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CTLD - added repair capabilties for VEHICLE and FOB types of CTLD_CARGO
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@ -59,6 +59,7 @@ CTLD_CARGO = {
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["TROOPS"] = "Troops", -- #string troops
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["FOB"] = "FOB", -- #string FOB
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["CRATE"] = "Crate", -- #string crate
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["REPAIR"] = "Repair", -- #string repair
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}
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--- Function to create new CTLD_CARGO object.
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@ -169,13 +170,25 @@ CTLD_CARGO = {
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return false
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end
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end
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--- Set WasDropped.
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-- @param #CTLD_CARGO self
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-- @param #boolean dropped
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function CTLD_CARGO:SetWasDropped(dropped)
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self.HasBeenDropped = dropped or false
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end
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--- Query crate type for REPAIR
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-- @param #CTLD_CARGO self
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-- @param #boolean
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function CTLD_CARGO:IsRepair()
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if self.CargoType == "Repair" then
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return true
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else
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return false
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end
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end
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end
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do
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@ -235,6 +248,9 @@ do
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-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
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-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
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--
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-- -- add crates to repair FOB or VEHICLE type units - the 2nd parameter needs to match the template you want to repair
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-- my_ctld:AddCratesRepair("Humvee Repair","Humvee",CTLD_CARGO.Enum.REPAIR,1)
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--
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-- ## 1.3 Add logistics zones
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--
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-- Add zones for loading troops and crates and dropping, building crates
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@ -272,6 +288,7 @@ do
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-- my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters)
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-- my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters)
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-- my_ctld.suppressmessages = false -- Set to true if you want to script your own messages.
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-- my_ctld.repairtime = 300 -- Number of seconds it takes to repair a unit.
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--
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-- ## 2.1 User functions
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--
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@ -353,12 +370,16 @@ do
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-- ... your code here ...
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-- end
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--
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-- ## 3.6 OnAfterCratesBuild
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-- ## 3.6 OnAfterCratesBuild, OnAfterCratesRepaired
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--
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-- This function is called when a player has build a vehicle or FOB:
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--
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-- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
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-- ... your code here ...
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-- end
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--
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-- function my_ctld:OnAfterCratesRepaired(From, Event, To, Group, Unit, Vehicle)
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-- ... your code here ...
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-- end
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--
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-- ## 3.7 A simple SCORING example:
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@ -385,7 +406,7 @@ do
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--
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-- ## 4.1 Manage Crates
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--
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-- Use this entry to get, load, list nearby, drop, and build crates. Also @see options.
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-- Use this entry to get, load, list nearby, drop, build and repair crates. Also @see options.
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--
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-- ## 4.2 Manage Troops
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--
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@ -591,7 +612,8 @@ function CTLD:New(Coalition, Prefixes, Alias)
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self:AddTransition("*", "TroopsDeployed", "*") -- CTLD deploy event.
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self:AddTransition("*", "TroopsRTB", "*") -- CTLD deploy event.
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self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event.
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self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
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self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
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self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event.
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self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
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-- tables
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@ -652,6 +674,9 @@ function CTLD:New(Coalition, Prefixes, Alias)
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-- message suppression
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self.suppressmessages = false
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-- time to repair a unit/group
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self.repairtime = 300
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for i=1,100 do
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math.random()
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end
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@ -745,7 +770,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
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-- @return #CTLD self
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--- FSM Function OnAfterCratesBuild.
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--- FSM Function OnAfterCratesBuild.
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-- @function [parent=#CTLD] OnAfterCratesBuild
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-- @param #CTLD self
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-- @param #string From State.
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@ -755,7 +780,18 @@ function CTLD:New(Coalition, Prefixes, Alias)
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-- @param Wrapper.Unit#UNIT Unit Unit Object.
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-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
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-- @return #CTLD self
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--- FSM Function OnAfterCratesRepaired.
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-- @function [parent=#CTLD] OnAfterCratesRepaired
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-- @param #CTLD self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Group#GROUP Group Group Object.
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-- @param Wrapper.Unit#UNIT Unit Unit Object.
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-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
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-- @return #CTLD self
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--- FSM Function OnAfterTroopsRTB.
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-- @function [parent=#CTLD] OnAfterTroopsRTB
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-- @param #CTLD self
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@ -930,6 +966,111 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
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return self
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end
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function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
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self:T(self.lid .. " _FindRepairNearby")
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local unitcoord = Unit:GetCoordinate()
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-- find nearest group of deployed groups
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local nearestGroup = nil
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local nearestGroupIndex = -1
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local nearestDistance = 10000000
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for k,v in pairs(self.DroppedTroops) do
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local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
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if distance < nearestDistance and distance ~= -1 then
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nearestGroup = v
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nearestGroupIndex = k
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nearestDistance = distance
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end
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end
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-- found one and matching distance?
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if nearestGroup == nil or nearestDistance > 1000 then
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self:_SendMessage("No unit close enough to repair!", 10, false, Group)
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return nil, nil
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end
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local groupname = nearestGroup:GetName()
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--self:I(string.format("***** Found Group %s",groupname))
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-- helper to find matching template
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local function matchstring(String,Table)
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local match = false
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if type(Table) == "table" then
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for _,_name in pairs (Table) do
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if string.find(String,_name) then
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match = true
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break
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end
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end
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else
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if type(String) == "string" then
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if string.find(String,Table) then match = true end
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end
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end
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return match
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end
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-- walk through generics and find matching type
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local Cargotype = nil
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for k,v in pairs(self.Cargo_Crates) do
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--self:I({groupname,v.Templates})
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if matchstring(groupname,v.Templates) and matchstring(groupname,Repairtype) then
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Cargotype = v -- #CTLD_CARGO
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break
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end
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end
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if Cargotype == nil then
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--self:_SendMessage("Can't find a matching group for " .. Repairtype, 10, false, Group)
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return nil, nil
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else
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return nearestGroup, Cargotype
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end
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end
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--- (Internal) Function to repair an object.
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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-- @param Wrapper.Unit#UNIT Unit
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-- @param #table Crates Table of #CTLD_CARGO objects near the unit.
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-- @param #CTLD.Buildable Build Table build object.
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-- @param #number Number Number of objects in Crates (found) to limit search.
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function CTLD:_RepairObjectFromCrates(Group,Unit,Crates,Build,Number)
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self:T(self.lid .. " _RepairObjectFromCrates")
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local build = Build -- -- #CTLD.Buildable
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--self:I({Build=Build})
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local Repairtype = build.Template -- #string
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local NearestGroup, CargoType = self:_FindRepairNearby(Group,Unit,Repairtype) -- Wrapper.Group#GROUP, #CTLD_CARGO
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--self:I({Repairtype=Repairtype, CargoType=CargoType, NearestGroup=NearestGroup})
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if NearestGroup ~= nil then
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if self.repairtime < 2 then self.repairtime = 30 end -- noob catch
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self:_SendMessage(string.format("Repair started using %s taking %d secs", build.Name, self.repairtime), 10, false, Group)
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-- now we can build ....
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--NearestGroup:Destroy(false)
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local name = CargoType:GetName()
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local required = CargoType:GetCratesNeeded()
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local template = CargoType:GetTemplates()
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local ctype = CargoType:GetType()
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local object = {} -- #CTLD.Buildable
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object.Name = CargoType:GetName()
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object.Required = required
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object.Found = required
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object.Template = template
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object.CanBuild = true
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object.Type = ctype -- #CTLD_CARGO.Enum
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self:_CleanUpCrates(Crates,Build,Number)
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local desttimer = TIMER:New(function() NearestGroup:Destroy(false) end, self)
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desttimer:Start(self.repairtime - 1)
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local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,object,true)
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buildtimer:Start(self.repairtime)
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--self:_BuildObjectFromCrates(Group,Unit,object)
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else
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self:_SendMessage("Can't repair this unit with " .. build.Name, 10, false, Group)
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end
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return self
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end
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--- (Internal) Function to extract (load from the field) troops into a heli.
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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@ -1533,7 +1674,7 @@ function CTLD:_BuildCrates(Group, Unit)
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-- get dropped crates
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for _,_crate in pairs(crates) do
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local Crate = _crate -- #CTLD_CARGO
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if Crate:WasDropped() then
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if Crate:WasDropped() and not Crate:IsRepair() then
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-- we can build these - maybe
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local name = Crate:GetName()
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local required = Crate:GetCratesNeeded()
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@ -1596,12 +1737,91 @@ function CTLD:_BuildCrates(Group, Unit)
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return self
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end
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--- (Internal) Function to repair nearby vehicles / FOBs
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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-- @param Wrappe.Unit#UNIT Unit
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function CTLD:_RepairCrates(Group, Unit)
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self:T(self.lid .. " _RepairCrates")
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-- get nearby crates
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local finddist = self.CrateDistance or 30
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local crates,number = self:_FindCratesNearby(Group,Unit, finddist) -- #table
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local buildables = {}
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local foundbuilds = false
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local canbuild = false
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if number > 0 then
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-- get dropped crates
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for _,_crate in pairs(crates) do
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local Crate = _crate -- #CTLD_CARGO
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if Crate:WasDropped() and Crate:IsRepair() then
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-- we can build these - maybe
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local name = Crate:GetName()
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local required = Crate:GetCratesNeeded()
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local template = Crate:GetTemplates()
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local ctype = Crate:GetType()
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if not buildables[name] then
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local object = {} -- #CTLD.Buildable
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object.Name = name
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object.Required = required
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object.Found = 1
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object.Template = template
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object.CanBuild = false
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object.Type = ctype -- #CTLD_CARGO.Enum
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buildables[name] = object
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foundbuilds = true
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else
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buildables[name].Found = buildables[name].Found + 1
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foundbuilds = true
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end
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if buildables[name].Found >= buildables[name].Required then
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buildables[name].CanBuild = true
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canbuild = true
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end
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self:T({repair = buildables})
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end -- end dropped
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end -- end crate loop
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-- ok let\'s list what we have
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local report = REPORT:New("Checklist Repairs")
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report:Add("------------------------------------------------------------")
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for _,_build in pairs(buildables) do
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local build = _build -- Object table from above
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local name = build.Name
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local needed = build.Required
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local found = build.Found
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local txtok = "NO"
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if build.CanBuild then
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txtok = "YES"
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end
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local text = string.format("Type: %s | Required %d | Found %d | Can Repair %s", name, needed, found, txtok)
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report:Add(text)
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end -- end list buildables
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if not foundbuilds then report:Add(" --- None Found ---") end
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report:Add("------------------------------------------------------------")
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local text = report:Text()
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self:_SendMessage(text, 30, true, Group)
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-- let\'s get going
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if canbuild then
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-- loop again
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for _,_build in pairs(buildables) do
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local build = _build -- #CTLD.Buildable
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if build.CanBuild then
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self:_RepairObjectFromCrates(Group,Unit,crates,build,number)
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end
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end
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end
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else
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self:_SendMessage(string.format("No crates within %d meters!",finddist), 10, false, Group)
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end -- number > 0
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return self
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end
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--- (Internal) Function to actually SPAWN buildables in the mission.
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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-- @param Wrapper.Group#UNIT Unit
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-- @param #CTLD.Buildable Build
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function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
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-- @param #boolean Repair If true this is a repair and not a new build
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function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair)
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self:T(self.lid .. " _BuildObjectFromCrates")
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-- Spawn-a-crate-content
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local position = Unit:GetCoordinate() or Group:GetCoordinate()
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@ -1615,15 +1835,26 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
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local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
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for _,_template in pairs(temptable) do
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self.TroopCounter = self.TroopCounter + 1
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if canmove then
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local alias = string.format("%s-%d", _template, math.random(1,100000))
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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:InitRandomizeUnits(true,20,2)
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:InitDelayOff()
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:SpawnFromVec2(randomcoord)
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else -- don't random position of e.g. SAM units build as FOB
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self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
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--:InitRandomizeUnits(true,20,2)
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:InitDelayOff()
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:SpawnFromVec2(randomcoord)
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end
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if self.movetroopstowpzone and canmove then
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self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
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end
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self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
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if Repair then
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self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
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else
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self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
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end
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end -- template loop
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return self
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end
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@ -1756,7 +1987,8 @@ function CTLD:_RefreshF10Menus()
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end
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listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
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local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
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local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit):Refresh()
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local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
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local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
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end
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-- sub menu troops management
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if cantroops then
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@ -1815,6 +2047,21 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates)
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return self
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end
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--- User function - Add *generic* repair crates loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
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-- @param #CTLD self
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-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
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-- @param #string Template Template of VEHICLE or FOB cargo that this can repair.
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-- @param #CTLD_CARGO.Enum Type Type of cargo, here REPAIR.
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-- @param #number NoCrates Number of crates needed to build this cargo.
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function CTLD:AddCratesRepair(Name,Template,Type,NoCrates)
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self:T(self.lid .. " AddCratesRepair")
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self.CargoCounter = self.CargoCounter + 1
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-- Crates are not directly loadable
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local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates)
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table.insert(self.Cargo_Crates,cargo)
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return self
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end
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--- User function - Add a #CTLD.CargoZoneType zone for this CTLD instance.
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-- @param #CTLD self
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-- @param #CTLD.CargoZone Zone Zone #CTLD.CargoZone describing the zone.
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@ -1494,9 +1494,9 @@ INTEL_DLINK.version = "0.0.1"
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-- @param #string Alias (optional) Name of this instance. Default "SPECTRE"
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-- @param #number Interval (optional) When to query #INTEL objects for detected items (default 20 seconds).
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-- @param #number Cachetime (optional) How long to cache detected items (default 300 seconds).
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-- @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,
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-- realising a Star Topology @{https://en.wikipedia.org/wiki/Network_topology#Star} in a basic setup.
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-- It will collect the contacts and clusters from the #INTEL objects.
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-- @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
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-- 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()
|
||||
|
||||
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Reference in New Issue
Block a user