* Change call order to move troops, vehicle on `onafter..` internally
* added pseudo-function for "OnBefore..."
This commit is contained in:
Applevangelist 2022-11-13 13:37:55 +01:00
parent 09b86d6fdf
commit 2664c36a14

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@ -583,6 +583,7 @@ do
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`.
-- @field #boolean debug
-- @extends Core.Fsm#FSM
--- *Combat Troop & Logistics Deployment (CTLD): Everyone wants to be a POG, until there\'s POG stuff to be done.* (Mil Saying)
@ -1072,12 +1073,12 @@ CTLD.UnitTypes = {
--Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
}
--- CTLD class version.
-- @field #string version
CTLD.version="1.0.18"
CTLD.version="1.0.19"
--- Instantiate a new CTLD.
-- @param #CTLD self
@ -1312,6 +1313,92 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- FSM Function OnBeforeTroopsPickedUp.
-- @function [parent=#CTLD] OnBeforeTroopsPickedUp
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsExtracted.
-- @function [parent=#CTLD] OnBeforeTroopsExtracted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnBeforeCratesPickedUp.
-- @function [parent=#CTLD] OnBeforeCratesPickedUp
-- @param #CTLD self
-- @param #string From State .
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsDeployed.
-- @function [parent=#CTLD] OnBeforeTroopsDeployed
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
--- FSM Function OnBeforeCratesDropped.
-- @function [parent=#CTLD] OnBeforeCratesDropped
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
-- @return #CTLD self
--- FSM Function OnBeforeCratesBuild.
-- @function [parent=#CTLD] OnBeforeCratesBuild
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnBeforeCratesRepaired.
-- @function [parent=#CTLD] OnBeforeCratesRepaired
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
-- @return #CTLD self
--- FSM Function OnBeforeTroopsRTB.
-- @function [parent=#CTLD] OnBeforeTroopsRTB
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
--- FSM Function OnAfterTroopsPickedUp.
-- @function [parent=#CTLD] OnAfterTroopsPickedUp
-- @param #CTLD self
@ -2590,9 +2677,7 @@ function CTLD:_UnloadTroops(Group, Unit)
:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
if self.movetroopstowpzone and type ~= CTLD_CARGO.Enum.ENGINEERS then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter],type)
end -- template loop
cargo:SetWasDropped(true)
-- engineering group?
@ -2604,7 +2689,6 @@ function CTLD:_UnloadTroops(Group, Unit)
else
self:_SendMessage(string.format("Dropped Troops %s into action!",name), 10, false, Group)
end
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter])
end -- if type end
end -- cargotable loop
else -- droppingatbase
@ -2958,9 +3042,6 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
if Repair then
self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
else
@ -3428,11 +3509,11 @@ function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon, Shiplength, Ship
end
if Type == CTLD.CargoZoneType.SHIP then
local Ship = UNIT:FindByName(Name)
if not Ship then
self:E(self.lid.."**** Ship does not exist: "..Name)
return self
end
local Ship = UNIT:FindByName(Name)
if not Ship then
self:E(self.lid.."**** Ship does not exist: "..Name)
return self
end
end
local ctldzone = {} -- #CTLD.CargoZone
@ -3696,7 +3777,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
zonecoord = ZoneUNIT:GetCoordinate()
zoneradius = czone.shiplength
zonewidth = czone.shipwidth
zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2)
zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2)
elseif ZONE:FindByName(zonename) then
zone = ZONE:FindByName(zonename)
self:T("Checking Zone: "..zonename)
@ -4215,7 +4296,7 @@ end
self.EngineersInField[self.Engineers] = CTLD_ENGINEERING:New(name, grpname)
end
if self.eventoninject then
self:__TroopsDeployed(1,nil,nil,self.DroppedTroops[self.TroopCounter])
self:__TroopsDeployed(1,nil,nil,self.DroppedTroops[self.TroopCounter],type)
end
end -- if type end
return self
@ -4282,9 +4363,6 @@ end
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
if self.eventoninject then
self:__CratesBuild(1,nil,nil,self.DroppedTroops[self.TroopCounter])
end
@ -4491,6 +4569,24 @@ end
return self
end
--- (Internal) FSM Function onafterTroopsDeployed.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @param #CTLD.CargoZoneType Type Type of Cargo deployed
-- @return #CTLD self
function CTLD:onafterTroopsDeployed(From, Event, To, Group, Unit, Troops, Type)
self:T({From, Event, To})
if self.movetroopstowpzone and Type ~= CTLD_CARGO.Enum.ENGINEERS then
self:_MoveGroupToZone(Troops)
end
return self
end
--- (Internal) FSM Function onbeforeCratesDropped.
-- @param #CTLD self
-- @param #string From State.
@ -4540,6 +4636,23 @@ end
return self
end
--- (Internal) FSM Function onafterCratesBuild.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
function CTLD:onafterCratesBuild(From, Event, To, Group, Unit, Vehicle)
self:T({From, Event, To})
if self.movetroopstowpzone then
self:_MoveGroupToZone(Vehicle)
end
return self
end
--- (Internal) FSM Function onbeforeTroopsRTB.
-- @param #CTLD self
-- @param #string From State.