- Documentation

- Added the methods Added and Removed to the SET
- Cleanup of code.
This commit is contained in:
FlightControl_Master 2018-05-17 08:51:59 +02:00
parent b82e85997f
commit 533b5d035e
6 changed files with 456 additions and 92 deletions

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@ -82,11 +82,11 @@ AI_CARGO_APC = {
--- Creates a new AI_CARGO_APC object.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param Wrapper.Group#GROUP APC
-- @param Core.Set#SET_CARGO CargoSet
-- @param #number CombatRadius
-- @return #AI_CARGO_APC
function AI_CARGO_APC:New( CargoCarrier, CargoSet, CombatRadius )
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_APC
@ -189,7 +189,8 @@ function AI_CARGO_APC:New( CargoCarrier, CargoSet, CombatRadius )
self:__Monitor( 1 )
self:SetCarrier( CargoCarrier )
self:SetCarrier( APC )
self.Transporting = false
self.Relocating = false

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@ -9,66 +9,115 @@
-- @module AI_Cargo_Dispatcher
--- @type AI_CARGO_DISPATCHER
-- @extends Core.Fsm#FSM_CONTROLLABLE
-- @extends Core.Fsm#FSM
--- # AI\_CARGO\_DISPATCHER class, extends @{Core.Base#BASE}
--- # AI\_CARGO\_DISPATCHER class, extends @{Core.Fsm#FSM}
--
-- ===
--
-- AI\_CARGO\_DISPATCHER brings a dynamic cargo handling capability for AI groups.
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER module uses the @{Cargo} capabilities within the MOOSE framework.
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER module uses the @{Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects
-- to transport @{Cargo} towards several deploy zones.
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- ## 1. AI\_CARGO\_DISPATCHER constructor
--
-- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI\_CARGO\_DISPATCHER object.
--
-- ## 2. AI\_CARGO\_DISPATCHER is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI\_CARGO\_DISPATCHER States
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ### 2.2. AI\_CARGO\_DISPATCHER Events
--
-- * **Monitor**: Monitor and take action.
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Home**: A Carrier is going home.
--
-- ## 3. Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- ## 4. Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER
AI_CARGO_DISPATCHER = {
ClassName = "AI_CARGO_DISPATCHER",
SetAPC = nil,
SetCarrier = nil,
SetDeployZones = nil,
AI_CARGO_APC = {}
AI_Cargo = {},
PickupCargo = {}
}
--- @type AI_CARGO_DISPATCHER.AI_CARGO_APC
-- @map <Wrapper.Group#GROUP, AI.AI_Cargo_APC#AI_CARGO_APC>
--- @field #AI_CARGO_DISPATCHER.AI_CARGO_APC
--- @field #AI_CARGO_DISPATCHER.AI_Cargo
AI_CARGO_DISPATCHER.AI_Cargo = {}
--- @field #AI_CARGO_DISPATCHER.PickupCargo
AI_CARGO_DISPATCHER.PickupCargo = {}
--- Creates a new AI_CARGO_DISPATCHER object.
-- @param #AI_CARGO_DISPATCHER self
-- @param Core.Set#SET_GROUP SetAPC
-- @param Core.Set#SET_GROUP SetCarrier
-- @param Core.Set#SET_CARGO SetCargo
-- @param Core.Set#SET_ZONE SetDeployZone
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- SetCarrier = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone )
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
function AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZones )
function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZones )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
self.SetAPC = SetAPC -- Core.Set#SET_GROUP
self.SetCarrier = SetCarrier -- Core.Set#SET_GROUP
self.SetCargo = SetCargo -- Core.Set#SET_CARGO
self.SetDeployZones = SetDeployZones -- Core.Set#SET_ZONE
self:SetStartState( "Dispatch" )
self:SetStartState( "Idle" )
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
self:AddTransition( "Idle", "Start", "Monitoring" )
self:AddTransition( "Monitoring", "Stop", "Idle" )
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Pickup", "*" )
self:AddTransition( "*", "Loading", "*" )
@ -84,8 +133,16 @@ function AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZones )
self.DeployRadiusInner = 200
self.DeployRadiusOuter = 500
self.PickupCargo = {}
self.CarrierHome = {}
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function SetCarrier.OnAfterRemoved( SetCarrier, From, Event, To, CarrierName, Carrier )
self:F( { Carrier = Carrier:GetName() } )
self.PickupCargo[Carrier] = nil
self.CarrierHome[Carrier] = nil
end
return self
end
@ -99,7 +156,7 @@ end
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone )
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the home coordinate
-- local HomeZone = ZONE:New( "Home" )
@ -132,7 +189,7 @@ end
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone )
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
-- AICargoDispatcher:SetPickupRadius( 500, 300 )
@ -157,7 +214,7 @@ end
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone )
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h.
-- AICargoDispatcher:SetPickupSpeed( 200, 100 )
@ -190,7 +247,7 @@ end
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone )
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
-- AICargoDispatcher:SetDeployRadius( 500, 300 )
@ -215,7 +272,7 @@ end
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZone )
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h.
-- AICargoDispatcher:SetDeploySpeed( 200, 100 )
@ -235,64 +292,66 @@ end
--- The Start trigger event, which actually takes action at the specified time interval.
-- @param #AI_CARGO_DISPATCHER self
-- @param Wrapper.Group#GROUP APC
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:onafterMonitor()
for APCGroupName, Carrier in pairs( self.SetAPC:GetSet() ) do
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
local Carrier = Carrier -- Wrapper.Group#GROUP
local AI_Cargo = self.AI_Cargo[Carrier]
if not AI_Cargo then
-- ok, so this APC does not have yet an AI_CARGO_APC object...
-- ok, so this Carrier does not have yet an AI_CARGO handling object...
-- let's create one and also declare the Loaded and UnLoaded handlers.
self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
AI_Cargo = self.AI_Cargo[Carrier]
function AI_Cargo.OnAfterPickup( AI_Cargo, APC, From, Event, To, Cargo )
self:Pickup( APC, Cargo )
function AI_Cargo.OnAfterPickup( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Pickup( Carrier, Cargo )
end
function AI_Cargo.OnAfterLoad( AI_Cargo, APC )
self:Loading( APC )
function AI_Cargo.OnAfterLoad( AI_Cargo, Carrier )
self:Loading( Carrier )
end
function AI_Cargo.OnAfterLoaded( AI_Cargo, APC, From, Event, To, Cargo )
self:Loaded( APC, Cargo )
function AI_Cargo.OnAfterLoaded( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Loaded( Carrier, Cargo )
end
function AI_Cargo.OnAfterDeploy( AI_Cargo, APC )
self:Deploy( APC )
function AI_Cargo.OnAfterDeploy( AI_Cargo, Carrier )
self:Deploy( Carrier )
end
function AI_Cargo.OnAfterUnload( AI_Cargo, APC )
self:Unloading( APC )
function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier )
self:Unloading( Carrier )
end
function AI_Cargo.OnAfterUnloaded( AI_Cargo, APC )
self:Unloaded( APC )
function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier )
self:Unloaded( Carrier )
end
end
-- The Pickup sequence ...
-- Check if this APC need to go and Pickup something...
-- Check if this Carrier need to go and Pickup something...
self:I( { IsTransporting = AI_Cargo:IsTransporting() } )
if AI_Cargo:IsTransporting() == false then
-- ok, so there is a free APC
-- ok, so there is a free Carrier
-- now find the first cargo that is Unloaded
local PickupCargo = nil
for CargoName, Cargo in pairs( self.SetCargo:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Cargo] ~= nil } )
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
local CargoCoordinate = Cargo:GetCoordinate()
local CoordinateFree = true
for APC, Coordinate in pairs( self.PickupCargo ) do
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
CoordinateFree = false
break
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
if CarrierPickup:IsAlive() == true then
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
CoordinateFree = false
break
end
else
self.PickupCargo[CarrierPickup] = nil
end
end
if CoordinateFree == true then
@ -319,36 +378,90 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
end
self:__Monitor( self.MonitorTimeInterval )
end
return self
--- Start Handler OnBefore for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStart
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Start Handler OnAfter for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStart
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Start Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] Start
-- @param #AI_CARGO_DISPATCHER self
--- Start Asynchronous Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] __Start
-- @param #AI_CARGO_DISPATCHER self
-- @param #number Delay
function AI_CARGO_DISPATCHER:onafterStart( From, Event, To )
self:Monitor()
end
--- Stop Handler OnBefore for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStop
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Stop Handler OnAfter for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStop
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Stop Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] Stop
-- @param #AI_CARGO_DISPATCHER self
--- Stop Asynchronous Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] __Stop
-- @param #AI_CARGO_DISPATCHER self
-- @param #number Delay
--- Make a Carrier run for a cargo deploy action after the cargo Pickup trigger has been initiated, by default.
-- @param #AI_CARGO_DISPATCHER self
-- @param From
-- @param Event
-- @param To
-- @param Wrapper.Group#GROUP Carrier
-- @param Cargo.Cargo#CARGO Cargo
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:OnAfterPickup( From, Event, To, Carrier, Cargo )
end
--- Make a APC run for a cargo deploy action after the cargo Pickup trigger has been initiated, by default.
--- Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.
-- @param #AI_CARGO_DISPATCHER self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Wrapper.Group#GROUP Carrier
-- @param Cargo.Cargo#CARGO Cargo
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:onafterPickup( From, Event, To, APC, Cargo )
return self
end
function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, Carrier, Cargo )
--- Make a APC run for a cargo deploy action after the cargo has been loaded, by default.
-- @param #AI_CARGO_DISPATCHER self
-- @param Wrapper.Group#GROUP APC
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, APC, Cargo )
self:I( { "Loaded Dispatcher", APC } )
local DeployZone = self.SetDeployZones:GetRandomZone()
self:I( { RandomZone = DeployZone } )
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
self.AI_Cargo[APC]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
self.AI_Cargo[Carrier]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
self.PickupCargo[APC] = nil
return self
self.PickupCargo[Carrier] = nil
end

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@ -14,6 +14,8 @@
--- # AI\_CARGO\_DISPATCHER\_APC class, extends @{Core.Base#BASE}
--
-- ![Banner Image](..\Presentations\AI_CARGO_DISPATCHER_APC\Dia1.JPG)
--
-- ===
--
-- AI\_CARGO\_DISPATCHER\_APC brings a dynamic cargo handling capability for AI groups.
@ -23,7 +25,54 @@
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_APC object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- ## 1. AI\_CARGO\_DISPATCHER\_APC constructor
--
-- * @{#AI_CARGO_DISPATCHER\_APC.New}(): Creates a new AI\_CARGO\_DISPATCHER\_APC object.
--
-- ## 2. AI\_CARGO\_DISPATCHER\_APC is a FSM
--
-- ![Process](..\Presentations\AI_CARGO_DISPATCHER_APC\Dia3.JPG)
--
-- ### 2.1. AI\_CARGO\_DISPATCHER\_APC States
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ### 2.2. AI\_CARGO\_DISPATCHER\_APC Events
--
-- * **Monitor**: Monitor and take action.
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Home**: A APC is going home.
--
-- ## 3. Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER\_APC.SetPickupRadius}(): Sets or randomizes the pickup location for the APC around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER\_APC.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- ## 4. Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER\_APC.SetDeployRadius}(): Sets or randomizes the deploy location for the APC around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER\_APC.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the APCs will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER\_APC.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_APC
AI_CARGO_DISPATCHER_APC = {
@ -32,31 +81,30 @@ AI_CARGO_DISPATCHER_APC = {
--- Creates a new AI_CARGO_DISPATCHER_APC object.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Core.Set#SET_GROUP SetAPC
-- @param Core.Set#SET_CARGO SetCargo
-- @param Core.Set#SET_ZONE SetDeployZone
-- @param Core.Set#SET_GROUP SetAPC The collection of APC @{Group}s.
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
-- @param Core.Set#SET_ZONE SetDeployZone The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the APCs.
-- @param #number CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Create a new cargo dispatcher
-- -- Create a new cargo dispatcher for the set of APCs, with a combatradius of 500.
-- SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo )
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, 500 )
--
function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZones )
function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZones, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( SetAPC, SetCargo, SetDeployZones ) ) -- #AI_CARGO_DISPATCHER_APC
self.CombatRadius = 500
self.CombatRadius = CombatRadius or 500
self:SetDeploySpeed( 70, 120 )
self:SetPickupSpeed( 70, 120 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:Monitor( 1 )
return self
end

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@ -1,5 +1,7 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- The @{#AI_CARGO_DISPATCHER_HELICOPTER} classes implements the dynamic dispatching of cargo transportation tasks for helicopters.
--
-- ===
--
-- ### Author: **FlightControl**
@ -12,18 +14,77 @@
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- # AI\_CARGO\_DISPATCHER\_HELICOPTER class, extends @{Core.Base#BASE}
--- # AI\_CARGO\_DISPATCHER\_HELICOPTER class, extends @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER}
--
-- ![Banner Image](..\Presentations\AI_CARGO_DISPATCHER_HELICOPTER\Dia1.JPG)
--
-- ===
--
-- AI\_CARGO\_DISPATCHER\_HELICOPTER brings a dynamic cargo handling capability for AI groups.
-- AI\_CARGO\_DISPATCHER\_HELICOPTER brings a dynamic cargo handling capability for AI helicopter groups.
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER\_HELICOPTER module uses the @{Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_HELICOPTER object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- ---
--
-- ## 1. AI\_CARGO\_DISPATCHER\_HELICOPTER constructor
--
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.New}(): Creates a new AI\_CARGO\_DISPATCHER\_HELICOPTER object.
--
-- ---
--
-- ## 2. AI\_CARGO\_DISPATCHER\_HELICOPTER is a FSM
--
-- ![Process](..\Presentations\AI_CARGO_DISPATCHER_HELICOPTER\Dia3.JPG)
--
-- ### 2.1. AI\_CARGO\_DISPATCHER\_HELICOPTER States
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ### 2.2. AI\_CARGO\_DISPATCHER\_HELICOPTER Events
--
-- * **Monitor**: Monitor and take action.
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Home**: A Helicopter is going home.
--
-- ---
--
-- ## 3. Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetPickupRadius}(): Sets or randomizes the pickup location for the helicopter around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- ---
--
-- ## 4. Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetDeployRadius}(): Sets or randomizes the deploy location for the helicopter around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- ---
--
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Helicopters will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER\_HELICOPTER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
AI_CARGO_DISPATCHER_HELICOPTER = {
@ -32,9 +93,9 @@ AI_CARGO_DISPATCHER_HELICOPTER = {
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
-- @param Core.Set#SET_GROUP SetHelicopter
-- @param Core.Set#SET_CARGO SetCargo
-- @param Core.Set#SET_ZONE SetDeployZone
-- @param Core.Set#SET_GROUP SetHelicopter The collection of Helicopter @{Group}s.
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
-- @param Core.Set#SET_ZONE SetDeployZone The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the Helicopters.
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
-- @usage
--
@ -52,8 +113,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo, SetDeployZ
self:SetPickupSpeed( 200, 150 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:Monitor( 1 )
self:__Start( 1 )
return self
end

View File

@ -114,6 +114,14 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #number Delay
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUEU.
-- So, we need to unlock this when the helo is not anymore ...
Helicopter:HandleEvent( EVENTS.Crash,
function( Helicopter, EventData )
AI_CARGO_QUEUE[Helicopter] = nil
end
)
self:SetCarrier( Helicopter )
@ -225,7 +233,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() then
if Helicopter and Helicopter:IsAlive() == true then
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
@ -283,6 +291,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
self:__Queue( -10, Coordinate )
end
end
else
AI_CARGO_QUEUE[Helicopter] = nil
end
end

View File

@ -76,10 +76,35 @@ SET_BASE = {
function SET_BASE:New( Database )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- Core.Set#SET_BASE
local self = BASE:Inherit( self, FSM:New() ) -- Core.Set#SET_BASE
self.Database = Database
self:SetStartState( "Started" )
--- Added Handler OnAfter for SET_BASE
-- @function [parent=#SET_BASE] OnAfterAdded
-- @param #SET_BASE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #string ObjectName The name of the object.
-- @param Object The object.
self:AddTransition( "*", "Added", "*" )
--- Removed Handler OnAfter for SET_BASE
-- @function [parent=#SET_BASE] OnAfterRemoved
-- @param #SET_BASE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #string ObjectName The name of the object.
-- @param Object The object.
self:AddTransition( "*", "Removed", "*" )
self.YieldInterval = 10
self.TimeInterval = 0.001
@ -148,7 +173,8 @@ end
--- Removes a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
-- @param #SET_BASE self
-- @param #string ObjectName
function SET_BASE:Remove( ObjectName )
-- @param NoTriggerEvent (optional) When `true`, the :Remove() method will not trigger a **Removed** event.
function SET_BASE:Remove( ObjectName, NoTriggerEvent )
self:F2( { ObjectName = ObjectName } )
local Object = self.Set[ObjectName]
@ -161,9 +187,11 @@ function SET_BASE:Remove( ObjectName )
break
end
end
-- When NoTriggerEvent is true, then no Removed event will be triggered.
if not NoTriggerEvent then
self:Removed( ObjectName, Object )
end
end
end
@ -177,10 +205,12 @@ function SET_BASE:Add( ObjectName, Object )
-- Ensure that the existing element is removed from the Set before a new one is inserted to the Set
if self.Set[ObjectName] then
self:Remove( ObjectName )
self:Remove( ObjectName, true )
end
self.Set[ObjectName] = Object
table.insert( self.Index, ObjectName )
self:Added( ObjectName, Object )
end
--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using the Object Name as the index.
@ -425,7 +455,7 @@ end
-- @param #SET_BASE self
-- @param Core.Event#EVENTDATA Event
function SET_BASE:_EventOnDeadOrCrash( Event )
self:F3( { Event } )
self:F( { Event } )
if Event.IniDCSUnit then
local ObjectName, Object = self:FindInDatabase( Event )
@ -675,6 +705,52 @@ end
-- * @{#SET_GROUP.ForEachGroupPartlyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence partly in a @{Zone}, providing the GROUP and optional parameters to the called function.
-- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function.
--
--
-- ## 5. SET_GROUP trigger events on the GROUP objects.
--
-- The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_GROUP.
--
-- ### 5.1. When a GROUP object crashes or is dead, the SET_GROUP will trigger a **Dead** event.
--
-- You can handle the event using the OnBefore and OnAfter event handlers.
-- The event handlers need to have the paramters From, Event, To, GroupObject.
-- The GroupObject is the GROUP object that is dead and within the SET_GROUP, and is passed as a parameter to the event handler.
-- See the following example:
--
-- -- Create the SetCarrier SET_GROUP collection.
--
-- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
--
-- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
--
-- function SetHelicopter:OnAfterDead( From, Event, To, GroupObject )
-- self:F( { GroupObject = GroupObject:GetName() } )
-- end
--
-- While this is a good example, there is a catch.
-- Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
-- So, the self would need to contain another object. Fortunately, this can be done, but you must use then the **`.`** notation for the method.
-- See the modified example:
--
-- -- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- -- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- -- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
--
-- function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZones )
--
-- local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
--
-- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- -- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
--
-- function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, GroupObject )
-- SetHelicopter:F( { GroupObject = GroupObject:GetName() } )
-- self.PickupCargo[GroupObject] = nil -- So here I clear the PickupCargo table entry of the self object AI_CARGO_DISPATCHER.
-- self.CarrierHome[GroupObject] = nil
-- end
--
-- end
--
-- ===
-- @field #SET_GROUP SET_GROUP
SET_GROUP = {
@ -946,7 +1022,7 @@ end
-- @param #SET_GROUP self
-- @param Core.Event#EVENTDATA Event
function SET_GROUP:_EventOnDeadOrCrash( Event )
self:F3( { Event } )
self:F( { Event } )
if Event.IniDCSUnit then
local ObjectName, Object = self:FindInDatabase( Event )
@ -1409,6 +1485,59 @@ do -- SET_UNIT
--
-- * @{#SET_UNIT.GetTypeNames}(): Retrieve the type names of the @{Unit}s in the SET, delimited by a comma.
--
-- ## 4. SET_UNIT iterators
--
-- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods.
-- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide.
-- The following iterator methods are currently available within the SET_UNIT:
--
-- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive group it finds within the SET_UNIT.
-- * @{#SET_UNIT.ForEachUnitInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence completely in a @{Zone}, providing the UNIT object and optional parameters to the called function.
-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence not in a @{Zone}, providing the UNIT object and optional parameters to the called function.
--
-- ## 5. SET_UNIT trigger events on the UNIT objects.
--
-- The SET is derived from the FSM class, which provides extra capabilities to track the contents of the UNIT objects in the SET_UNIT.
--
-- ### 5.1. When a UNIT object crashes or is dead, the SET_UNIT will trigger a **Dead** event.
--
-- You can handle the event using the OnBefore and OnAfter event handlers.
-- The event handlers need to have the paramters From, Event, To, GroupObject.
-- The GroupObject is the UNIT object that is dead and within the SET_UNIT, and is passed as a parameter to the event handler.
-- See the following example:
--
-- -- Create the SetCarrier SET_UNIT collection.
--
-- local SetHelicopter = SET_UNIT:New():FilterPrefixes( "Helicopter" ):FilterStart()
--
-- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier unit is destroyed, that all internal parameters are reset.
--
-- function SetHelicopter:OnAfterDead( From, Event, To, UnitObject )
-- self:F( { UnitObject = UnitObject:GetName() } )
-- end
--
-- While this is a good example, there is a catch.
-- Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
-- So, the self would need to contain another object. Fortunately, this can be done, but you must use then the **`.`** notation for the method.
-- See the modified example:
--
-- -- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- -- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- -- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
--
-- function ACLASS:New( SetCarrier, SetCargo, SetDeployZones )
--
-- local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
--
-- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- -- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
--
-- function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, UnitObject )
-- SetHelicopter:F( { UnitObject = UnitObject:GetName() } )
-- self.array[UnitObject] = nil -- So here I clear the array table entry of the self object ACLASS.
-- end
--
-- end
-- ===
-- @field #SET_UNIT SET_UNIT
SET_UNIT = {
@ -1649,6 +1778,8 @@ do -- SET_UNIT
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!