First working prototype of AI_CARGO_TROOPS.

This commit is contained in:
FlightControl_Master
2018-03-27 12:07:16 +02:00
parent b6fc46fdd0
commit 727d64927b
3 changed files with 396 additions and 296 deletions

View File

@@ -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