diff --git a/Moose Development/Moose/AI/AI_Cargo_Troops.lua b/Moose Development/Moose/AI/AI_Cargo_Troops.lua index 7cb69ab0c..dd2104ccc 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Troops.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Troops.lua @@ -48,6 +48,8 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius ) self:AddTransition( "Unboarding", "Unloaded", "Unloaded" ) self:AddTransition( "*", "Monitor", "*" ) + self:AddTransition( "*", "Follow", "Following" ) + self:AddTransition( "*", "Guard", "Guarding" ) self:__Monitor( 1 ) self:__Load( 1 ) @@ -56,38 +58,94 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius ) end +--- Follow Infantry to the Carrier. +-- @param #AI_CARGO_TROOPS self +-- @return #AI_CARGO_TROOPS +function AI_CARGO_TROOPS:FollowToCarrier( Me ) + + self = Me + + self:F( { self = self:GetClassNameAndID(), CargoGroup = self.CargoGroup:GetName() } ) + + -- We check if the Cargo is near to the CargoCarrier. + if self.CargoGroup:IsNear( self.CargoCarrier, 5 ) then + + -- The Cargo does not need to follow the Carrier. + self:Guard() + + else + + -- The Cargo needs to continue to follow the Carrier. + if self:Is( "Following" ) then + + -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 + self.CargoGroup.CargoSet:ForEach( + --- @param Core.Cargo#CARGO Cargo + function( Cargo ) + local CargoUnit = Cargo.CargoObject -- Wrapper.Unit#UNIT + self:F( { UnitName = CargoUnit:GetName() } ) + + if CargoUnit:IsAlive() then + + local InfantryGroup = CargoUnit:GetGroup() + self:F( { GroupName = InfantryGroup:GetName() } ) + + local Waypoints = {} + + -- Calculate the new Route. + local FromCoord = InfantryGroup:GetCoordinate() + local FromGround = FromCoord:WaypointGround( 10, "Diamond" ) + table.insert( Waypoints, FromGround ) + + local ToCoord = self.CargoCarrier:GetCoordinate() + local ToGround = ToCoord:WaypointGround( 10, "Diamond" ) + table.insert( Waypoints, ToGround ) + + local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", self ) + + 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 ) -- Move after a random seconds to the Route. See the Route method for details. + end + end + ) + end + end +end + + --- @param #AI_CARGO_TROOPS self -- @param Wrapper.Unit#UNIT CargoCarrier function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To ) self:F( { CargoCarrier, From, Event, To } ) if CargoCarrier and CargoCarrier:IsAlive() then - if self.Coordinate then + if self.CarrierCoordinate then local Coordinate = CargoCarrier:GetCoordinate() self.Zone:Scan( { Object.Category.UNIT } ) if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then --- if self:Is( "Unloaded" ) then --- -- There are no enemies within combat range. Load the CargoCarrier. --- self:__Load( 1 ) --- end + if self:Is( "Unloaded" ) or self:Is( "Guarding" ) then + -- There are no enemies within combat range. Load the CargoCarrier. + self:__Load( 1 ) + end else if self:Is( "Loaded" ) then -- There are enemies within combat range. Unload the CargoCarrier. self:__Unload( 1 ) end end - if self:Is( "Unloaded" ) then - if not Coordinate:IsAtCoordinate2D( self.Coordinate, 2 ) then - --self.CargoGroup:RouteTo( Coordinate, 30 ) + if self:Is( "Guarding" ) then + if not self.CargoGroup:IsNear( CargoCarrier, 5 ) then + self:Follow() end end - - else - self.Coordinate = CargoCarrier:GetCoordinate() end + self.CarrierCoordinate = CargoCarrier:GetCoordinate() end - self:__Monitor( 1 ) + self:__Monitor( -5 ) end @@ -167,7 +225,23 @@ function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To ) self:F( { CargoCarrier, From, Event, To } ) if CargoCarrier and CargoCarrier:IsAlive() then + self:Guard() + self.CargoCarrier = CargoCarrier CargoCarrier:RouteResume() end end + + +--- @param #AI_CARGO_TROOPS self +-- @param Wrapper.Unit#UNIT CargoCarrier +function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To ) + self:F( { CargoCarrier, From, Event, To } ) + + self:F( "Follow" ) + if CargoCarrier and CargoCarrier:IsAlive() then + self:FollowToCarrier( self ) + end + +end + diff --git a/Moose Development/Moose/Core/Cargo.lua b/Moose Development/Moose/Core/Cargo.lua index 66f9c04c8..f767c5ea7 100644 --- a/Moose Development/Moose/Core/Cargo.lua +++ b/Moose Development/Moose/Core/Cargo.lua @@ -491,17 +491,22 @@ end -- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). -- @return #boolean function CARGO:IsNear( PointVec2, NearRadius ) - self:F( { PointVec2, NearRadius } ) + self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } ) - --local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) - local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) - self:T( Distance ) - - if Distance <= NearRadius then - return true - else - return false + if self.CargoObject:IsAlive() then + --local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) + self:F( { CargoObjectName = self.CargoObject:GetName() } ) + self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } ) + self:F( { PointVec2 = PointVec2:GetVec2() } ) + local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) + self:T( Distance ) + + if Distance <= NearRadius then + return true + end end + + return false end --- Get the current PointVec2 of the cargo. @@ -746,7 +751,7 @@ do -- CARGO_UNIT function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) self:F( { From, Event, To, ToPointVec2, NearRadius } ) - NearRadius = NearRadius or 25 + NearRadius = NearRadius or 100 local Angle = 180 local Speed = 60 @@ -804,7 +809,7 @@ do -- CARGO_UNIT function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) self:F( { From, Event, To, ToPointVec2, NearRadius } ) - NearRadius = NearRadius or 25 + NearRadius = NearRadius or 100 local Angle = 180 local Speed = 10 @@ -831,7 +836,7 @@ do -- CARGO_UNIT function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) self:F( { From, Event, To, ToPointVec2, NearRadius } ) - NearRadius = NearRadius or 25 + NearRadius = NearRadius or 100 self.CargoInAir = self.CargoObject:InAir() @@ -1149,299 +1154,299 @@ do -- CARGO_GROUP ClassName = "CARGO_GROUP", } ---- CARGO_GROUP constructor. --- @param #CARGO_GROUP self --- @param Wrapper.Group#GROUP CargoGroup --- @param #string Type --- @param #string Name --- @param #number ReportRadius (optional) --- @param #number NearRadius (optional) --- @return #CARGO_GROUP -function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius ) - local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP - self:F( { Type, Name, ReportRadius } ) - - self.CargoObject = CargoGroup - self:SetDeployed( false ) - self.CargoGroup = CargoGroup + --- CARGO_GROUP constructor. + -- @param #CARGO_GROUP self + -- @param Wrapper.Group#GROUP CargoGroup + -- @param #string Type + -- @param #string Name + -- @param #number ReportRadius (optional) + -- @param #number NearRadius (optional) + -- @return #CARGO_GROUP + function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius ) + local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP + self:F( { Type, Name, ReportRadius } ) - local WeightGroup = 0 + self.CargoObject = CargoGroup + self:SetDeployed( false ) + self.CargoGroup = CargoGroup + + local WeightGroup = 0 + + for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do + local Unit = UnitData -- Wrapper.Unit#UNIT + local WeightUnit = Unit:GetDesc().massEmpty + WeightGroup = WeightGroup + WeightUnit + local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit ) + self.CargoSet:Add( CargoUnit:GetName(), CargoUnit ) + end - for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - local WeightUnit = Unit:GetDesc().massEmpty - WeightGroup = WeightGroup + WeightUnit - local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit ) - self.CargoSet:Add( CargoUnit:GetName(), CargoUnit ) + self:SetWeight( WeightGroup ) + + self:T( { "Weight Cargo", WeightGroup } ) + + -- Cargo objects are added to the _DATABASE and SET_CARGO objects. + _EVENTDISPATCHER:CreateEventNewCargo( self ) + + self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) + self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) + self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) + + self:SetEventPriority( 4 ) + + return self end - self:SetWeight( WeightGroup ) + --- @param #CARGO_GROUP self + -- @param Core.Event#EVENTDATA EventData + function CARGO_GROUP:OnEventCargoDead( EventData ) - self:T( { "Weight Cargo", WeightGroup } ) - - -- Cargo objects are added to the _DATABASE and SET_CARGO objects. - _EVENTDISPATCHER:CreateEventNewCargo( self ) - - self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) - - self:SetEventPriority( 4 ) - - return self -end - ---- @param #CARGO_GROUP self --- @param Core.Event#EVENTDATA EventData -function CARGO_GROUP:OnEventCargoDead( EventData ) - - local Destroyed = false - - if self:IsDestroyed() or self:IsUnLoaded() then - Destroyed = true - for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do - local Cargo = CargoData -- #CARGO - if Cargo:IsAlive() then - Destroyed = false - else - Cargo:Destroyed() - end - end - else - local CarrierName = self.CargoCarrier:GetName() - if CarrierName == EventData.IniDCSUnitName then - MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll() + local Destroyed = false + + if self:IsDestroyed() or self:IsUnLoaded() then Destroyed = true - self.CargoCarrier:ClearCargo() + for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do + local Cargo = CargoData -- #CARGO + if Cargo:IsAlive() then + Destroyed = false + else + Cargo:Destroyed() + end + end + else + local CarrierName = self.CargoCarrier:GetName() + if CarrierName == EventData.IniDCSUnitName then + MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll() + Destroyed = true + self.CargoCarrier:ClearCargo() + end end - end - - if Destroyed then - self:Destroyed() - self:E( { "Cargo group destroyed" } ) - end - -end - ---- Enter Boarding State. --- @param #CARGO_GROUP self --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) - self:F( { CargoCarrier.UnitName, From, Event, To } ) - - local NearRadius = NearRadius or 25 - - if From == "UnLoaded" then - - -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - function( Cargo, ... ) - Cargo:__Board( 1, CargoCarrier, NearRadius, ... ) - end, ... - ) - self:__Boarding( 1, CargoCarrier, NearRadius, ... ) + if Destroyed then + self:Destroyed() + self:E( { "Cargo group destroyed" } ) + end + end - -end ---- Enter Loaded State. --- @param #CARGO_GROUP self --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... ) - self:F( { From, Event, To, CargoCarrier, ...} ) + --- Enter Boarding State. + -- @param #CARGO_GROUP self + -- @param Wrapper.Unit#UNIT CargoCarrier + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) + self:F( { CargoCarrier.UnitName, From, Event, To } ) + + local NearRadius = NearRadius or 25 + + if From == "UnLoaded" then - if From == "UnLoaded" then - -- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier. + -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 + self.CargoSet:ForEach( + function( Cargo, ... ) + Cargo:__Board( 1, CargoCarrier, NearRadius, ... ) + end, ... + ) + + self:__Boarding( 1, CargoCarrier, NearRadius, ... ) + end + + end + + --- Enter Loaded State. + -- @param #CARGO_GROUP self + -- @param Wrapper.Unit#UNIT CargoCarrier + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... ) + self:F( { From, Event, To, CargoCarrier, ...} ) + + if From == "UnLoaded" then + -- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier. + for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do + Cargo:Load( CargoCarrier ) + end + end + + --self.CargoObject:Destroy() + self.CargoCarrier = CargoCarrier + + end + + --- Leave Boarding State. + -- @param #CARGO_GROUP self + -- @param Wrapper.Unit#UNIT CargoCarrier + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) + self:F( { CargoCarrier.UnitName, From, Event, To } ) + + local NearRadius = NearRadius or 100 + + local Boarded = true + local Cancelled = false + local Dead = true + + self.CargoSet:Flush() + + -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do - Cargo:Load( CargoCarrier ) - end - end + self:T( { Cargo:GetName(), Cargo.current } ) + + + if not Cargo:is( "Loaded" ) + and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function. + Boarded = false + end + + if Cargo:is( "UnLoaded" ) then + Cancelled = true + end - --self.CargoObject:Destroy() - self.CargoCarrier = CargoCarrier + if not Cargo:is( "Destroyed" ) then + Dead = false + end + + end -end - ---- Leave Boarding State. --- @param #CARGO_GROUP self --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) - self:F( { CargoCarrier.UnitName, From, Event, To } ) - - local NearRadius = NearRadius or 25 - - local Boarded = true - local Cancelled = false - local Dead = true - - self.CargoSet:Flush() - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do - self:T( { Cargo:GetName(), Cargo.current } ) - - - if not Cargo:is( "Loaded" ) - and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function. - Boarded = false - end - - if Cargo:is( "UnLoaded" ) then - Cancelled = true - end - - if not Cargo:is( "Destroyed" ) then - Dead = false - end - - end - - if not Dead then - - if not Cancelled then - if not Boarded then - self:__Boarding( 1, CargoCarrier, NearRadius, ... ) + if not Dead then + + if not Cancelled then + if not Boarded then + self:__Boarding( 1, CargoCarrier, NearRadius, ... ) + else + self:F("Group Cargo is loaded") + self:__Load( 1, CargoCarrier, ... ) + end else - self:F("Group Cargo is loaded") - self:__Load( 1, CargoCarrier, ... ) + self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... ) end else - self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... ) + self:__Destroyed( 1, CargoCarrier, NearRadius, ... ) end - else - self:__Destroyed( 1, CargoCarrier, NearRadius, ... ) + end -end - ---- Get the amount of cargo units in the group. --- @param #CARGO_GROUP self --- @return #CARGO_GROUP -function CARGO_GROUP:GetCount() - return self.CargoSet:Count() -end - - ---- Enter UnBoarding State. --- @param #CARGO_GROUP self --- @param Core.Point#POINT_VEC2 ToPointVec2 --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) - self:F( {From, Event, To, ToPointVec2, NearRadius } ) - - NearRadius = NearRadius or 25 - - local Timer = 1 - - if From == "Loaded" then - - if self.CargoObject then - self.CargoObject:Destroy() - end - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - function( Cargo, NearRadius ) - - Cargo:__UnBoard( Timer, ToPointVec2, NearRadius ) - Timer = Timer + 10 - end, { NearRadius } - ) - - - self:__UnBoarding( 1, ToPointVec2, NearRadius, ... ) + --- Get the amount of cargo units in the group. + -- @param #CARGO_GROUP self + -- @return #CARGO_GROUP + function CARGO_GROUP:GetCount() + return self.CargoSet:Count() end -end ---- Leave UnBoarding State. --- @param #CARGO_GROUP self --- @param Core.Point#POINT_VEC2 ToPointVec2 --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) - self:F( { From, Event, To, ToPointVec2, NearRadius } ) - - --local NearRadius = NearRadius or 25 - - local Angle = 180 - local Speed = 10 - local Distance = 5 - - if From == "UnBoarding" then - local UnBoarded = true - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do - self:T( Cargo.current ) - if not Cargo:is( "UnLoaded" ) then - UnBoarded = false + --- Enter UnBoarding State. + -- @param #CARGO_GROUP self + -- @param Core.Point#POINT_VEC2 ToPointVec2 + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) + self:F( {From, Event, To, ToPointVec2, NearRadius } ) + + NearRadius = NearRadius or 100 + + local Timer = 1 + + if From == "Loaded" then + + if self.CargoObject then + self.CargoObject:Destroy() end - end - if UnBoarded then - return true - else + -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 + self.CargoSet:ForEach( + function( Cargo, NearRadius ) + + Cargo:__UnBoard( Timer, ToPointVec2, NearRadius ) + Timer = Timer + 10 + end, { NearRadius } + ) + + self:__UnBoarding( 1, ToPointVec2, NearRadius, ... ) end - - return false - end -end + end ---- UnBoard Event. --- @param #CARGO_GROUP self --- @param Core.Point#POINT_VEC2 ToPointVec2 --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) - self:F( { From, Event, To, ToPointVec2, NearRadius } ) - - --local NearRadius = NearRadius or 25 - - self:__UnLoad( 1, ToPointVec2, ... ) -end - - - ---- Enter UnLoaded State. --- @param #CARGO_GROUP self --- @param Core.Point#POINT_VEC2 --- @param #string Event --- @param #string From --- @param #string To -function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... ) - self:F( { From, Event, To, ToPointVec2 } ) - - if From == "Loaded" then - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - function( Cargo ) - --Cargo:UnLoad( ToPointVec2 ) - local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10) - Cargo:UnLoad( RandomVec2 ) + --- Leave UnBoarding State. + -- @param #CARGO_GROUP self + -- @param Core.Point#POINT_VEC2 ToPointVec2 + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) + self:F( { From, Event, To, ToPointVec2, NearRadius } ) + + --local NearRadius = NearRadius or 25 + + local Angle = 180 + local Speed = 10 + local Distance = 5 + + if From == "UnBoarding" then + local UnBoarded = true + + -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 + for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do + self:T( Cargo.current ) + if not Cargo:is( "UnLoaded" ) then + UnBoarded = false + end end - ) - + + if UnBoarded then + return true + else + self:__UnBoarding( 1, ToPointVec2, NearRadius, ... ) + end + + return false + end + end + + --- UnBoard Event. + -- @param #CARGO_GROUP self + -- @param Core.Point#POINT_VEC2 ToPointVec2 + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) + self:F( { From, Event, To, ToPointVec2, NearRadius } ) -end + --local NearRadius = NearRadius or 25 + + self:__UnLoad( 1, ToPointVec2, ... ) + end + + + + --- Enter UnLoaded State. + -- @param #CARGO_GROUP self + -- @param Core.Point#POINT_VEC2 + -- @param #string Event + -- @param #string From + -- @param #string To + function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... ) + self:F( { From, Event, To, ToPointVec2 } ) + + if From == "Loaded" then + + -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 + self.CargoSet:ForEach( + function( Cargo ) + --Cargo:UnLoad( ToPointVec2 ) + local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10) + Cargo:UnLoad( RandomVec2 ) + end + ) + + end + + end --- Respawn the cargo when destroyed @@ -1464,21 +1469,37 @@ end -- @param #CARGO_GROUP self -- @param Core.Point#COORDINATE Coordinate function CARGO_GROUP:RouteTo( Coordinate ) - self:F( ) + self:F( {Coordinate = Coordinate } ) - --local NearRadius = NearRadius or 25 - - if From == "UnLoaded" then - - -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - function( Cargo, Coordinate ) - Cargo.CargoObject:RouteTo( Coordinate ) - end, Coordinate - ) + -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 + self.CargoSet:ForEach( + function( Cargo ) + Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 ) + end + ) + end + + --- Check if Cargo is near to the Carrier. + -- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius. + -- @param #CARGO_GROUP self + -- @param Wrapper.Group#GROUP CargoCarrier + -- @param #number NearRadius + -- @return #boolean The Cargo is near to the Carrier. + -- @return #nil The Cargo is not near to the Carrier. + function CARGO_GROUP:IsNear( CargoCarrier, NearRadius ) + self:F( {NearRadius = NearRadius } ) + + local FirstCargo = self.CargoSet:GetFirst() -- #CARGO + + if FirstCargo then + if FirstCargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then + self:F( "Near" ) + return true + end end + return nil end end -- CARGO_GROUP diff --git a/Moose Development/Moose/Core/Point.lua b/Moose Development/Moose/Core/Point.lua index df0a3d21a..0a787216a 100644 --- a/Moose Development/Moose/Core/Point.lua +++ b/Moose Development/Moose/Core/Point.lua @@ -258,9 +258,14 @@ do -- COORDINATE --- Returns if the 2 coordinates are at the same 2D position. -- @param #COORDINATE self + -- @param #COORDINATE Coordinate + -- @param #number Precision -- @return #boolean true if at the same position. function COORDINATE:IsAtCoordinate2D( Coordinate, Precision ) + self:F( { Coordinate = Coordinate:GetVec2() } ) + self:F( { self = self:GetVec2() } ) + local x = Coordinate.x local z = Coordinate.z