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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Initial changes to support Naval Cargo
This commit is contained in:
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18fd9cdc3d
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4b8b13dd68
@ -40,7 +40,7 @@ function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroopsIs( "Loaded" ) then
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if not AICargoTroops:Is( "Loaded" ) then
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-- Better hope they can swim!
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AICargoTroops:Destroyed()
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end
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@ -92,6 +92,7 @@ function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
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return self
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end
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--- Follow Infantry to the Carrier
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-- @param #AI_CARGO_SHIP self
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-- @param #AI_CARGO_SHIP Me
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@ -99,6 +100,7 @@ end
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO_SHIP
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function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
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BASE:T("DEBUGGING*** AI_CARGO_SHIP:FollowToCarrier")
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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@ -107,35 +109,35 @@ function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
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-- Check if the Cargo is near the CargoCarrier
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
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-- Cargo does not need to navigate to Carrier
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Me:Guard()
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-- Cargo does not need to navigate to Carrier
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Me:Guard()
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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if InfantryGroup:IsAlive() then
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-- Calculate new route
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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-- Calculate new route
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
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local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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self:F({Waypoints=Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
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end
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self:F({Waypoints=Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
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end
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end
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end
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end
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@ -146,76 +148,57 @@ function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
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if self.CombatRadius > 0 then
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if Ship and Ship:IsAlive() then
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = Ship:GetCoordinate()
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if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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-- There are no enemies within combat radius. Reload the CargoCarrier.
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self:Reload()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) then
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--self:Follow()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( ShipUnit, 40 ) then
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ShipUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( ShipUnit, 25 ) then
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ShipUnit:RouteResume()
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self.CarrierStopped = nil
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end
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = Ship:GetCoordinate()
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if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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-- There are no enemies within combat radius. Reload the CargoCarrier.
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self:Reload()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) then
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--self:Follow()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( ShipUnit, 40 ) then
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ShipUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( ShipUnit, 25 ) then
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ShipUnit:RouteResume()
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self.CarrierStopped = nil
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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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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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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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end
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self.CarrierCoordinate = Ship:GetCoordinate()
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end
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self.CarrierCoordinate = Ship:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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end
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function AI_CARGO_SHIP:onafterFollow( Ship, From, Event, To )
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self:F( { Ship, From, Event, To } )
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self:F( "Follow" )
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if Ship and Ship:IsAlive() then
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for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsUnLoaded() then
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self:FollowToCarrier( self, ShipUnit, Cargo )
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ShipUnit:RouteResume()
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end
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end
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end
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end
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function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
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Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
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if Ship:IsAlive() then
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@ -233,6 +216,39 @@ function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
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end
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end
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function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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if Ship and Ship:IsAlive() then
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AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
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self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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end
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end
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function AI_CARGO_SHIP:onafterPickedUp( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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if Ship and Ship:IsAlive() then
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Speed = Speed or Ship:GetSpeedMax()*0.8
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local lane = self.ShippingLane
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if lane then
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local Waypoints = {}
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for i=1, #lane do
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local coord = lane[i]
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local Waypoint = coord:WaypointGround(_speed)
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table.insert(Waypoints, Waypoint)
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end
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local Waypoint = Waypoints[#Waypoints]
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Ship:Route(Waypoints, 1)
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else
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BASE:T("ERROR: No shipping lane defined for Naval Transport!")
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end
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end
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end
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function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
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if Ship and Ship:IsAlive() then
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@ -251,15 +267,12 @@ function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, He
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table.insert(Waypoints, Waypoint)
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end
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--local TaskFunction = self:_SimpleTaskFunction( "warehouse:_Arrived", Ship )
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local Waypoint = Waypoints[#Waypoints]
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--Ship:SetTaskWaypoint( Waypoint, TaskFunction )
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Ship:Route(Waypoints, 1)
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else
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BASE:T("ERROR: No shipping lane defined for Naval Transport!")
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BASE:T("ERROR: No shipping lane defined for Naval Transport!")
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end
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end
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end
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@ -1569,6 +1569,7 @@ WAREHOUSE = {
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delivered = {},
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defending = {},
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portzone = nil,
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harborzone = nil,
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shippinglanes = {},
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offroadpaths = {},
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autodefence = false,
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@ -2709,6 +2710,18 @@ function WAREHOUSE:SetPortZone(zone)
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return self
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end
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--- Add a Harbor Zone for this warehouse where naval cargo units will spawn and be received.
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-- Both warehouses must have the harbor zone defined for units to properly spawn on both the
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-- sending and receiving side. The harbor zone should be within 3km of the port zone used for
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-- warehouse in order to facilitate the boarding process.
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-- @param #WAREHOUSE self
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-- @param Core.Zone#ZONE zone The zone defining the naval embarcation/debarcation point for cargo units
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-- @return #WAREHOUSE self
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function WAREHOUSE:SetHarborZone(zone)
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self.harborzone=zone
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return self
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end
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--- Add a shipping lane from this warehouse to another remote warehouse.
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-- Note that both warehouses must have a port zone defined before a shipping lane can be added!
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-- 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
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@ -4344,7 +4357,6 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
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-- Spawn Ship in port zone
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spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
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return
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elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
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@ -4473,8 +4485,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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elseif Request.transporttype==WAREHOUSE.TransportType.APC then
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--_boardradius=nil
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elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
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BASE:T("Big 'ol board radius")
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_boardradius=5000
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_boardradius=6000
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end
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-- Empty cargo group set.
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@ -4485,7 +4496,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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-- Find asset belonging to this group.
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local asset=self:FindAssetInDB(_group)
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BASE:T("DEBUGGING*** load radius: "..asset.loadradius)
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-- New cargo group object.
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local cargogroup=CARGO_GROUP:New(_group, _cargotype,_group:GetName(),_boardradius, asset.loadradius)
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@ -4494,6 +4505,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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-- Add group to group set.
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CargoGroups:AddCargo(cargogroup)
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end
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------------------------
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@ -4543,6 +4555,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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-- Pickup and deploy zones.
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local PickupZoneSet = SET_ZONE:New():AddZone(self.portzone)
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PickupZoneSet:AddZone(self.harborzone)
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local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.portzone)
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-- Get the shipping lane to use and pass it to the Dispatcher
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@ -4561,17 +4574,43 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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-- Set pickup and deploy radii.
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-- 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.
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local pickupouter=200
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local pickupinner=0
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if self.spawnzone.Radius~=nil then
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pickupouter=self.spawnzone.Radius
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local pickupouter = 200
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local pickupinner = 0
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local deployouter = 200
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local deployinner = 0
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if Request.transporttype==WAREHOUSE.TransportType.SHIP then
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pickupouter=1000
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pickupinner=20
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end
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local deployouter=200
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local deployinner=0
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if self.spawnzone.Radius~=nil then
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deployouter=Request.warehouse.spawnzone.Radius
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deployinner=20
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deployouter=1000
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deployinner=0
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--BASE:T("DEBUGGING*** Let's try to move these units")
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--[[for _,_group in pairs(CargoGroupSet:GetSetObjects()) do
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local group=GROUP:FindByName( _group:GetName() ) --Wrapper.Group#GROUP
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--local _speed = group:GetSpeedMax()*0.7
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BASE:T("DEBUGGING*** Group ".._.." coordinate is "..CargoTransport:GetCoordinate())
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--local FromCoord = group:GetCoordinate()
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local ToCoord = CargoTransport:GetCoordinate()
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local FromWP = FromCoord:WaypointGround()
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local ToWP = ToCoord:WaypointGround( 15, "Vee" )
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group:Route( { FromWP, ToWP }, 10 )
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end]]--
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else
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pickupouter=200
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pickupinner=0
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if self.spawnzone.Radius~=nil then
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pickupouter=self.spawnzone.Radius
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pickupinner=20
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end
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deployouter=200
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deployinner=0
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if self.spawnzone.Radius~=nil then
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deployouter=Request.warehouse.spawnzone.Radius
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deployinner=20
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end
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end
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CargoTransport:SetPickupRadius(pickupouter, pickupinner)
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CargoTransport:SetDeployRadius(deployouter, deployinner)
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@ -4600,6 +4639,15 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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-- Dispatcher Event Functions --
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--------------------------------
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--- Function called before carrier loads something
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function CargoTransport:OnBeforeMonitor(From, Event, To, Carrier, Cargo, PickupZone)
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-- Need to get the cargo over to the portzone
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-- But what if the cargo can't move on it's own?
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BASE:T("DEBUGGING*** CargoTransport:OnBeforeMonitor")
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end
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--- Function called after carrier picked up something.
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function CargoTransport:OnAfterPickedUp(From, Event, To, Carrier, PickupZone)
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@ -4650,7 +4698,7 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
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-- Get cargo group object.
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local group=Cargo:GetObject() --Wrapper.Group#GROUP
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-- Get request.
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-- Get request.
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local request=warehouse:_GetRequestOfGroup(group, warehouse.pending)
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-- Add cargo group to this carrier.
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