Initial changes to support Naval Cargo

This commit is contained in:
acrojason 2020-09-23 09:40:42 -07:00
parent 18fd9cdc3d
commit 4b8b13dd68
2 changed files with 161 additions and 100 deletions

View File

@ -40,7 +40,7 @@ function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroopsIs( "Loaded" ) then
if not AICargoTroops:Is( "Loaded" ) then
-- Better hope they can swim!
AICargoTroops:Destroyed()
end
@ -92,6 +92,7 @@ function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
return self
end
--- Follow Infantry to the Carrier
-- @param #AI_CARGO_SHIP self
-- @param #AI_CARGO_SHIP Me
@ -99,6 +100,7 @@ end
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
BASE:T("DEBUGGING*** AI_CARGO_SHIP:FollowToCarrier")
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
@ -107,35 +109,35 @@ function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
-- Check if the Cargo is near the CargoCarrier
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
-- Cargo does not need to navigate to Carrier
Me:Guard()
-- Cargo does not need to navigate to Carrier
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
if InfantryGroup:IsAlive() then
-- Calculate new route
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
-- Calculate new route
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
self:F({Waypoints=Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
end
self:F({Waypoints=Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
end
end
end
end
@ -146,76 +148,57 @@ function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
if self.CombatRadius > 0 then
if Ship and Ship:IsAlive() then
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = Ship:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( ShipUnit, 40 ) then
ShipUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( ShipUnit, 25 ) then
ShipUnit:RouteResume()
self.CarrierStopped = nil
end
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = Ship:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( ShipUnit, 40 ) then
ShipUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( ShipUnit, 25 ) then
ShipUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = Ship:GetCoordinate()
end
self.CarrierCoordinate = Ship:GetCoordinate()
end
self:__Monitor( -5 )
end
end
function AI_CARGO_SHIP:onafterFollow( Ship, From, Event, To )
self:F( { Ship, From, Event, To } )
self:F( "Follow" )
if Ship and Ship:IsAlive() then
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
self:FollowToCarrier( self, ShipUnit, Cargo )
ShipUnit:RouteResume()
end
end
end
end
function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
if Ship:IsAlive() then
@ -233,6 +216,39 @@ function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
end
end
function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Ship and Ship:IsAlive() then
AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
function AI_CARGO_SHIP:onafterPickedUp( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Ship and Ship:IsAlive() then
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
for i=1, #lane do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local Waypoint = Waypoints[#Waypoints]
Ship:Route(Waypoints, 1)
else
BASE:T("ERROR: No shipping lane defined for Naval Transport!")
end
end
end
function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Ship and Ship:IsAlive() then
@ -251,15 +267,12 @@ function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, He
table.insert(Waypoints, Waypoint)
end
--local TaskFunction = self:_SimpleTaskFunction( "warehouse:_Arrived", Ship )
local Waypoint = Waypoints[#Waypoints]
--Ship:SetTaskWaypoint( Waypoint, TaskFunction )
Ship:Route(Waypoints, 1)
else
BASE:T("ERROR: No shipping lane defined for Naval Transport!")
BASE:T("ERROR: No shipping lane defined for Naval Transport!")
end
end
end

View File

@ -1569,6 +1569,7 @@ WAREHOUSE = {
delivered = {},
defending = {},
portzone = nil,
harborzone = nil,
shippinglanes = {},
offroadpaths = {},
autodefence = false,
@ -2709,6 +2710,18 @@ function WAREHOUSE:SetPortZone(zone)
return self
end
--- Add a Harbor Zone for this warehouse where naval cargo units will spawn and be received.
-- Both warehouses must have the harbor zone defined for units to properly spawn on both the
-- sending and receiving side. The harbor zone should be within 3km of the port zone used for
-- warehouse in order to facilitate the boarding process.
-- @param #WAREHOUSE self
-- @param Core.Zone#ZONE zone The zone defining the naval embarcation/debarcation point for cargo units
-- @return #WAREHOUSE self
function WAREHOUSE:SetHarborZone(zone)
self.harborzone=zone
return self
end
--- Add a shipping lane from this warehouse to another remote warehouse.
-- Note that both warehouses must have a port zone defined before a shipping lane can be added!
-- Shipping lane is taken from the waypoints of a (late activated) template group. So set up a group, e.g. a ship or a helicopter, and place its
@ -4344,7 +4357,6 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
-- Spawn Ship in port zone
spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
return
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
@ -4473,8 +4485,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
--_boardradius=nil
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
BASE:T("Big 'ol board radius")
_boardradius=5000
_boardradius=6000
end
-- Empty cargo group set.
@ -4485,7 +4496,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Find asset belonging to this group.
local asset=self:FindAssetInDB(_group)
BASE:T("DEBUGGING*** load radius: "..asset.loadradius)
-- New cargo group object.
local cargogroup=CARGO_GROUP:New(_group, _cargotype,_group:GetName(),_boardradius, asset.loadradius)
@ -4494,6 +4505,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Add group to group set.
CargoGroups:AddCargo(cargogroup)
end
------------------------
@ -4543,6 +4555,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Pickup and deploy zones.
local PickupZoneSet = SET_ZONE:New():AddZone(self.portzone)
PickupZoneSet:AddZone(self.harborzone)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.portzone)
-- Get the shipping lane to use and pass it to the Dispatcher
@ -4561,17 +4574,43 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Set pickup and deploy radii.
-- The 20 m inner radius are to ensure that the helo does not land on the warehouse itself in the middle of the default spawn zone.
local pickupouter=200
local pickupinner=0
if self.spawnzone.Radius~=nil then
pickupouter=self.spawnzone.Radius
local pickupouter = 200
local pickupinner = 0
local deployouter = 200
local deployinner = 0
if Request.transporttype==WAREHOUSE.TransportType.SHIP then
pickupouter=1000
pickupinner=20
end
local deployouter=200
local deployinner=0
if self.spawnzone.Radius~=nil then
deployouter=Request.warehouse.spawnzone.Radius
deployinner=20
deployouter=1000
deployinner=0
--BASE:T("DEBUGGING*** Let's try to move these units")
--[[for _,_group in pairs(CargoGroupSet:GetSetObjects()) do
local group=GROUP:FindByName( _group:GetName() ) --Wrapper.Group#GROUP
--local _speed = group:GetSpeedMax()*0.7
BASE:T("DEBUGGING*** Group ".._.." coordinate is "..CargoTransport:GetCoordinate())
--local FromCoord = group:GetCoordinate()
local ToCoord = CargoTransport:GetCoordinate()
local FromWP = FromCoord:WaypointGround()
local ToWP = ToCoord:WaypointGround( 15, "Vee" )
group:Route( { FromWP, ToWP }, 10 )
end]]--
else
pickupouter=200
pickupinner=0
if self.spawnzone.Radius~=nil then
pickupouter=self.spawnzone.Radius
pickupinner=20
end
deployouter=200
deployinner=0
if self.spawnzone.Radius~=nil then
deployouter=Request.warehouse.spawnzone.Radius
deployinner=20
end
end
CargoTransport:SetPickupRadius(pickupouter, pickupinner)
CargoTransport:SetDeployRadius(deployouter, deployinner)
@ -4600,6 +4639,15 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Dispatcher Event Functions --
--------------------------------
--- Function called before carrier loads something
function CargoTransport:OnBeforeMonitor(From, Event, To, Carrier, Cargo, PickupZone)
-- Need to get the cargo over to the portzone
-- But what if the cargo can't move on it's own?
BASE:T("DEBUGGING*** CargoTransport:OnBeforeMonitor")
end
--- Function called after carrier picked up something.
function CargoTransport:OnAfterPickedUp(From, Event, To, Carrier, PickupZone)
@ -4650,7 +4698,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
-- Get cargo group object.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
-- Get request.
-- Get request.
local request=warehouse:_GetRequestOfGroup(group, warehouse.pending)
-- Add cargo group to this carrier.