Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky
2018-08-23 17:24:18 +02:00
15 changed files with 633 additions and 255 deletions

View File

@@ -96,7 +96,7 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
@@ -195,8 +195,12 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:__Monitor( 1 )
self:SetCarrier( APC )
for _, APCUnit in pairs( APC:GetUnits() ) do
APCUnit:SetCargoBayWeightLimit()
end
self.Transporting = false
self.Relocating = false
@@ -412,7 +416,6 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
self:F( { APC, From, Event, To } )
local Boarding = false
self.BoardingCount = 0
if APC and APC:IsAlive() then
self.APC_Cargo = {}
@@ -424,16 +427,25 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
self:F( { "In radius", APCUnit:GetName() } )
APC:RouteStop()
--Cargo:Ungroup()
Cargo:Board( APCUnit, 25 )
self:__Board( 1, Cargo )
Boarding = true
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
break
local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
APC:RouteStop()
--Cargo:Ungroup()
Cargo:Board( APCUnit, 25 )
self:__Board( 1, Cargo )
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
Boarding = true
break
end
end
end
end
@@ -459,7 +471,31 @@ function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo )
else
self:__Loaded( 1 )
for _, APCUnit in pairs( APC:GetUnits() ) do
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( APCUnit, 25 )
self:__Board( 10, Cargo )
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
return
end
end
end
end
end
self:__Loaded( 5, Cargo )
end
end
@@ -472,7 +508,7 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To, Cargo )
self:F( { APC, From, Event, To } )
local Loaded = true
@@ -485,7 +521,6 @@ function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
Loaded = false
end
end
end
if Loaded == true then
@@ -497,6 +532,9 @@ function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
end
--- On after Unload event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
@@ -512,9 +550,12 @@ function AI_CARGO_APC:onafterUnload( APC, From, Event, To, Deployed )
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
APC:RouteStop()
for _, Cargo in pairs( APCUnit:GetCargo() ) do
Cargo:UnBoard()
self:__Unboard( 10, Cargo, Deployed )
end
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
end
end
end
end
@@ -535,6 +576,17 @@ function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo, Deployed )
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, Deployed )
else
for _, APCUnit in pairs( APC:GetUnits() ) do
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( APCUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
return
end
end
end
self:__Unloaded( 1, Cargo, Deployed )
end
end
@@ -560,22 +612,16 @@ function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
if APC and APC:IsAlive() then
for _, APCUnit in pairs( APC:GetUnits() ) do
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
local CargoCheck = self.APC_Cargo[APCUnit]
if CargoCheck then
self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
if CargoCheck:IsUnLoaded() == false then
AllUnloaded = false
break
end
local IsEmpty = APCUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
if AllUnloaded == true then
if Deployed == true then
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
Cargo:SetDeployed( true )
end
self.APC_Cargo = {}
end
self:Guard()
@@ -588,6 +634,21 @@ function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
end
--- On after Unloaded event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean All cargo unloaded.
function AI_CARGO_APC:onafterUnloaded( APC, From, Event, To, Cargo, Deployed )
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
self.Transporting = false
end
--- On after Follow event.
-- @param #AI_CARGO_APC self
@@ -633,7 +694,6 @@ function AI_CARGO_APC._Deploy( APC, self )
if APC:IsAlive() then
self:Unload( true )
self.Transporting = false
self.Relocating = false
end
end

View File

@@ -34,15 +34,15 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( { "Unloaded", "Loaded" }, "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "Unloaded", "Load", "Boarding" )
self:AddTransition( { "Unloaded", "Boarding" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
self:AddTransition( "Unboarding" , "Unloaded", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Home" , "*" )
@@ -128,6 +128,10 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
-- Set carrier.
self:SetCarrier( Airplane )
Airplane:SetCargoBayWeightLimit()
self.Relocating = true
return self
end
@@ -188,7 +192,7 @@ function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
function Airplane:OnEventEngineShutdown( EventData )
self:F("Calling")
AICargo.Relocating = false
AICargo:Landed( self.Airplane )
end
@@ -233,8 +237,6 @@ end
function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
self:F({Airplane, From, Event, To})
self:F({IsAlive=Airplane:IsAlive()})
self:F({RoutePickup=self.RoutePickup})
if Airplane and Airplane:IsAlive()~=nil then
@@ -243,12 +245,15 @@ function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
env.info("FF load airplane "..Airplane:GetName())
self:Load( Airplane:GetCoordinate() )
self.RoutePickup = false
self.Relocating = true
end
-- Aircraft was send to this airbase to deploy troops. Initiate unloading.
if self.RouteDeploy == true then
self:Unload()
self.RouteDeploy = false
self.Transporting = false
self.Relocating = false
end
end
@@ -341,8 +346,7 @@ function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Sp
-- Set destination airbase for next :Route() command.
self.Airbase = Airbase
-- Unclear?!
self.Transporting = false
self.Transporting = true
self.Relocating = false
end
@@ -358,17 +362,21 @@ end
-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate )
if Airplane and Airplane:IsAlive()~=nil then
if Airplane and Airplane:IsAlive() ~= nil then
for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
self:F({_Cargo:GetName()})
local Cargo=_Cargo --Cargo.Cargo#CARGO
local InRadius = Cargo:IsInLoadRadius( Coordinate )
if InRadius then
self:__Board( 5 )
Cargo:Board( Airplane, 25 )
self.Cargo = Cargo
break
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
self:__Board( 5, Cargo )
Cargo:Board( Airplane, 25 )
break
end
end
end
@@ -382,14 +390,48 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To )
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo )
if Airplane and Airplane:IsAlive() then
self:F({ IsLoaded = self.Cargo:IsLoaded() } )
if not self.Cargo:IsLoaded() then
self:__Board( 10 )
self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo )
else
self:__Loaded( 1 )
-- Check if another cargo can be loaded into the airplane.
for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
self:F({_Cargo:GetName()})
local Cargo =_Cargo --Cargo.Cargo#CARGO
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
-- Only when the cargo is within load radius.
local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
if InRadius then
local CargoBayFreeWeight = Airplane:GetCargoBayFreeWeight()
--local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
local CargoWeight = Cargo:GetWeight()
--local CargoVolume = Cargo:GetVolume()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
-- ok, board.
self:__Load( 5, Airplane:GetCoordinate() )
-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
--Cargo:Board( Airplane, 25 )
return
end
end
end
end
self:__Loaded( 1, Cargo )
end
end
@@ -401,13 +443,14 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To )
function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To, Cargo )
env.info("FF troops loaded into cargo plane")
if Airplane and Airplane:IsAlive() then
self:F( { "Transporting" } )
self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
end
end
@@ -420,8 +463,19 @@ end
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
if Airplane and Airplane:IsAlive() then
self.Cargo:UnBoard()
self:__Unboard( 10 )
local Cargos = Airplane:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
local Angle = 180
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
Cargo:UnBoard( CargoDeployCoordinate )
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo )
end
end
end
@@ -432,16 +486,32 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To )
function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
self:E( { "Unboard", Cargo } )
if Airplane and Airplane:IsAlive() then
if not self.Cargo:IsUnLoaded() then
self:__Unboard( 10 )
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo )
else
self:__Unloaded( 1 )
local Cargos = Airplane:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
if Cargo:IsLoaded() then
local Angle = 180
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
Cargo:UnBoard( CargoDeployCoordinate )
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo )
return
end
end
self:__Unloaded( 1, Cargo )
end
end
end
--- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished.
@@ -450,12 +520,15 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To )
-- @param Cargo.Cargo#CARGO Cargo
function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo )
self:E( { "Unloaded", Cargo } )
if Airplane and Airplane:IsAlive() then
self.Airplane = Airplane
self.Transporting = false -- This will only be executed when there is no cargo onboard anymore. The dispatcher will then kick-off the pickup cycle!
end
end
--- Route the airplane from one airport or it's current position to another airbase.

View File

@@ -405,8 +405,9 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
-- The Pickup sequence ...
-- Check if this Carrier need to go and Pickup something...
self:I( { IsTransporting = AI_Cargo:IsTransporting() } )
if AI_Cargo:IsTransporting() == false then
-- So, if the cargo bay is not full yet with cargo to be loaded ...
self:I( { IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
-- ok, so there is a free Carrier
-- now find the first cargo that is Unloaded
@@ -415,7 +416,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
for CargoName, Cargo in pairs( self.SetCargo:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
local CargoCoordinate = Cargo:GetCoordinate()
local CoordinateFree = true
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
@@ -567,14 +568,13 @@ function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, Carrier, Cargo )
end
if self.DeployAirbasesSet then
local DeployAirbase = self.DeployAirbasesSet:GetRandomAirbase()
self.AI_Cargo[Carrier]:Deploy( DeployAirbase, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
if self.AI_Cargo[Carrier]:IsTransporting() == true then
local DeployAirbase = self.DeployAirbasesSet:GetRandomAirbase()
self.AI_Cargo[Carrier]:Deploy( DeployAirbase, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
end
end
self.PickupCargo[Carrier] = nil
end

View File

@@ -101,7 +101,7 @@ AI_CARGO_DISPATCHER_APC = {
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, 500 )
--
function AI_CARGO_DISPATCHER_APC:NewWithZones( SetAPC, SetCargo, SetDeployZone, CombatRadius )
function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( SetAPC, SetCargo, SetDeployZone ) ) -- #AI_CARGO_DISPATCHER_APC

View File

@@ -20,7 +20,8 @@
-- @field #AI_CARGO_HELICOPTER
AI_CARGO_HELICOPTER = {
ClassName = "AI_CARGO_HELICOPTER",
Coordinate = nil -- Core.Point#COORDINATE,
Coordinate = nil, -- Core.Point#COORDINATE,
Helicopter_Cargo = {},
}
AI_CARGO_QUEUE = {}
@@ -43,7 +44,7 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "Unloaded", "Load", "Boarding" )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
@@ -146,6 +147,13 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
end
)
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
HelicopterUnit:SetCargoBayWeightLimit()
end
self.Relocating = false
self.Transporting = false
self:SetCarrier( Helicopter )
return self
@@ -382,24 +390,30 @@ function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
self.BoardingCount = 0
if Helicopter and Helicopter:IsAlive() then
self.Helicopter_Cargo = {}
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
if Cargo:IsUnLoaded() then
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } )
--Cargo:Ungroup()
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 1, Cargo )
Boarding = true
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Helicopter_Cargo[HelicopterUnit] = Cargo
break
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
--Cargo:Ungroup()
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 1, Cargo )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true
break
end
end
end
end
@@ -426,13 +440,65 @@ function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo )
else
self:__Loaded( 1, Cargo )
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 10, Cargo )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
return
end
end
end
end
end
self:__Loaded( 1, Cargo ) -- Will only be executed when no more cargo is boarded.
end
end
end
--- On before Loaded event. Check if cargo is loaded.
--- On before Loaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
self:F( { Helicopter, From, Event, To } )
local Loaded = true
if Helicopter and Helicopter:IsAlive() then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Helicopter:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
end
return Loaded
end
--- On after Loaded event. Check if cargo is loaded.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
@@ -440,24 +506,12 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @return #boolean Cargo is loaded.
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
function AI_CARGO_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo )
self:F( { Helicopter, From, Event, To, Cargo } )
local Loaded = true
if Helicopter and Helicopter:IsAlive() then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
self.Transporting = true
end
return Loaded
end
@@ -473,9 +527,11 @@ function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deploye
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
end
end
end
end
@@ -497,6 +553,17 @@ function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo,
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, Deployed )
else
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
return
end
end
end
self:__Unloaded( 1, Cargo, Deployed )
end
end
@@ -521,21 +588,16 @@ function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Carg
if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local CargoCheck = self.Helicopter_Cargo[HelicopterUnit] -- Cargo.Cargo#CARGO
if CargoCheck then
self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
if CargoCheck:IsUnLoaded() == false then
local IsEmpty = HelicopterUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
end
if AllUnloaded == true then
if Deployed == true then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
end
self.Helicopter_Cargo = {}
end
self.Helicopter = Helicopter