This commit is contained in:
FlightControl
2017-04-13 09:42:22 +02:00
parent c20f13f0f8
commit 1a5a74120b
11 changed files with 677 additions and 702 deletions

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@@ -27,6 +27,7 @@
-- @function [parent=#CARGO] Board -- @function [parent=#CARGO] Board
-- @param #CARGO self -- @param #CARGO self
-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo. -- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
--- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier. --- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
-- The cargo must be in the **UnLoaded** state. -- The cargo must be in the **UnLoaded** state.
@@ -34,6 +35,7 @@
-- @param #CARGO self -- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action. -- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo. -- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- UnBoard -- UnBoard
@@ -117,6 +119,7 @@
--- @function [parent=#CARGO] OnEnterBoarding --- @function [parent=#CARGO] OnEnterBoarding
-- @param #CARGO self -- @param #CARGO self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable -- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- UnBoarding -- UnBoarding
@@ -215,10 +218,10 @@ do -- CARGO
-- @param #number Weight -- @param #number Weight
-- @param #number NearRadius (optional) -- @param #number NearRadius (optional)
-- @return #CARGO -- @return #CARGO
function CARGO:New( Type, Name, Weight, NearRadius ) function CARGO:New( Type, Name, Weight )
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM
self:F( { Type, Name, Weight, NearRadius } ) self:F( { Type, Name, Weight } )
self:SetStartState( "UnLoaded" ) self:SetStartState( "UnLoaded" )
self:AddTransition( "UnLoaded", "Board", "Boarding" ) self:AddTransition( "UnLoaded", "Board", "Boarding" )
@@ -234,7 +237,6 @@ function CARGO:New( Type, Name, Weight, NearRadius )
self.Type = Type self.Type = Type
self.Name = Name self.Name = Name
self.Weight = Weight self.Weight = Weight
self.NearRadius = NearRadius or 200
self.CargoObject = nil self.CargoObject = nil
self.CargoCarrier = nil self.CargoCarrier = nil
self.Representable = false self.Representable = false
@@ -311,14 +313,15 @@ end
--- Check if CargoCarrier is near the Cargo to be Loaded. --- Check if CargoCarrier is near the Cargo to be Loaded.
-- @param #CARGO self -- @param #CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 -- @param Core.Point#POINT_VEC2 PointVec2
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- @return #boolean -- @return #boolean
function CARGO:IsNear( PointVec2 ) function CARGO:IsNear( PointVec2, NearRadius )
self:F( { PointVec2 } ) self:F( { PointVec2 } )
local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
self:T( Distance ) self:T( Distance )
if Distance <= self.NearRadius then if Distance <= NearRadius then
return true return true
else else
return false return false
@@ -407,11 +410,12 @@ do -- CARGO_REPORTABLE
-- @param #number ReportRadius (optional) -- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional) -- @param #number NearRadius (optional)
-- @return #CARGO_REPORTABLE -- @return #CARGO_REPORTABLE
function CARGO_REPORTABLE:New( Type, Name, Weight, ReportRadius, NearRadius ) function CARGO_REPORTABLE:New( CargoObject, Type, Name, Weight, ReportRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, NearRadius ) ) -- #CARGO_REPORTABLE local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPORTABLE
self:F( { Type, Name, Weight, ReportRadius, NearRadius } ) self:F( { Type, Name, Weight, ReportRadius } )
self.ReportRadius = ReportRadius or 1000 self.ReportRadius = ReportRadius or 1000
self.CargoObject = CargoObject
return self return self
end end
@@ -483,8 +487,6 @@ function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, NearRadius )
self:T( self.ClassName ) self:T( self.ClassName )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
return self return self
end end
@@ -638,12 +640,14 @@ end
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, ... ) function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } ) self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
local Speed = 10 local Speed = 10
local Angle = 180 local Angle = 180
local Distance = 5 local Distance = 5
NearRadius = NearRadius or 25
if From == "UnLoaded" then if From == "UnLoaded" then
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
@@ -670,10 +674,12 @@ end
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier, ... ) function CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } ) self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
if self:IsNear( CargoCarrier:GetPointVec2() ) then NearRadius = NearRadius or 25
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
self:__Load( 1, CargoCarrier, ... ) self:__Load( 1, CargoCarrier, ... )
return true return true
else else
@@ -706,9 +712,11 @@ end
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, ... ) function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
self:F() self:F()
NearRadius = NearRadius or 25
self.CargoInAir = self.CargoObject:InAir() self.CargoInAir = self.CargoObject:InAir()
self:T( self.CargoInAir ) self:T( self.CargoInAir )
@@ -963,7 +971,7 @@ do -- CARGO_GROUP
-- @param #number NearRadius (optional) -- @param #number NearRadius (optional)
-- @return #CARGO_GROUP -- @return #CARGO_GROUP
function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius, NearRadius ) function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, ReportRadius, NearRadius } ) self:F( { Type, Name, ReportRadius, NearRadius } )
self.CargoSet = SET_CARGO:New() self.CargoSet = SET_CARGO:New()
@@ -981,6 +989,9 @@ function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius, NearRadius )
self:SetWeight( WeightGroup ) self:SetWeight( WeightGroup )
self:T( { "Weight Cargo", WeightGroup } ) self:T( { "Weight Cargo", WeightGroup } )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
return self return self
end end

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@@ -1,70 +1,3 @@
--- The main include file for the MOOSE system.
-- Test of permissions
--- Core Routines
Include.File( "Utilities/Routines" )
Include.File( "Utilities/Utils" )
--- Core Classes
Include.File( "Core/Base" )
Include.File( "Core/Scheduler" )
Include.File( "Core/ScheduleDispatcher")
Include.File( "Core/Event" )
Include.File( "Core/Menu" )
Include.File( "Core/Zone" )
Include.File( "Core/Database" )
Include.File( "Core/Set" )
Include.File( "Core/Point" )
Include.File( "Core/Message" )
Include.File( "Core/Fsm" )
Include.File( "Core/Radio" )
--- Wrapper Classes
Include.File( "Wrapper/Object" )
Include.File( "Wrapper/Identifiable" )
Include.File( "Wrapper/Positionable" )
Include.File( "Wrapper/Controllable" )
Include.File( "Wrapper/Group" )
Include.File( "Wrapper/Unit" )
Include.File( "Wrapper/Client" )
Include.File( "Wrapper/Static" )
Include.File( "Wrapper/Airbase" )
Include.File( "Wrapper/Scenery" )
--- Functional Classes
Include.File( "Functional/Scoring" )
Include.File( "Functional/CleanUp" )
Include.File( "Functional/Spawn" )
Include.File( "Functional/Movement" )
Include.File( "Functional/Sead" )
Include.File( "Functional/Escort" )
Include.File( "Functional/MissileTrainer" )
Include.File( "Functional/AirbasePolice" )
Include.File( "Functional/Detection" )
--- AI Classes
Include.File( "AI/AI_Balancer" )
Include.File( "AI/AI_Patrol" )
Include.File( "AI/AI_Cap" )
Include.File( "AI/AI_Cas" )
Include.File( "AI/AI_Cargo" )
--- Actions
Include.File( "Actions/Act_Assign" )
Include.File( "Actions/Act_Route" )
Include.File( "Actions/Act_Account" )
Include.File( "Actions/Act_Assist" )
--- Task Handling Classes
Include.File( "Tasking/CommandCenter" )
Include.File( "Tasking/Mission" )
Include.File( "Tasking/Task" )
Include.File( "Tasking/DetectionManager" )
Include.File( "Tasking/Task_A2G_Dispatcher")
Include.File( "Tasking/Task_A2G" )
Include.File( "Tasking/Task_CARGO" )
-- The order of the declarations is important here. Don't touch it. -- The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class --- Declare the event dispatcher based on the EVENT class
@@ -74,7 +7,7 @@ _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes. --- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Core.Database#DATABASE _DATABASE = DATABASE:New() -- Database#DATABASE

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@@ -130,7 +130,7 @@ do -- TASK_CARGO
Task.SetCargo:ForEachCargo( Task.SetCargo:ForEachCargo(
--- @param AI.AI_Cargo#AI_CARGO Cargo --- @param Core.Cargo#CARGO Cargo
function( Cargo ) function( Cargo )
if Cargo:IsUnLoaded() then if Cargo:IsUnLoaded() then
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then

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@@ -53,5 +53,6 @@ Tasking/Task.lua
Tasking/DetectionManager.lua Tasking/DetectionManager.lua
Tasking/Task_A2G_Dispatcher.lua Tasking/Task_A2G_Dispatcher.lua
Tasking/Task_A2G.lua Tasking/Task_A2G.lua
Tasking/Task_Cargo.lua
Moose.lua Moose.lua

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@@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' ) env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170413_0842' ) env.info( 'Moose Generation Timestamp: 20170413_0920' )
local base = _G local base = _G
@@ -70,6 +70,7 @@ __Moose.Include( 'Tasking/Task.lua' )
__Moose.Include( 'Tasking/DetectionManager.lua' ) __Moose.Include( 'Tasking/DetectionManager.lua' )
__Moose.Include( 'Tasking/Task_A2G_Dispatcher.lua' ) __Moose.Include( 'Tasking/Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking/Task_A2G.lua' ) __Moose.Include( 'Tasking/Task_A2G.lua' )
__Moose.Include( 'Tasking/Task_Cargo.lua' )
__Moose.Include( 'Moose.lua' ) __Moose.Include( 'Moose.lua' )
BASE:TraceOnOff( true ) BASE:TraceOnOff( true )
env.info( '*** MOOSE INCLUDE END *** ' ) env.info( '*** MOOSE INCLUDE END *** ' )

File diff suppressed because it is too large Load Diff

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@@ -1582,7 +1582,7 @@ A string defining the start state.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#string</em> <em></em>
<a id="#(FSM)._StartState" > <a id="#(FSM)._StartState" >
<strong>FSM._StartState</strong> <strong>FSM._StartState</strong>
</a> </a>
@@ -1881,6 +1881,7 @@ A string defining the start state.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(FSM).current" > <a id="#(FSM).current" >
<strong>FSM.current</strong> <strong>FSM.current</strong>
</a> </a>

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@@ -211,7 +211,6 @@ on defined intervals (currently every minute).</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em>
<a id="#(MOVEMENT).AliveUnits" > <a id="#(MOVEMENT).AliveUnits" >
<strong>MOVEMENT.AliveUnits</strong> <strong>MOVEMENT.AliveUnits</strong>
</a> </a>
@@ -220,9 +219,6 @@ on defined intervals (currently every minute).</p>
<p> Contains the counter how many units are currently alive</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">

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@@ -1367,6 +1367,7 @@ The new calculated POINT_VEC2.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em></em>
<a id="#(POINT_VEC2).z" > <a id="#(POINT_VEC2).z" >
<strong>POINT_VEC2.z</strong> <strong>POINT_VEC2.z</strong>
</a> </a>

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@@ -2117,9 +2117,6 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@@ -2573,6 +2570,9 @@ when nothing was spawned.</p>
<p> Overwrite unit names by default with group name.</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@@ -2587,9 +2587,6 @@ when nothing was spawned.</p>
<p> By default, no InitLimit</p>
</dd> </dd>
</dl> </dl>
<dl class="function"> <dl class="function">
@@ -2625,7 +2622,7 @@ when nothing was spawned.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em> <em></em>
<a id="#(SPAWN).SpawnMaxGroups" > <a id="#(SPAWN).SpawnMaxGroups" >
<strong>SPAWN.SpawnMaxGroups</strong> <strong>SPAWN.SpawnMaxGroups</strong>
</a> </a>
@@ -2642,7 +2639,7 @@ when nothing was spawned.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<em>#number</em> <em></em>
<a id="#(SPAWN).SpawnMaxUnitsAlive" > <a id="#(SPAWN).SpawnMaxUnitsAlive" >
<strong>SPAWN.SpawnMaxUnitsAlive</strong> <strong>SPAWN.SpawnMaxUnitsAlive</strong>
</a> </a>

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@@ -179,18 +179,7 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
<tr> <tr>
<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td> <td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
<td class="summary"> <td class="summary">
<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Ground</strong> -- <br/> <p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
<strong>Management of logical cargo objects, that can be transported from and to transportation carriers.</strong></p>
<p><img src="..\Presentations\AI_CARGO\CARGO.JPG" alt="Banner Image"/></p>
<hr/>
<p>Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):</p>
<ul>
<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>
</ul>
</td> </td>
</tr> </tr>
<tr> <tr>