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First prototype of AI_CARGO_TROOPS
This commit is contained in:
commit
395923eb07
247
Moose Development/Moose/AI/AI_Cargo_Troops.lua
Normal file
247
Moose Development/Moose/AI/AI_Cargo_Troops.lua
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@ -0,0 +1,247 @@
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--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI_Cargo_Troops
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--- @type AI_CARGO_TROOPS
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
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--
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-- ===
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--
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-- @field #AI_CARGO_TROOPS
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AI_CARGO_TROOPS = {
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ClassName = "AI_CARGO_TROOPS",
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Coordinate = nil -- Core.Point#COORDINATE,
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}
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--- Creates a new AI_CARGO_TROOPS object
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-- @param #AI_CARGO_TROOPS self
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
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self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
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self.CargoGroup = CargoGroup -- Core.Cargo#CARGO_GROUP
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self.CombatRadius = CombatRadius
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:SetStartState( "UnLoaded" )
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self:AddTransition( "*", "Load", "Boarding" )
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self:AddTransition( "Boarding", "Board", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Guarding" )
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self:__Monitor( 1 )
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self:__Load( 1 )
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return self
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end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO_TROOPS self
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:FollowToCarrier( Me )
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self = Me
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self:F( { self = self:GetClassNameAndID(), CargoGroup = self.CargoGroup:GetName() } )
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-- We check if the Cargo is near to the CargoCarrier.
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if self.CargoGroup:IsNear( self.CargoCarrier, 5 ) then
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-- The Cargo does not need to follow the Carrier.
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self:Guard()
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else
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-- The Cargo needs to continue to follow the Carrier.
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if self:Is( "Following" ) then
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoGroup.CargoSet:ForEach(
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--- @param Core.Cargo#CARGO Cargo
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function( Cargo )
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local CargoUnit = Cargo.CargoObject -- Wrapper.Unit#UNIT
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self:F( { UnitName = CargoUnit:GetName() } )
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if CargoUnit:IsAlive() then
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local InfantryGroup = CargoUnit:GetGroup()
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self:F( { GroupName = 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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table.insert( Waypoints, FromGround )
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local ToCoord = self.CargoCarrier:GetCoordinate()
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", self )
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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 ) -- 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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)
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end
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if self.CarrierCoordinate then
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local Coordinate = CargoCarrier: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( "Guarding" ) then
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-- There are no enemies within combat range. Load the CargoCarrier.
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self:__Load( 1 )
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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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end
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end
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if self:Is( "Guarding" ) then
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if not self.CargoGroup:IsNear( CargoCarrier, 5 ) then
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self:Follow()
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end
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end
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end
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self.CarrierCoordinate = CargoCarrier:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteStop()
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self:Board()
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self.CargoGroup:Board( CargoCarrier, 100 )
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterBoard( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:F({ IsLoaded = self.CargoGroup:IsLoaded() } )
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if not self.CargoGroup:IsLoaded() then
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self:__Board( 1 )
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else
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self:__Loaded( 1 )
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end
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterLoaded( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteResume()
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterUnload( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteStop()
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self.CargoGroup:UnBoard( )
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self:__Unboard( 1 )
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterUnboard( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if not self.CargoGroup:IsUnLoaded() then
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self:__Unboard( 1 )
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else
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self:Unloaded()
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end
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:Guard()
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self.CargoCarrier = CargoCarrier
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CargoCarrier:RouteResume()
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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self:F( "Follow" )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:FollowToCarrier( self )
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end
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end
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@ -491,17 +491,22 @@ end
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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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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-- @return #boolean
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function CARGO:IsNear( PointVec2, NearRadius )
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function CARGO:IsNear( PointVec2, NearRadius )
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self:F( { PointVec2, NearRadius } )
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self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } )
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--local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
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if self.CargoObject:IsAlive() then
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local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
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--local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
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self:T( Distance )
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self:F( { CargoObjectName = self.CargoObject:GetName() } )
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self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
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if Distance <= NearRadius then
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self:F( { PointVec2 = PointVec2:GetVec2() } )
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return true
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local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
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else
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self:T( Distance )
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return false
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if Distance <= NearRadius then
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return true
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end
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end
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end
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return false
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end
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end
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--- Get the current PointVec2 of the cargo.
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--- Get the current PointVec2 of the cargo.
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@ -746,7 +751,7 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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NearRadius = NearRadius or 100
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local Angle = 180
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local Angle = 180
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local Speed = 60
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local Speed = 60
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@ -804,7 +809,7 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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NearRadius = NearRadius or 100
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local Angle = 180
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local Angle = 180
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local Speed = 10
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local Speed = 10
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@ -831,7 +836,7 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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NearRadius = NearRadius or 100
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self.CargoInAir = self.CargoObject:InAir()
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self.CargoInAir = self.CargoObject:InAir()
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@ -1149,298 +1154,299 @@ do -- CARGO_GROUP
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ClassName = "CARGO_GROUP",
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ClassName = "CARGO_GROUP",
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}
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}
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--- CARGO_GROUP constructor.
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--- CARGO_GROUP constructor.
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-- @param #CARGO_GROUP self
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Group#GROUP CargoGroup
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-- @param Wrapper.Group#GROUP CargoGroup
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-- @param #string Type
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-- @param #string Type
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-- @param #string Name
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-- @param #string Name
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-- @param #number ReportRadius (optional)
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-- @param #number ReportRadius (optional)
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-- @param #number NearRadius (optional)
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-- @param #number NearRadius (optional)
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-- @return #CARGO_GROUP
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-- @return #CARGO_GROUP
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function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
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function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
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self:F( { Type, Name, ReportRadius } )
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self:F( { Type, Name, ReportRadius } )
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self.CargoObject = CargoGroup
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self:SetDeployed( false )
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self.CargoGroup = CargoGroup
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local WeightGroup = 0
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self.CargoObject = CargoGroup
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self:SetDeployed( false )
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self.CargoGroup = CargoGroup
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local WeightGroup = 0
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for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do
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local Unit = UnitData -- Wrapper.Unit#UNIT
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local WeightUnit = Unit:GetDesc().massEmpty
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WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit )
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self.CargoSet:Add( CargoUnit:GetName(), CargoUnit )
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end
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for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do
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self:SetWeight( WeightGroup )
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local Unit = UnitData -- Wrapper.Unit#UNIT
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local WeightUnit = Unit:GetDesc().massEmpty
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self:T( { "Weight Cargo", WeightGroup } )
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WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit )
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-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
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self.CargoSet:Add( CargoUnit:GetName(), CargoUnit )
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_EVENTDISPATCHER:CreateEventNewCargo( self )
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self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
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self:SetEventPriority( 4 )
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return self
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end
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end
|
||||||
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|
||||||
self:SetWeight( WeightGroup )
|
--- @param #CARGO_GROUP self
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||||||
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-- @param Core.Event#EVENTDATA EventData
|
||||||
|
function CARGO_GROUP:OnEventCargoDead( EventData )
|
||||||
|
|
||||||
self:T( { "Weight Cargo", WeightGroup } )
|
local Destroyed = false
|
||||||
|
|
||||||
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
|
if self:IsDestroyed() or self:IsUnLoaded() then
|
||||||
_EVENTDISPATCHER:CreateEventNewCargo( self )
|
|
||||||
|
|
||||||
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
|
|
||||||
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
|
|
||||||
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
|
|
||||||
|
|
||||||
self:SetEventPriority( 4 )
|
|
||||||
|
|
||||||
return self
|
|
||||||
end
|
|
||||||
|
|
||||||
--- @param #CARGO_GROUP self
|
|
||||||
-- @param Core.Event#EVENTDATA EventData
|
|
||||||
function CARGO_GROUP:OnEventCargoDead( EventData )
|
|
||||||
|
|
||||||
local Destroyed = false
|
|
||||||
|
|
||||||
if self:IsDestroyed() or self:IsUnLoaded() then
|
|
||||||
Destroyed = true
|
|
||||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
|
||||||
local Cargo = CargoData -- #CARGO
|
|
||||||
if Cargo:IsAlive() then
|
|
||||||
Destroyed = false
|
|
||||||
else
|
|
||||||
Cargo:Destroyed()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
else
|
|
||||||
local CarrierName = self.CargoCarrier:GetName()
|
|
||||||
if CarrierName == EventData.IniDCSUnitName then
|
|
||||||
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
|
|
||||||
Destroyed = true
|
Destroyed = true
|
||||||
self.CargoCarrier:ClearCargo()
|
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||||
|
local Cargo = CargoData -- #CARGO
|
||||||
|
if Cargo:IsAlive() then
|
||||||
|
Destroyed = false
|
||||||
|
else
|
||||||
|
Cargo:Destroyed()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
local CarrierName = self.CargoCarrier:GetName()
|
||||||
|
if CarrierName == EventData.IniDCSUnitName then
|
||||||
|
MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
|
||||||
|
Destroyed = true
|
||||||
|
self.CargoCarrier:ClearCargo()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
|
||||||
|
|
||||||
if Destroyed then
|
|
||||||
self:Destroyed()
|
|
||||||
self:E( { "Cargo group destroyed" } )
|
|
||||||
end
|
|
||||||
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Enter Boarding State.
|
|
||||||
-- @param #CARGO_GROUP self
|
|
||||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
||||||
-- @param #string Event
|
|
||||||
-- @param #string From
|
|
||||||
-- @param #string To
|
|
||||||
function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
|
||||||
self:F( { CargoCarrier.UnitName, From, Event, To } )
|
|
||||||
|
|
||||||
local NearRadius = NearRadius or 25
|
|
||||||
|
|
||||||
if From == "UnLoaded" then
|
|
||||||
|
|
||||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
|
||||||
self.CargoSet:ForEach(
|
|
||||||
function( Cargo, ... )
|
|
||||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
|
||||||
end, ...
|
|
||||||
)
|
|
||||||
|
|
||||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
if Destroyed then
|
||||||
|
self:Destroyed()
|
||||||
|
self:E( { "Cargo group destroyed" } )
|
||||||
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Enter Loaded State.
|
--- Enter Boarding State.
|
||||||
-- @param #CARGO_GROUP self
|
-- @param #CARGO_GROUP self
|
||||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||||
-- @param #string Event
|
-- @param #string Event
|
||||||
-- @param #string From
|
-- @param #string From
|
||||||
-- @param #string To
|
-- @param #string To
|
||||||
function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
|
function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||||
self:F( { From, Event, To, CargoCarrier, ...} )
|
self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||||
|
|
||||||
|
local NearRadius = NearRadius or 25
|
||||||
|
|
||||||
|
if From == "UnLoaded" then
|
||||||
|
|
||||||
if From == "UnLoaded" then
|
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||||
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
self.CargoSet:ForEach(
|
||||||
|
function( Cargo, ... )
|
||||||
|
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||||
|
end, ...
|
||||||
|
)
|
||||||
|
|
||||||
|
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Enter Loaded State.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||||
|
-- @param #string Event
|
||||||
|
-- @param #string From
|
||||||
|
-- @param #string To
|
||||||
|
function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
|
||||||
|
self:F( { From, Event, To, CargoCarrier, ...} )
|
||||||
|
|
||||||
|
if From == "UnLoaded" then
|
||||||
|
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
||||||
|
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||||
|
Cargo:Load( CargoCarrier )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--self.CargoObject:Destroy()
|
||||||
|
self.CargoCarrier = CargoCarrier
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Leave Boarding State.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||||
|
-- @param #string Event
|
||||||
|
-- @param #string From
|
||||||
|
-- @param #string To
|
||||||
|
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||||
|
self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||||
|
|
||||||
|
local NearRadius = NearRadius or 100
|
||||||
|
|
||||||
|
local Boarded = true
|
||||||
|
local Cancelled = false
|
||||||
|
local Dead = true
|
||||||
|
|
||||||
|
self.CargoSet:Flush()
|
||||||
|
|
||||||
|
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||||
Cargo:Load( CargoCarrier )
|
self:T( { Cargo:GetName(), Cargo.current } )
|
||||||
end
|
|
||||||
end
|
|
||||||
|
if not Cargo:is( "Loaded" )
|
||||||
|
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
||||||
|
Boarded = false
|
||||||
|
end
|
||||||
|
|
||||||
|
if Cargo:is( "UnLoaded" ) then
|
||||||
|
Cancelled = true
|
||||||
|
end
|
||||||
|
|
||||||
--self.CargoObject:Destroy()
|
if not Cargo:is( "Destroyed" ) then
|
||||||
self.CargoCarrier = CargoCarrier
|
Dead = false
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
end
|
if not Dead then
|
||||||
|
|
||||||
--- Leave Boarding State.
|
if not Cancelled then
|
||||||
-- @param #CARGO_GROUP self
|
if not Boarded then
|
||||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||||
-- @param #string Event
|
else
|
||||||
-- @param #string From
|
self:F("Group Cargo is loaded")
|
||||||
-- @param #string To
|
self:__Load( 1, CargoCarrier, ... )
|
||||||
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
end
|
||||||
self:F( { CargoCarrier.UnitName, From, Event, To } )
|
|
||||||
|
|
||||||
local NearRadius = NearRadius or 25
|
|
||||||
|
|
||||||
local Boarded = true
|
|
||||||
local Cancelled = false
|
|
||||||
local Dead = true
|
|
||||||
|
|
||||||
self.CargoSet:Flush()
|
|
||||||
|
|
||||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
|
||||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
|
||||||
self:T( { Cargo:GetName(), Cargo.current } )
|
|
||||||
|
|
||||||
|
|
||||||
if not Cargo:is( "Loaded" )
|
|
||||||
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
|
||||||
Boarded = false
|
|
||||||
end
|
|
||||||
|
|
||||||
if Cargo:is( "UnLoaded" ) then
|
|
||||||
Cancelled = true
|
|
||||||
end
|
|
||||||
|
|
||||||
if not Cargo:is( "Destroyed" ) then
|
|
||||||
Dead = false
|
|
||||||
end
|
|
||||||
|
|
||||||
end
|
|
||||||
|
|
||||||
if not Dead then
|
|
||||||
|
|
||||||
if not Cancelled then
|
|
||||||
if not Boarded then
|
|
||||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
|
||||||
else
|
else
|
||||||
self:__Load( 1, CargoCarrier, ... )
|
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
|
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
|
||||||
end
|
end
|
||||||
else
|
|
||||||
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
|
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
--- Get the amount of cargo units in the group.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
--- Get the amount of cargo units in the group.
|
-- @return #CARGO_GROUP
|
||||||
-- @param #CARGO_GROUP self
|
function CARGO_GROUP:GetCount()
|
||||||
-- @return #CARGO_GROUP
|
return self.CargoSet:Count()
|
||||||
function CARGO_GROUP:GetCount()
|
|
||||||
return self.CargoSet:Count()
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
--- Enter UnBoarding State.
|
|
||||||
-- @param #CARGO_GROUP self
|
|
||||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
|
||||||
-- @param #string Event
|
|
||||||
-- @param #string From
|
|
||||||
-- @param #string To
|
|
||||||
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
|
||||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
|
||||||
|
|
||||||
NearRadius = NearRadius or 25
|
|
||||||
|
|
||||||
local Timer = 1
|
|
||||||
|
|
||||||
if From == "Loaded" then
|
|
||||||
|
|
||||||
if self.CargoObject then
|
|
||||||
self.CargoObject:Destroy()
|
|
||||||
end
|
|
||||||
|
|
||||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
|
||||||
self.CargoSet:ForEach(
|
|
||||||
function( Cargo, NearRadius )
|
|
||||||
|
|
||||||
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
|
||||||
Timer = Timer + 10
|
|
||||||
end, { NearRadius }
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Leave UnBoarding State.
|
--- Enter UnBoarding State.
|
||||||
-- @param #CARGO_GROUP self
|
-- @param #CARGO_GROUP self
|
||||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||||
-- @param #string Event
|
-- @param #string Event
|
||||||
-- @param #string From
|
-- @param #string From
|
||||||
-- @param #string To
|
-- @param #string To
|
||||||
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||||
|
|
||||||
--local NearRadius = NearRadius or 25
|
NearRadius = NearRadius or 100
|
||||||
|
|
||||||
local Angle = 180
|
local Timer = 1
|
||||||
local Speed = 10
|
|
||||||
local Distance = 5
|
if From == "Loaded" then
|
||||||
|
|
||||||
if From == "UnBoarding" then
|
if self.CargoObject then
|
||||||
local UnBoarded = true
|
self.CargoObject:Destroy()
|
||||||
|
|
||||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
|
||||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
|
||||||
self:T( Cargo.current )
|
|
||||||
if not Cargo:is( "UnLoaded" ) then
|
|
||||||
UnBoarded = false
|
|
||||||
end
|
end
|
||||||
end
|
|
||||||
|
|
||||||
if UnBoarded then
|
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||||
return true
|
self.CargoSet:ForEach(
|
||||||
else
|
function( Cargo, NearRadius )
|
||||||
|
|
||||||
|
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
||||||
|
Timer = Timer + 10
|
||||||
|
end, { NearRadius }
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||||
end
|
end
|
||||||
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- UnBoard Event.
|
--- Leave UnBoarding State.
|
||||||
-- @param #CARGO_GROUP self
|
-- @param #CARGO_GROUP self
|
||||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||||
-- @param #string Event
|
-- @param #string Event
|
||||||
-- @param #string From
|
-- @param #string From
|
||||||
-- @param #string To
|
-- @param #string To
|
||||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||||
|
|
||||||
--local NearRadius = NearRadius or 25
|
--local NearRadius = NearRadius or 25
|
||||||
|
|
||||||
self:__UnLoad( 1, ToPointVec2, ... )
|
local Angle = 180
|
||||||
end
|
local Speed = 10
|
||||||
|
local Distance = 5
|
||||||
|
|
||||||
|
if From == "UnBoarding" then
|
||||||
--- Enter UnLoaded State.
|
local UnBoarded = true
|
||||||
-- @param #CARGO_GROUP self
|
|
||||||
-- @param Core.Point#POINT_VEC2
|
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||||
-- @param #string Event
|
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||||
-- @param #string From
|
self:T( Cargo.current )
|
||||||
-- @param #string To
|
if not Cargo:is( "UnLoaded" ) then
|
||||||
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
UnBoarded = false
|
||||||
self:F( { From, Event, To, ToPointVec2 } )
|
end
|
||||||
|
|
||||||
if From == "Loaded" then
|
|
||||||
|
|
||||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
|
||||||
self.CargoSet:ForEach(
|
|
||||||
function( Cargo )
|
|
||||||
--Cargo:UnLoad( ToPointVec2 )
|
|
||||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10)
|
|
||||||
Cargo:UnLoad( RandomVec2 )
|
|
||||||
end
|
end
|
||||||
)
|
|
||||||
|
if UnBoarded then
|
||||||
|
return true
|
||||||
|
else
|
||||||
|
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||||
|
end
|
||||||
|
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- UnBoard Event.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
|
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||||
|
-- @param #string Event
|
||||||
|
-- @param #string From
|
||||||
|
-- @param #string To
|
||||||
|
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||||
|
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||||
|
|
||||||
end
|
--local NearRadius = NearRadius or 25
|
||||||
|
|
||||||
|
self:__UnLoad( 1, ToPointVec2, ... )
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
--- Enter UnLoaded State.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
|
-- @param Core.Point#POINT_VEC2
|
||||||
|
-- @param #string Event
|
||||||
|
-- @param #string From
|
||||||
|
-- @param #string To
|
||||||
|
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
||||||
|
self:F( { From, Event, To, ToPointVec2 } )
|
||||||
|
|
||||||
|
if From == "Loaded" then
|
||||||
|
|
||||||
|
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||||
|
self.CargoSet:ForEach(
|
||||||
|
function( Cargo )
|
||||||
|
--Cargo:UnLoad( ToPointVec2 )
|
||||||
|
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10)
|
||||||
|
Cargo:UnLoad( RandomVec2 )
|
||||||
|
end
|
||||||
|
)
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Respawn the cargo when destroyed
|
--- Respawn the cargo when destroyed
|
||||||
@ -1458,6 +1464,43 @@ end
|
|||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Route Cargo to Coordinate and randomize locations.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
|
-- @param Core.Point#COORDINATE Coordinate
|
||||||
|
function CARGO_GROUP:RouteTo( Coordinate )
|
||||||
|
self:F( {Coordinate = Coordinate } )
|
||||||
|
|
||||||
|
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||||
|
self.CargoSet:ForEach(
|
||||||
|
function( Cargo )
|
||||||
|
Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
|
||||||
|
end
|
||||||
|
)
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Check if Cargo is near to the Carrier.
|
||||||
|
-- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.
|
||||||
|
-- @param #CARGO_GROUP self
|
||||||
|
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||||
|
-- @param #number NearRadius
|
||||||
|
-- @return #boolean The Cargo is near to the Carrier.
|
||||||
|
-- @return #nil The Cargo is not near to the Carrier.
|
||||||
|
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
|
||||||
|
self:F( {NearRadius = NearRadius } )
|
||||||
|
|
||||||
|
local FirstCargo = self.CargoSet:GetFirst() -- #CARGO
|
||||||
|
|
||||||
|
if FirstCargo then
|
||||||
|
if FirstCargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
|
||||||
|
self:F( "Near" )
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
end -- CARGO_GROUP
|
end -- CARGO_GROUP
|
||||||
|
|
||||||
|
|||||||
@ -192,6 +192,20 @@ do -- COORDINATE
|
|||||||
return self
|
return self
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- COORDINATE constructor.
|
||||||
|
-- @param #COORDINATE self
|
||||||
|
-- @param #COORDINATE Coordinate.
|
||||||
|
-- @return #COORDINATE
|
||||||
|
function COORDINATE:NewFromCoordinate( Coordinate )
|
||||||
|
|
||||||
|
local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE
|
||||||
|
self.x = Coordinate.x
|
||||||
|
self.y = Coordinate.y
|
||||||
|
self.z = Coordinate.z
|
||||||
|
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
--- Create a new COORDINATE object from Vec2 coordinates.
|
--- Create a new COORDINATE object from Vec2 coordinates.
|
||||||
-- @param #COORDINATE self
|
-- @param #COORDINATE self
|
||||||
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
|
-- @param Dcs.DCSTypes#Vec2 Vec2 The Vec2 point.
|
||||||
@ -241,6 +255,25 @@ do -- COORDINATE
|
|||||||
return { x = self.x, y = self.z }
|
return { x = self.x, y = self.z }
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
--- Returns if the 2 coordinates are at the same 2D position.
|
||||||
|
-- @param #COORDINATE self
|
||||||
|
-- @param #COORDINATE Coordinate
|
||||||
|
-- @param #number Precision
|
||||||
|
-- @return #boolean true if at the same position.
|
||||||
|
function COORDINATE:IsAtCoordinate2D( Coordinate, Precision )
|
||||||
|
|
||||||
|
self:F( { Coordinate = Coordinate:GetVec2() } )
|
||||||
|
self:F( { self = self:GetVec2() } )
|
||||||
|
|
||||||
|
local x = Coordinate.x
|
||||||
|
local z = Coordinate.z
|
||||||
|
|
||||||
|
return x - Precision <= self.x and x + Precision >= self.x and z - Precision <= self.z and z + Precision >= self.z
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--TODO: check this to replace
|
--TODO: check this to replace
|
||||||
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
|
--- Calculate the distance from a reference @{DCSTypes#Vec2}.
|
||||||
-- @param #COORDINATE self
|
-- @param #COORDINATE self
|
||||||
|
|||||||
@ -1908,6 +1908,28 @@ function CONTROLLABLE:Route( Route, DelaySeconds )
|
|||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
--- Stops the movement of the vehicle on the route.
|
||||||
|
-- @param #CONTROLLABLE self
|
||||||
|
-- @return #CONTROLLABLE
|
||||||
|
function CONTROLLABLE:RouteStop()
|
||||||
|
self:F2()
|
||||||
|
|
||||||
|
local CommandStop = self:CommandStopRoute( true )
|
||||||
|
self:SetCommand( CommandStop )
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Resumes the movement of the vehicle on the route.
|
||||||
|
-- @param #CONTROLLABLE self
|
||||||
|
-- @return #CONTROLLABLE
|
||||||
|
function CONTROLLABLE:RouteResume()
|
||||||
|
self:F2()
|
||||||
|
|
||||||
|
local CommandResume = self:CommandStopRoute( false )
|
||||||
|
self:SetCommand( CommandResume )
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
--- Make the GROUND Controllable to drive towards a specific point.
|
--- Make the GROUND Controllable to drive towards a specific point.
|
||||||
-- @param #CONTROLLABLE self
|
-- @param #CONTROLLABLE self
|
||||||
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
|
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user