This commit is contained in:
Sven Van de Velde
2016-08-03 11:41:52 +02:00
parent 0a5d2a38c5
commit 2d17825268
3 changed files with 529 additions and 182 deletions

View File

@@ -1,17 +1,227 @@
--- CARGO Classes
-- @module CARGO
--- This module contains the CARGO classes.
--
-- ===
--
-- 1) @{Cargo#CARGO_BASE} class, extends @{Base#BASE}
-- ==================================================
-- The @{#CARGO_BASE} class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined within a @{Mission}, that is available for transport, and has a life status within a simulation.
--
-- Cargo can be of various forms:
--
-- * CARGO_UNIT, represented by a @{Unit} in a @{Group}: Cargo can be represented by a Unit in a Group. Destruction of the Unit will mean that the cargo is lost.
-- * CARGO_STATIC, represented by a @{Static}: Cargo can be represented by a Static. Destruction of the Static will mean that the cargo is lost.
-- * CARGO_PACKAGE, contained in a @{Unit} of a @{Group}: Cargo can be contained within a Unit of a Group. The cargo can be **delivered** by the @{Unit}. If the Unit is destroyed, the cargo will be destroyed also.
-- * CARGO_PACKAGE, Contained in a @{Static}: Cargo can be contained within a Static. The cargo can be **collected** from the @Static. If the @{Static} is destroyed, the cargo will be destroyed.
-- * CARGO_SLINGLOAD, represented by a @{Cargo} that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost.
--
-- @module Cargo
--- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
-- These clients are defined within the Mission Orchestration Framework (MOF)
CARGOS = {}
--- @type CARGO
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
-- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg.
-- @field #number ReportRadius (optional) A number defining the radius in meters when the cargo is signalling or reporting to a Carrier.
-- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
-- @field Positionable#POSITIONABLE CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
-- @field Positionable#POSITIONABLE CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
-- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded.
-- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
CARGO = {
ClassName = "CARGO",
STATUS = {
NONE = 0,
LOADED = 1,
UNLOADED = 2,
LOADING = 3
},
Type = nil,
Name = nil,
Weight = nil,
CargoObject = nil,
CargoCarrier = nil,
Representable = false,
Slingloadable = false,
Moveable = false,
Containable = false,
}
--- Add Cargo to the mission...
function CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius ) local self = BASE:Inherit( self, BASE:New() ) -- #CARGO
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self.Type = Type
self.Name = Name
self.Weight = Weight
self.ReportRadius = ReportRadius
self.NearRadius = NearRadius
self.CargoObject = nil
self.CargoCarrier = nil
self.Representable = false
self.Slingloadable = false
self.Moveable = false
self.Containable = false
self:StatusNone()
return self
end
function CARGO:Spawn( PointVec2 )
self:F()
return self
end
function CARGO:Load( CargoObject, CargoCarrier )
self:F()
self:StatusLoaded( CargoCarrier )
return self
end
function CARGO:UnLoad( CargoCarrier, CargoObject )
self:F()
self:StatusUnLoaded( CargoObject )
return self
end
function CARGO:OnBoard( CargoObject, CargoCarrier )
self:F()
end
function CARGO:OnBoarded( CargoCarrier )
self:F()
local OnBoarded = false
return OnBoarded
end
function CARGO:IsNear( CargoCarrier, CargoObject, Radius )
self:F()
local Near = true
return Near
end
function CARGO:IsLoading()
self:F()
if self:IsStatusLoading() then
return self.Object
end
return nil
end
function CARGO:IsContained()
self:F()
if self:IsStatusContained() then
return self.Object
end
return nil
end
function CARGO:IsLandingRequired()
self:F()
return true
end
function CARGO:IsSlingLoad()
self:F()
return false
end
function CARGO:StatusNone()
self:F()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.NONE
return self
end
function CARGO:StatusLoading( Carrier )
self:F()
self.CargoClient = Carrier
self.CargoStatus = CARGO.STATUS.LOADING
self:T( "Cargo " .. self.CargoName .. " loading to Client: " .. self.CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusLoaded( Client )
self:F()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADED
self:T( "Cargo " .. self.CargoName .. " loaded in Client: " .. self.CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusUnLoaded()
self:F()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.UNLOADED
return self
end
function CARGO:IsStatusNone()
self:F()
return self.CargoStatus == CARGO.STATUS.NONE
end
function CARGO:IsStatusLoading()
self:F()
return self.CargoStatus == CARGO.STATUS.LOADING
end
function CARGO:IsStatusLoaded()
self:F()
return self.CargoStatus == CARGO.STATUS.LOADED
end
function CARGO:IsStatusUnLoaded()
self:F()
return self.CargoStatus == CARGO.STATUS.UNLOADED
end
CARGO_ZONE = {
ClassName="CARGO_ZONE",
@@ -326,180 +536,7 @@ function CARGO_ZONE:GetCargoZoneName()
return self.CargoZoneName
end
CARGO = {
ClassName = "CARGO",
STATUS = {
NONE = 0,
LOADED = 1,
UNLOADED = 2,
LOADING = 3
},
CargoClient = nil
}
--- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class...
function CARGO:New( CargoType, CargoName, CargoWeight ) local self = BASE:Inherit( self, BASE:New() )
self:F( { CargoType, CargoName, CargoWeight } )
self.CargoType = CargoType
self.CargoName = CargoName
self.CargoWeight = CargoWeight
self:StatusNone()
return self
end
function CARGO:Spawn( Client )
self:F()
return self
end
function CARGO:IsNear( Client, LandingZone )
self:F()
local Near = true
return Near
end
function CARGO:IsLoadingToClient()
self:F()
if self:IsStatusLoading() then
return self.CargoClient
end
return nil
end
function CARGO:IsLoadedInClient()
self:F()
if self:IsStatusLoaded() then
return self.CargoClient
end
return nil
end
function CARGO:UnLoad( Client, TargetZoneName )
self:F()
self:StatusUnLoaded()
return self
end
function CARGO:OnBoard( Client, LandingZone )
self:F()
local Valid = true
self.CargoClient = Client
local ClientUnit = Client:GetClientGroupDCSUnit()
return Valid
end
function CARGO:OnBoarded( Client, LandingZone )
self:F()
local OnBoarded = true
return OnBoarded
end
function CARGO:Load( Client )
self:F()
self:StatusLoaded( Client )
return self
end
function CARGO:IsLandingRequired()
self:F()
return true
end
function CARGO:IsSlingLoad()
self:F()
return false
end
function CARGO:StatusNone()
self:F()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.NONE
return self
end
function CARGO:StatusLoading( Client )
self:F()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADING
self:T( "Cargo " .. self.CargoName .. " loading to Client: " .. self.CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusLoaded( Client )
self:F()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADED
self:T( "Cargo " .. self.CargoName .. " loaded in Client: " .. self.CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusUnLoaded()
self:F()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.UNLOADED
return self
end
function CARGO:IsStatusNone()
self:F()
return self.CargoStatus == CARGO.STATUS.NONE
end
function CARGO:IsStatusLoading()
self:F()
return self.CargoStatus == CARGO.STATUS.LOADING
end
function CARGO:IsStatusLoaded()
self:F()
return self.CargoStatus == CARGO.STATUS.LOADED
end
function CARGO:IsStatusUnLoaded()
self:F()
return self.CargoStatus == CARGO.STATUS.UNLOADED
end
CARGO_GROUP = {