, 40 ) then
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APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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APCUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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@ -455,6 +457,30 @@ function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend
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self:__Guard( 0.1 )
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self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
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-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
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if Defend == true then
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self.Zone:Scan( { Object.Category.UNIT } )
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if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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-- OK, enemies nearby, now find the enemies and attack them.
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local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
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local Move = {}
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for CargoId, CargoData in pairs( self.CargoSet:GetSet() ) do
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local CargoGroup = CargoData.CargoObject -- Wrapper.Group#GROUP
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Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
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for UnitId, AttackUnit in pairs( AttackUnits ) do
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local MooseUnit = UNIT:Find( AttackUnit )
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if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
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Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
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--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
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self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
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end
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end
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CargoGroup:RoutePush( Move, 0.1 )
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end
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end
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end
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end
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@ -1143,7 +1143,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
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LargestLoadCapacity = LoadCapacity
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end
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end
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-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
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-- So if there is a carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
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-- Otherwise break and go to the next carrier.
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-- This will skip cargo which is too large to be able to be loaded by carriers
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-- and will secure an efficient dispatching scheme.
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@ -20,9 +20,9 @@
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do -- CARGO_GROUP
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--- @type CARGO_GROUP
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-- @extends Cargo.Cargo#CARGO_REPORTABLE
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-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
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-- @field #string GroupName The name of the CargoGroup.
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-- @extends Cargo.Cargo#CARGO_REPORTABLE
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--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
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-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
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@ -291,29 +291,27 @@ do -- CARGO_GROUP
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end
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--- Enter Boarding State.
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--- After Board Event.
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-- @param #CARGO_GROUP self
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
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NearRadius = NearRadius or self.NearRadius
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoSet:ForEach(
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function( Cargo, ... )
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Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
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end, ...
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)
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self:__Boarding( 1, CargoCarrier, NearRadius, ... )
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end
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoSet:ForEach(
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function( Cargo, ... )
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self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
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Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
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end, ...
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)
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self:__Boarding( -1, CargoCarrier, NearRadius, ... )
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end
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@ -323,13 +321,15 @@ do -- CARGO_GROUP
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-- @param #string From
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-- @param #string To
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
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function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
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--self:F( { From, Event, To, CargoCarrier, ...} )
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
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for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
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Cargo:Load( CargoCarrier )
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if not Cargo:IsDestroyed() then
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Cargo:Load( CargoCarrier )
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end
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end
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end
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@ -360,7 +360,7 @@ do -- CARGO_GROUP
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--self:T( { Cargo:GetName(), Cargo.current } )
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if not Cargo:is( "Loaded" )
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if not Cargo:is( "Loaded" )
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and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
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Boarded = false
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end
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@ -400,7 +400,7 @@ do -- CARGO_GROUP
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-- @param #string To
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-- @param Core.Point#POINT_VEC2 ToPointVec2
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
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self:F( {From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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@ -443,7 +443,7 @@ do -- CARGO_GROUP
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-- @param #string To
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-- @param Core.Point#POINT_VEC2 ToPointVec2
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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--self:F( { From, Event, To, ToPointVec2, NearRadius } )
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--local NearRadius = NearRadius or 25
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@ -464,7 +464,7 @@ do -- CARGO_GROUP
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end
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if UnBoarded then
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return true
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self:__UnLoad( 1, ToPointVec2, ... )
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else
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self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
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end
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@ -474,30 +474,13 @@ do -- CARGO_GROUP
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end
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--- UnBoard Event.
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-- @param #CARGO_GROUP self
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Core.Point#POINT_VEC2 ToPointVec2
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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--self:F( { From, Event, To, ToPointVec2, NearRadius } )
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--local NearRadius = NearRadius or 25
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self:__UnLoad( 1, ToPointVec2, ... )
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end
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--- Enter UnLoaded State.
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-- @param #CARGO_GROUP self
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Core.Point#POINT_VEC2
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function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
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function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
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--self:F( { From, Event, To, ToPointVec2 } )
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if From == "Loaded" then
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@ -507,7 +490,7 @@ do -- CARGO_GROUP
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function( Cargo )
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--Cargo:UnLoad( ToPointVec2 )
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local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
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Cargo:UnLoad( RandomVec2 )
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Cargo:UnBoard( RandomVec2 )
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end
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)
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@ -233,46 +233,47 @@ do -- CARGO_UNIT
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--self:F({Unit=self.CargoObject:GetName()})
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-- Only move the group to the carrier when the cargo is not in the air
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-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
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if not self.CargoInAir then
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-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
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-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:Load( CargoCarrier, NearRadius, ... )
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else
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if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
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-- A cargo unit can only be boarded if it is not dead
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-- Only move the group to the carrier when the cargo is not in the air
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-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
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if not self.CargoInAir then
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-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
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-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:Load( CargoCarrier, NearRadius, ... )
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else
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if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
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self:Load( CargoCarrier, NearRadius, ... )
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else
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local Speed = 90
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local Angle = 180
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local Distance = 0
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
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-- Set the CargoObject to state Green to ensure it is boarding!
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self.CargoObject:OptionAlarmStateGreen()
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local Points = {}
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local Speed = 90
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local Angle = 180
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local Distance = 0
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local PointStartVec2 = self.CargoObject:GetPointVec2()
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
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-- Set the CargoObject to state Green to ensure it is boarding!
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self.CargoObject:OptionAlarmStateGreen()
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local Points = {}
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local PointStartVec2 = self.CargoObject:GetPointVec2()
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Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
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Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 2 )
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self:__Boarding( -5, CargoCarrier, NearRadius, ... )
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self.RunCount = 0
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Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
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Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 2 )
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self:__Boarding( -5, CargoCarrier, NearRadius, ... )
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self.RunCount = 0
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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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@ -286,53 +287,53 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
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--self:F({Unit=self.CargoObject:GetName()})
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self:F( { IsAlive=self.CargoObject:IsAlive() } )
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if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
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if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:__Load( 1, CargoCarrier, ... )
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else
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if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
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self:__Boarding( 1, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 1
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if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
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if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:__Load( -1, CargoCarrier, ... )
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else
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self:__Boarding( 2, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 2
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end
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if self.RunCount >= 40 then
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self.RunCount = 0
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local Speed = 90
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local Angle = 180
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local Distance = 0
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if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
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self:__Boarding( -1, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 1
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else
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self:__Boarding( -2, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 2
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end
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if self.RunCount >= 40 then
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self.RunCount = 0
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local Speed = 90
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local Angle = 180
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local Distance = 0
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--self:F({Unit=self.CargoObject:GetName()})
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
|
||||
@ -1975,6 +1975,24 @@ do -- Route methods
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Make the controllable to push follow a given route.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #table Route A table of Route Points.
|
||||
-- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second.
|
||||
-- @return #CONTROLLABLE The CONTROLLABLE.
|
||||
function CONTROLLABLE:RoutePush( Route, DelaySeconds )
|
||||
self:F2( Route )
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
if DCSControllable then
|
||||
local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route.
|
||||
self:PushTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1).
|
||||
return self
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Stops the movement of the vehicle on the route.
|
||||
-- @param #CONTROLLABLE self
|
||||
|
||||
@ -908,16 +908,23 @@ function UNIT:InAir()
|
||||
-- Implementation of workaround. The original code is below.
|
||||
-- This to simulate the landing on buildings.
|
||||
|
||||
-- local UnitInAir = DCSUnit:inAir()
|
||||
local UnitInAir = true
|
||||
local VelocityVec3 = DCSUnit:getVelocity()
|
||||
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
||||
local Coordinate = DCSUnit:getPoint()
|
||||
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
|
||||
local Height = Coordinate.y - LandHeight
|
||||
if Velocity < 1 and Height <= 60 then
|
||||
UnitInAir = false
|
||||
|
||||
local UnitCategory = DCSUnit:getDesc().category
|
||||
if UnitCategory == Unit.Category.HELICOPTER then
|
||||
local VelocityVec3 = DCSUnit:getVelocity()
|
||||
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
||||
local Coordinate = DCSUnit:getPoint()
|
||||
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
|
||||
local Height = Coordinate.y - LandHeight
|
||||
if Velocity < 1 and Height <= 60 then
|
||||
UnitInAir = false
|
||||
end
|
||||
else
|
||||
UnitInAir = DCSUnit:inAir()
|
||||
end
|
||||
|
||||
|
||||
self:T3( UnitInAir )
|
||||
return UnitInAir
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user