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@ -27,6 +27,7 @@
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-- @function [parent=#CARGO] Board
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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--- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
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-- The cargo must be in the **UnLoaded** state.
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@ -34,6 +35,7 @@
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-- @param #CARGO self
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-- @param #number DelaySeconds The amount of seconds to delay the action.
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-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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-- UnBoard
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@ -117,6 +119,7 @@
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--- @function [parent=#CARGO] OnEnterBoarding
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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-- UnBoarding
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@ -215,10 +218,10 @@ do -- CARGO
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-- @param #number Weight
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-- @param #number NearRadius (optional)
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-- @return #CARGO
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function CARGO:New( Type, Name, Weight, NearRadius )
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function CARGO:New( Type, Name, Weight )
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local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM
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self:F( { Type, Name, Weight, NearRadius } )
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self:F( { Type, Name, Weight } )
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self:SetStartState( "UnLoaded" )
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self:AddTransition( "UnLoaded", "Board", "Boarding" )
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@ -234,7 +237,6 @@ function CARGO:New( Type, Name, Weight, NearRadius )
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self.Type = Type
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self.Name = Name
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self.Weight = Weight
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self.NearRadius = NearRadius or 200
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self.CargoObject = nil
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self.CargoCarrier = nil
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self.Representable = false
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@ -311,14 +313,15 @@ end
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--- Check if CargoCarrier is near the Cargo to be Loaded.
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-- @param #CARGO self
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-- @param Core.Point#POINT_VEC2 PointVec2
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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-- @return #boolean
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function CARGO:IsNear( PointVec2 )
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function CARGO:IsNear( PointVec2, NearRadius )
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self:F( { PointVec2 } )
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local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
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self:T( Distance )
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if Distance <= self.NearRadius then
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if Distance <= NearRadius then
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return true
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else
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return false
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@ -407,11 +410,12 @@ do -- CARGO_REPORTABLE
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-- @param #number ReportRadius (optional)
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-- @param #number NearRadius (optional)
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-- @return #CARGO_REPORTABLE
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function CARGO_REPORTABLE:New( Type, Name, Weight, ReportRadius, NearRadius )
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local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, NearRadius ) ) -- #CARGO_REPORTABLE
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self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
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function CARGO_REPORTABLE:New( CargoObject, Type, Name, Weight, ReportRadius )
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local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPORTABLE
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self:F( { Type, Name, Weight, ReportRadius } )
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self.ReportRadius = ReportRadius or 1000
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self.CargoObject = CargoObject
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return self
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end
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@ -483,8 +487,6 @@ function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius )
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self:T( self.ClassName )
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-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
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_EVENTDISPATCHER:CreateEventNewCargo( self )
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return self
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end
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@ -638,12 +640,14 @@ end
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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_UNIT:onenterBoarding( From, Event, To, CargoCarrier, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To } )
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function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
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local Speed = 10
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local Angle = 180
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local Distance = 5
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NearRadius = NearRadius or 25
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if From == "UnLoaded" then
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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@ -670,10 +674,12 @@ end
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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_UNIT:onleaveBoarding( From, Event, To, CargoCarrier, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To } )
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function CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
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if self:IsNear( CargoCarrier:GetPointVec2() ) then
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NearRadius = NearRadius or 25
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:__Load( 1, CargoCarrier, ... )
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return true
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else
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@ -706,9 +712,11 @@ end
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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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function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, ... )
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function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F()
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NearRadius = NearRadius or 25
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self.CargoInAir = self.CargoObject:InAir()
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self:T( self.CargoInAir )
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@ -963,7 +971,7 @@ do -- CARGO_GROUP
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-- @param #number NearRadius (optional)
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-- @return #CARGO_GROUP
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function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius, NearRadius )
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
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self:F( { Type, Name, ReportRadius, NearRadius } )
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self.CargoSet = SET_CARGO:New()
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@ -981,6 +989,9 @@ function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius, NearRadius )
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self:SetWeight( WeightGroup )
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self:T( { "Weight Cargo", WeightGroup } )
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-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
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_EVENTDISPATCHER:CreateEventNewCargo( self )
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return self
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end
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@ -1,70 +1,3 @@
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--- The main include file for the MOOSE system.
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-- Test of permissions
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--- Core Routines
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Include.File( "Utilities/Routines" )
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Include.File( "Utilities/Utils" )
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--- Core Classes
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Include.File( "Core/Base" )
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Include.File( "Core/Scheduler" )
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Include.File( "Core/ScheduleDispatcher")
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Include.File( "Core/Event" )
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Include.File( "Core/Menu" )
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Include.File( "Core/Zone" )
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Include.File( "Core/Database" )
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Include.File( "Core/Set" )
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Include.File( "Core/Point" )
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Include.File( "Core/Message" )
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Include.File( "Core/Fsm" )
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Include.File( "Core/Radio" )
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--- Wrapper Classes
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Include.File( "Wrapper/Object" )
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Include.File( "Wrapper/Identifiable" )
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Include.File( "Wrapper/Positionable" )
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Include.File( "Wrapper/Controllable" )
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Include.File( "Wrapper/Group" )
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Include.File( "Wrapper/Unit" )
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Include.File( "Wrapper/Client" )
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Include.File( "Wrapper/Static" )
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Include.File( "Wrapper/Airbase" )
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Include.File( "Wrapper/Scenery" )
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--- Functional Classes
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Include.File( "Functional/Scoring" )
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Include.File( "Functional/CleanUp" )
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Include.File( "Functional/Spawn" )
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Include.File( "Functional/Movement" )
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Include.File( "Functional/Sead" )
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Include.File( "Functional/Escort" )
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Include.File( "Functional/MissileTrainer" )
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Include.File( "Functional/AirbasePolice" )
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Include.File( "Functional/Detection" )
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--- AI Classes
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Include.File( "AI/AI_Balancer" )
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Include.File( "AI/AI_Patrol" )
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Include.File( "AI/AI_Cap" )
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Include.File( "AI/AI_Cas" )
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Include.File( "AI/AI_Cargo" )
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--- Actions
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Include.File( "Actions/Act_Assign" )
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Include.File( "Actions/Act_Route" )
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Include.File( "Actions/Act_Account" )
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Include.File( "Actions/Act_Assist" )
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--- Task Handling Classes
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Include.File( "Tasking/CommandCenter" )
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Include.File( "Tasking/Mission" )
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Include.File( "Tasking/Task" )
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Include.File( "Tasking/DetectionManager" )
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Include.File( "Tasking/Task_A2G_Dispatcher")
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Include.File( "Tasking/Task_A2G" )
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Include.File( "Tasking/Task_CARGO" )
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-- The order of the declarations is important here. Don't touch it.
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--- Declare the event dispatcher based on the EVENT class
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@ -74,7 +7,7 @@ _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
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_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
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--- Declare the main database object, which is used internally by the MOOSE classes.
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_DATABASE = DATABASE:New() -- Core.Database#DATABASE
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_DATABASE = DATABASE:New() -- Database#DATABASE
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@ -130,7 +130,7 @@ do -- TASK_CARGO
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Task.SetCargo:ForEachCargo(
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--- @param AI.AI_Cargo#AI_CARGO Cargo
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--- @param Core.Cargo#CARGO Cargo
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function( Cargo )
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if Cargo:IsUnLoaded() then
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if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
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@ -53,5 +53,6 @@ Tasking/Task.lua
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Tasking/DetectionManager.lua
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Tasking/Task_A2G_Dispatcher.lua
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Tasking/Task_A2G.lua
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Tasking/Task_Cargo.lua
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Moose.lua
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170413_0842' )
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env.info( 'Moose Generation Timestamp: 20170413_0920' )
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local base = _G
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@ -70,6 +70,7 @@ __Moose.Include( 'Tasking/Task.lua' )
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__Moose.Include( 'Tasking/DetectionManager.lua' )
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__Moose.Include( 'Tasking/Task_A2G_Dispatcher.lua' )
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__Moose.Include( 'Tasking/Task_A2G.lua' )
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__Moose.Include( 'Tasking/Task_Cargo.lua' )
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__Moose.Include( 'Moose.lua' )
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BASE:TraceOnOff( true )
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env.info( '*** MOOSE INCLUDE END *** ' )
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File diff suppressed because it is too large
Load Diff
@ -1582,7 +1582,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em>#string</em>
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<em></em>
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<a id="#(FSM)._StartState" >
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<strong>FSM._StartState</strong>
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</a>
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@ -1881,6 +1881,7 @@ A string defining the start state.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(FSM).current" >
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<strong>FSM.current</strong>
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</a>
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@ -211,7 +211,6 @@ on defined intervals (currently every minute).</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<a id="#(MOVEMENT).AliveUnits" >
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<strong>MOVEMENT.AliveUnits</strong>
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</a>
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@ -220,9 +219,6 @@ on defined intervals (currently every minute).</p>
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<p> Contains the counter how many units are currently alive</p>
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</dd>
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</dl>
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<dl class="function">
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@ -1367,6 +1367,7 @@ The new calculated POINT_VEC2.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(POINT_VEC2).z" >
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<strong>POINT_VEC2.z</strong>
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</a>
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@ -2117,9 +2117,6 @@ The group that was spawned. You can use this group for further actions.</p>
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<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2573,6 +2570,9 @@ when nothing was spawned.</p>
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<p> Overwrite unit names by default with group name.</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2587,9 +2587,6 @@ when nothing was spawned.</p>
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<p> By default, no InitLimit</p>
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</dd>
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</dl>
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<dl class="function">
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@ -2625,7 +2622,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@ -2642,7 +2639,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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@ -179,18 +179,7 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Ground</strong> -- <br/>
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<strong>Management of logical cargo objects, that can be transported from and to transportation carriers.</strong></p>
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<p><img src="..\Presentations\AI_CARGO\CARGO.JPG" alt="Banner Image"/></p>
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<hr/>
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<p>Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):</p>
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<ul>
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<li>AI<em>CARGO</em>UNIT, represented by a <a href="Unit.html">Unit</a> in a <a href="Group.html">Group</a>: Cargo can be represented by a Unit in a Group.</li>
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</ul>
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<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
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</td>
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</tr>
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<tr>
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