CTLD - added repair capabilties for VEHICLE and FOB types of CTLD_CARGO

This commit is contained in:
Applevangelist 2021-07-22 20:17:40 +02:00
parent 7b254a08fb
commit 49397df90b
2 changed files with 261 additions and 14 deletions

View File

@ -59,6 +59,7 @@ CTLD_CARGO = {
["TROOPS"] = "Troops", -- #string troops
["FOB"] = "FOB", -- #string FOB
["CRATE"] = "Crate", -- #string crate
["REPAIR"] = "Repair", -- #string repair
}
--- Function to create new CTLD_CARGO object.
@ -169,13 +170,25 @@ CTLD_CARGO = {
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
--- Query crate type for REPAIR
-- @param #CTLD_CARGO self
-- @param #boolean
function CTLD_CARGO:IsRepair()
if self.CargoType == "Repair" then
return true
else
return false
end
end
end
do
@ -235,6 +248,9 @@ do
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
--
-- -- add crates to repair FOB or VEHICLE type units - the 2nd parameter needs to match the template you want to repair
-- my_ctld:AddCratesRepair("Humvee Repair","Humvee",CTLD_CARGO.Enum.REPAIR,1)
--
-- ## 1.3 Add logistics zones
--
-- Add zones for loading troops and crates and dropping, building crates
@ -272,6 +288,7 @@ do
-- my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters)
-- my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters)
-- my_ctld.suppressmessages = false -- Set to true if you want to script your own messages.
-- my_ctld.repairtime = 300 -- Number of seconds it takes to repair a unit.
--
-- ## 2.1 User functions
--
@ -353,12 +370,16 @@ do
-- ... your code here ...
-- end
--
-- ## 3.6 OnAfterCratesBuild
-- ## 3.6 OnAfterCratesBuild, OnAfterCratesRepaired
--
-- This function is called when a player has build a vehicle or FOB:
--
-- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
-- ... your code here ...
-- end
--
-- function my_ctld:OnAfterCratesRepaired(From, Event, To, Group, Unit, Vehicle)
-- ... your code here ...
-- end
--
-- ## 3.7 A simple SCORING example:
@ -385,7 +406,7 @@ do
--
-- ## 4.1 Manage Crates
--
-- Use this entry to get, load, list nearby, drop, and build crates. Also @see options.
-- Use this entry to get, load, list nearby, drop, build and repair crates. Also @see options.
--
-- ## 4.2 Manage Troops
--
@ -591,7 +612,8 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:AddTransition("*", "TroopsDeployed", "*") -- CTLD deploy event.
self:AddTransition("*", "TroopsRTB", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
-- tables
@ -652,6 +674,9 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- message suppression
self.suppressmessages = false
-- time to repair a unit/group
self.repairtime = 300
for i=1,100 do
math.random()
end
@ -745,7 +770,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
-- @return #CTLD self
--- FSM Function OnAfterCratesBuild.
--- FSM Function OnAfterCratesBuild.
-- @function [parent=#CTLD] OnAfterCratesBuild
-- @param #CTLD self
-- @param #string From State.
@ -755,7 +780,18 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnAfterCratesRepaired.
-- @function [parent=#CTLD] OnAfterCratesRepaired
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
-- @return #CTLD self
--- FSM Function OnAfterTroopsRTB.
-- @function [parent=#CTLD] OnAfterTroopsRTB
-- @param #CTLD self
@ -930,6 +966,111 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
return self
end
function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
self:T(self.lid .. " _FindRepairNearby")
local unitcoord = Unit:GetCoordinate()
-- find nearest group of deployed groups
local nearestGroup = nil
local nearestGroupIndex = -1
local nearestDistance = 10000000
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
if distance < nearestDistance and distance ~= -1 then
nearestGroup = v
nearestGroupIndex = k
nearestDistance = distance
end
end
-- found one and matching distance?
if nearestGroup == nil or nearestDistance > 1000 then
self:_SendMessage("No unit close enough to repair!", 10, false, Group)
return nil, nil
end
local groupname = nearestGroup:GetName()
--self:I(string.format("***** Found Group %s",groupname))
-- helper to find matching template
local function matchstring(String,Table)
local match = false
if type(Table) == "table" then
for _,_name in pairs (Table) do
if string.find(String,_name) then
match = true
break
end
end
else
if type(String) == "string" then
if string.find(String,Table) then match = true end
end
end
return match
end
-- walk through generics and find matching type
local Cargotype = nil
for k,v in pairs(self.Cargo_Crates) do
--self:I({groupname,v.Templates})
if matchstring(groupname,v.Templates) and matchstring(groupname,Repairtype) then
Cargotype = v -- #CTLD_CARGO
break
end
end
if Cargotype == nil then
--self:_SendMessage("Can't find a matching group for " .. Repairtype, 10, false, Group)
return nil, nil
else
return nearestGroup, Cargotype
end
end
--- (Internal) Function to repair an object.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @param #table Crates Table of #CTLD_CARGO objects near the unit.
-- @param #CTLD.Buildable Build Table build object.
-- @param #number Number Number of objects in Crates (found) to limit search.
function CTLD:_RepairObjectFromCrates(Group,Unit,Crates,Build,Number)
self:T(self.lid .. " _RepairObjectFromCrates")
local build = Build -- -- #CTLD.Buildable
--self:I({Build=Build})
local Repairtype = build.Template -- #string
local NearestGroup, CargoType = self:_FindRepairNearby(Group,Unit,Repairtype) -- Wrapper.Group#GROUP, #CTLD_CARGO
--self:I({Repairtype=Repairtype, CargoType=CargoType, NearestGroup=NearestGroup})
if NearestGroup ~= nil then
if self.repairtime < 2 then self.repairtime = 30 end -- noob catch
self:_SendMessage(string.format("Repair started using %s taking %d secs", build.Name, self.repairtime), 10, false, Group)
-- now we can build ....
--NearestGroup:Destroy(false)
local name = CargoType:GetName()
local required = CargoType:GetCratesNeeded()
local template = CargoType:GetTemplates()
local ctype = CargoType:GetType()
local object = {} -- #CTLD.Buildable
object.Name = CargoType:GetName()
object.Required = required
object.Found = required
object.Template = template
object.CanBuild = true
object.Type = ctype -- #CTLD_CARGO.Enum
self:_CleanUpCrates(Crates,Build,Number)
local desttimer = TIMER:New(function() NearestGroup:Destroy(false) end, self)
desttimer:Start(self.repairtime - 1)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,object,true)
buildtimer:Start(self.repairtime)
--self:_BuildObjectFromCrates(Group,Unit,object)
else
self:_SendMessage("Can't repair this unit with " .. build.Name, 10, false, Group)
end
return self
end
--- (Internal) Function to extract (load from the field) troops into a heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
@ -1533,7 +1674,7 @@ function CTLD:_BuildCrates(Group, Unit)
-- get dropped crates
for _,_crate in pairs(crates) do
local Crate = _crate -- #CTLD_CARGO
if Crate:WasDropped() then
if Crate:WasDropped() and not Crate:IsRepair() then
-- we can build these - maybe
local name = Crate:GetName()
local required = Crate:GetCratesNeeded()
@ -1596,12 +1737,91 @@ function CTLD:_BuildCrates(Group, Unit)
return self
end
--- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrappe.Unit#UNIT Unit
function CTLD:_RepairCrates(Group, Unit)
self:T(self.lid .. " _RepairCrates")
-- get nearby crates
local finddist = self.CrateDistance or 30
local crates,number = self:_FindCratesNearby(Group,Unit, finddist) -- #table
local buildables = {}
local foundbuilds = false
local canbuild = false
if number > 0 then
-- get dropped crates
for _,_crate in pairs(crates) do
local Crate = _crate -- #CTLD_CARGO
if Crate:WasDropped() and Crate:IsRepair() then
-- we can build these - maybe
local name = Crate:GetName()
local required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates()
local ctype = Crate:GetType()
if not buildables[name] then
local object = {} -- #CTLD.Buildable
object.Name = name
object.Required = required
object.Found = 1
object.Template = template
object.CanBuild = false
object.Type = ctype -- #CTLD_CARGO.Enum
buildables[name] = object
foundbuilds = true
else
buildables[name].Found = buildables[name].Found + 1
foundbuilds = true
end
if buildables[name].Found >= buildables[name].Required then
buildables[name].CanBuild = true
canbuild = true
end
self:T({repair = buildables})
end -- end dropped
end -- end crate loop
-- ok let\'s list what we have
local report = REPORT:New("Checklist Repairs")
report:Add("------------------------------------------------------------")
for _,_build in pairs(buildables) do
local build = _build -- Object table from above
local name = build.Name
local needed = build.Required
local found = build.Found
local txtok = "NO"
if build.CanBuild then
txtok = "YES"
end
local text = string.format("Type: %s | Required %d | Found %d | Can Repair %s", name, needed, found, txtok)
report:Add(text)
end -- end list buildables
if not foundbuilds then report:Add(" --- None Found ---") end
report:Add("------------------------------------------------------------")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
-- let\'s get going
if canbuild then
-- loop again
for _,_build in pairs(buildables) do
local build = _build -- #CTLD.Buildable
if build.CanBuild then
self:_RepairObjectFromCrates(Group,Unit,crates,build,number)
end
end
end
else
self:_SendMessage(string.format("No crates within %d meters!",finddist), 10, false, Group)
end -- number > 0
return self
end
--- (Internal) Function to actually SPAWN buildables in the mission.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Group#UNIT Unit
-- @param #CTLD.Buildable Build
function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
-- @param #boolean Repair If true this is a repair and not a new build
function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair)
self:T(self.lid .. " _BuildObjectFromCrates")
-- Spawn-a-crate-content
local position = Unit:GetCoordinate() or Group:GetCoordinate()
@ -1615,15 +1835,26 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1
if canmove then
local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
--:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
if Repair then
self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
else
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
end
end -- template loop
return self
end
@ -1756,7 +1987,8 @@ function CTLD:_RefreshF10Menus()
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit):Refresh()
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
end
-- sub menu troops management
if cantroops then
@ -1815,6 +2047,21 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates)
return self
end
--- User function - Add *generic* repair crates loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
-- @param #CTLD self
-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
-- @param #string Template Template of VEHICLE or FOB cargo that this can repair.
-- @param #CTLD_CARGO.Enum Type Type of cargo, here REPAIR.
-- @param #number NoCrates Number of crates needed to build this cargo.
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates)
self:T(self.lid .. " AddCratesRepair")
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates)
table.insert(self.Cargo_Crates,cargo)
return self
end
--- User function - Add a #CTLD.CargoZoneType zone for this CTLD instance.
-- @param #CTLD self
-- @param #CTLD.CargoZone Zone Zone #CTLD.CargoZone describing the zone.

View File

@ -1494,9 +1494,9 @@ INTEL_DLINK.version = "0.0.1"
-- @param #string Alias (optional) Name of this instance. Default "SPECTRE"
-- @param #number Interval (optional) When to query #INTEL objects for detected items (default 20 seconds).
-- @param #number Cachetime (optional) How long to cache detected items (default 300 seconds).
-- @usage Use #INTEL_DLINK if you want to merge data from a number of #INTEL objects into one. This might be useful to simulate a Data Link, e.g. for Russian-tech based EWR,
-- realising a Star Topology @{https://en.wikipedia.org/wiki/Network_topology#Star} in a basic setup.
-- It will collect the contacts and clusters from the #INTEL objects.
-- @usage Use #INTEL_DLINK if you want to merge data from a number of #INTEL objects into one. This might be useful to simulate a
-- Data Link, e.g. for Russian-tech based EWR, realising a Star Topology @{https://en.wikipedia.org/wiki/Network_topology#Star}
-- in a basic setup. It will collect the contacts and clusters from the #INTEL objects.
-- Contact duplicates are removed. Clusters might contain duplicates (Might fix that later, WIP).
--
-- Basic setup:
@ -1723,7 +1723,7 @@ function INTEL_DLINK:GetContactTable()
return self.contacts
end
--- Function to query the detected clusters -- not yet implemented!
--- Function to query the detected clusters
-- @param #INTEL_DLINK self
-- @return #table Table of #INTEL.Cluster clusters
function INTEL_DLINK:GetClusterTable()