mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'develop' into FF/Develop
This commit is contained in:
@@ -96,7 +96,7 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
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self:AddTransition( "Loaded", "Deploy", "*" )
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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" }, "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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@@ -195,8 +195,12 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
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self:__Monitor( 1 )
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self:SetCarrier( APC )
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for _, APCUnit in pairs( APC:GetUnits() ) do
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APCUnit:SetCargoBayWeightLimit()
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end
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self.Transporting = false
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self.Relocating = false
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@@ -412,7 +416,6 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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local Boarding = false
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self.BoardingCount = 0
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if APC and APC:IsAlive() then
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self.APC_Cargo = {}
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@@ -424,16 +427,25 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
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if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
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if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
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self:F( { "In radius", APCUnit:GetName() } )
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APC:RouteStop()
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--Cargo:Ungroup()
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Cargo:Board( APCUnit, 25 )
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self:__Board( 1, Cargo )
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Boarding = true
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-- So now this APCUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.APC_Cargo[APCUnit] = Cargo
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break
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local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
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local CargoWeight = Cargo:GetWeight()
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self:F({CargoBayFreeWeight=CargoBayFreeWeight})
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-- Only when there is space within the bay to load the next cargo item!
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if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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APC:RouteStop()
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--Cargo:Ungroup()
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Cargo:Board( APCUnit, 25 )
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self:__Board( 1, Cargo )
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-- So now this APCUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.APC_Cargo[APCUnit] = Cargo
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Boarding = true
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break
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end
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end
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end
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end
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@@ -459,7 +471,31 @@ function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo )
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if not Cargo:IsLoaded() then
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self:__Board( 10, Cargo )
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else
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self:__Loaded( 1 )
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for _, APCUnit in pairs( APC:GetUnits() ) do
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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for _, Cargo in pairs( self.CargoSet:GetSet() ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsUnLoaded() then
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if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
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local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
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local CargoWeight = Cargo:GetWeight()
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self:F({CargoBayFreeWeight=CargoBayFreeWeight})
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-- Only when there is space within the bay to load the next cargo item!
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if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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Cargo:Board( APCUnit, 25 )
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self:__Board( 10, Cargo )
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-- So now this APCUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.APC_Cargo[APCUnit] = Cargo
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return
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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:__Loaded( 5, Cargo )
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end
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end
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@@ -472,7 +508,7 @@ end
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @return #boolean Cargo loaded.
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function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
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function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To, Cargo )
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self:F( { APC, From, Event, To } )
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local Loaded = true
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@@ -485,7 +521,6 @@ function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
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Loaded = false
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end
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end
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end
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if Loaded == true then
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@@ -497,6 +532,9 @@ function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
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end
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--- On after Unload event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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@@ -512,9 +550,12 @@ function AI_CARGO_APC:onafterUnload( APC, From, Event, To, Deployed )
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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APC:RouteStop()
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for _, Cargo in pairs( APCUnit:GetCargo() ) do
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Cargo:UnBoard()
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self:__Unboard( 10, Cargo, Deployed )
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end
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if Cargo:IsLoaded() then
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Cargo:UnBoard()
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Cargo:SetDeployed( true )
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self:__Unboard( 10, Cargo, Deployed )
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end
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end
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end
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end
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@@ -535,6 +576,17 @@ function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo, Deployed )
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if not Cargo:IsUnLoaded() then
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self:__Unboard( 10, Cargo, Deployed )
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else
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for _, APCUnit in pairs( APC:GetUnits() ) do
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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for _, Cargo in pairs( APCUnit:GetCargo() ) do
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if Cargo:IsLoaded() then
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Cargo:UnBoard()
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Cargo:SetDeployed( true )
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self:__Unboard( 10, Cargo, Deployed )
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return
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end
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end
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end
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self:__Unloaded( 1, Cargo, Deployed )
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end
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end
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@@ -560,22 +612,16 @@ function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
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if APC and APC:IsAlive() then
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for _, APCUnit in pairs( APC:GetUnits() ) do
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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local CargoCheck = self.APC_Cargo[APCUnit]
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if CargoCheck then
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self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
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if CargoCheck:IsUnLoaded() == false then
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AllUnloaded = false
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break
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end
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local IsEmpty = APCUnit:IsCargoEmpty()
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self:I({ IsEmpty = IsEmpty })
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if not IsEmpty then
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AllUnloaded = false
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break
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end
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end
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if AllUnloaded == true then
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if Deployed == true then
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for APCUnit, Cargo in pairs( self.APC_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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Cargo:SetDeployed( true )
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end
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self.APC_Cargo = {}
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end
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self:Guard()
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@@ -588,6 +634,21 @@ function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
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end
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--- On after Unloaded event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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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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-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
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-- @param #boolean Deployed Cargo is deployed.
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-- @return #boolean All cargo unloaded.
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function AI_CARGO_APC:onafterUnloaded( APC, From, Event, To, Cargo, Deployed )
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self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
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self.Transporting = false
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end
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--- On after Follow event.
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-- @param #AI_CARGO_APC self
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@@ -633,7 +694,6 @@ function AI_CARGO_APC._Deploy( APC, self )
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if APC:IsAlive() then
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self:Unload( true )
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self.Transporting = false
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self.Relocating = false
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end
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end
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@@ -34,15 +34,15 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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self:SetStartState( "Unloaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( { "Unloaded", "Loaded" }, "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "Unloaded", "Load", "Boarding" )
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self:AddTransition( { "Unloaded", "Boarding" }, "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( "Unboarding" , "Unloaded", "Unloaded" )
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Home" , "*" )
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@@ -128,6 +128,10 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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-- Set carrier.
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self:SetCarrier( Airplane )
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Airplane:SetCargoBayWeightLimit()
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self.Relocating = true
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return self
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end
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@@ -188,7 +192,7 @@ function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
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function Airplane:OnEventEngineShutdown( EventData )
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self:F("Calling")
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AICargo.Relocating = false
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AICargo:Landed( self.Airplane )
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end
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@@ -233,8 +237,6 @@ end
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function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
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self:F({Airplane, From, Event, To})
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self:F({IsAlive=Airplane:IsAlive()})
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self:F({RoutePickup=self.RoutePickup})
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if Airplane and Airplane:IsAlive()~=nil then
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@@ -243,12 +245,15 @@ function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
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env.info("FF load airplane "..Airplane:GetName())
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self:Load( Airplane:GetCoordinate() )
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self.RoutePickup = false
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self.Relocating = true
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end
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-- Aircraft was send to this airbase to deploy troops. Initiate unloading.
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if self.RouteDeploy == true then
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self:Unload()
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self.RouteDeploy = false
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self.Transporting = false
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self.Relocating = false
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end
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end
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@@ -341,8 +346,7 @@ function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Sp
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-- Set destination airbase for next :Route() command.
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self.Airbase = Airbase
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-- Unclear?!
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self.Transporting = false
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self.Transporting = true
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self.Relocating = false
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end
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@@ -358,17 +362,21 @@ end
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-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
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function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate )
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if Airplane and Airplane:IsAlive()~=nil then
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if Airplane and Airplane:IsAlive() ~= nil then
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for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
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self:F({_Cargo:GetName()})
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local Cargo=_Cargo --Cargo.Cargo#CARGO
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local InRadius = Cargo:IsInLoadRadius( Coordinate )
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if InRadius then
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self:__Board( 5 )
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Cargo:Board( Airplane, 25 )
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self.Cargo = Cargo
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break
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-- Is there a cargo still unloaded?
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if Cargo:IsUnLoaded() == true then
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self:__Board( 5, Cargo )
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Cargo:Board( Airplane, 25 )
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break
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end
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end
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end
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@@ -382,14 +390,48 @@ end
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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_AIRPLANE:onafterBoard( Airplane, From, Event, To )
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function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo )
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if Airplane and Airplane:IsAlive() then
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self:F({ IsLoaded = self.Cargo:IsLoaded() } )
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if not self.Cargo:IsLoaded() then
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self:__Board( 10 )
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|
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self:F({ IsLoaded = Cargo:IsLoaded() } )
|
||||
|
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if not Cargo:IsLoaded() then
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self:__Board( 10, Cargo )
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else
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self:__Loaded( 1 )
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-- Check if another cargo can be loaded into the airplane.
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for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
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self:F({_Cargo:GetName()})
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local Cargo =_Cargo --Cargo.Cargo#CARGO
|
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-- Is there a cargo still unloaded?
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if Cargo:IsUnLoaded() == true then
|
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|
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-- Only when the cargo is within load radius.
|
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local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
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if InRadius then
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local CargoBayFreeWeight = Airplane:GetCargoBayFreeWeight()
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--local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
|
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|
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local CargoWeight = Cargo:GetWeight()
|
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--local CargoVolume = Cargo:GetVolume()
|
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|
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-- Only when there is space within the bay to load the next cargo item!
|
||||
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
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||||
-- ok, board.
|
||||
self:__Load( 5, Airplane:GetCoordinate() )
|
||||
|
||||
-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
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--Cargo:Board( Airplane, 25 )
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return
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||||
end
|
||||
end
|
||||
end
|
||||
end
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||||
self:__Loaded( 1, Cargo )
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end
|
||||
end
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||||
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@@ -401,13 +443,14 @@ end
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||||
-- @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 )
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||||
|
||||
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!
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||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -420,8 +463,19 @@ end
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||||
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.
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user