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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.
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@@ -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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