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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
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This commit is contained in:
@@ -83,12 +83,12 @@ AI_CARGO = {
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-- @param Core.Set#SET_CARGO CargoSet
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-- @param #number CombatRadius
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-- @return #AI_CARGO
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function AI_CARGO:New( Carrier, CargoSet, CombatRadius )
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function AI_CARGO:New( Carrier, CargoSet )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
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self.CargoSet = CargoSet -- Core.Set#SET_CARGO
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self.CombatRadius = CombatRadius
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self.CargoCarrier = Carrier -- Wrapper.Group#GROUP
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self:SetStartState( "Unloaded" )
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@@ -105,14 +105,6 @@ function AI_CARGO:New( Carrier, CargoSet, CombatRadius )
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self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
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self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Unloaded" )
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self:AddTransition( "*", "Home", "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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--- Pickup Handler OnBefore for AI_CARGO
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-- @function [parent=#AI_CARGO] OnBeforePickup
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-- @param #AI_CARGO self
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@@ -194,11 +186,6 @@ function AI_CARGO:New( Carrier, CargoSet, CombatRadius )
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-- @param #string Event
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-- @param #string To
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self:__Monitor( 1 )
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self:SetCarrier( Carrier )
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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CarrierUnit:SetCargoBayWeightLimit()
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end
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@@ -210,53 +197,6 @@ function AI_CARGO:New( Carrier, CargoSet, CombatRadius )
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end
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--- Set the Carrier.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @return #AI_CARGO
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function AI_CARGO:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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CargoCarrier:HandleEvent( EVENTS.Hit )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO" )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroops:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Destroyed()
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end
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end
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end
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function CargoCarrier:OnEventHit( EventData )
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self:F({"hit"})
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local AICargoTroops = self:GetState( self, "AI_CARGO" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Unload( false )
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:Guard()
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return self
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end
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function AI_CARGO:IsTransporting()
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@@ -268,144 +208,6 @@ function AI_CARGO:IsRelocating()
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return self.Relocating == true
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Group#GROUP NewCarrier
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function AI_CARGO:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttribute( "Trucks" ) then
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return NearUnit:GetGroup()
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end
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end
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end
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return nil
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end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO self
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-- @param #AI_CARGO Me
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-- @param Wrapper.Unit#UNIT CarrierUnit
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO
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function AI_CARGO:FollowToCarrier( Me, CarrierUnit, CargoGroup )
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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--if self:Is( "Following" ) then
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if CarrierUnit:IsAlive() then
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CarrierUnit, 25 ) ) then
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CarrierUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO.FollowToCarrier", Me, CarrierUnit, CargoGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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end
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end
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--- On after Monitor event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO:onafterMonitor( Carrier, From, Event, To )
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self:F( { Carrier, From, Event, To } )
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if Carrier and Carrier:IsAlive() then
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if self.CarrierCoordinate then
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if self:IsRelocating() == true then
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local Coordinate = Carrier: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 range. 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 range. Unload the CargoCarrier.
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self:__Unload( 1 )
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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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if self:Is( "Following" ) then
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for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsAlive() then
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if not Cargo:IsNear( CarrierUnit, 40 ) then
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CarrierUnit: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( CarrierUnit, 25 ) then
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CarrierUnit: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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end
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end
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end
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end
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end
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end
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self.CarrierCoordinate = Carrier:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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--- On before Load event.
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@@ -489,7 +291,6 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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if not Loaded then
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-- If the cargo wasn't loaded in one of the carriers, then we need to stop the loading.
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break
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end
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end
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@@ -678,146 +479,3 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone )
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end
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--- On after Follow event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO:onafterFollow( Carrier, From, Event, To )
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self:F( { Carrier, From, Event, To } )
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self:F( "Follow" )
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if Carrier and Carrier:IsAlive() then
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for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsUnLoaded() then
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self:FollowToCarrier( self, CarrierUnit, Cargo )
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CarrierUnit:RouteResume()
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end
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end
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end
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end
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--- @param #AI_CARGO
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-- @param Wrapper.Group#GROUP Carrier
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function AI_CARGO._Pickup( Carrier, self, PickupZone )
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Carrier:F( { "AI_CARGO._Pickup:", Carrier:GetName() } )
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if Carrier:IsAlive() then
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self:Load( PickupZone)
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end
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end
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function AI_CARGO._Deploy( Carrier, self, Coordinate, DeployZone )
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Carrier:F( { "AI_CARGO._Deploy:", Carrier } )
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if Carrier:IsAlive() then
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self:Unload( DeployZone )
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end
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end
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--- On after Pickup event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate of the pickup point.
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-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO:onafterPickup( Carrier, From, Event, To, Coordinate, Speed, PickupZone )
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if Carrier and Carrier:IsAlive() then
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if Coordinate then
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self.RoutePickup = true
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local _speed=Speed or Carrier:GetSpeedMax()*0.5
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local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
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local TaskFunction = Carrier:TaskFunction( "AI_CARGO._Pickup", self, PickupZone )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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Carrier:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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else
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AI_CARGO._Pickup( Carrier, self, PickupZone )
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end
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self.Relocating = true
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self.Transporting = false
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end
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end
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--- On after Deploy event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate Deploy place.
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-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
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function AI_CARGO:onafterDeploy( Carrier, From, Event, To, Coordinate, Speed, DeployZone )
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if Carrier and Carrier:IsAlive() then
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self.RouteDeploy = true
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local _speed=Speed or Carrier:GetSpeedMax()*0.5
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local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
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local TaskFunction = Carrier:TaskFunction( "AI_CARGO._Deploy", self, Coordinate, DeployZone )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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Carrier:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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self.Relocating = false
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self.Transporting = true
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end
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end
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--- On after Home event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate Home place.
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-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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function AI_CARGO:onafterHome( Carrier, From, Event, To, Coordinate, Speed )
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if Carrier and Carrier:IsAlive() ~= nil then
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self.RouteHome = true
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local _speed=Speed or Carrier:GetSpeedMax()*0.5
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local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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