Got the airplanes finally to load together ...

This commit is contained in:
FlightControl
2018-08-13 07:38:18 +02:00
parent 7f9f9b33fd
commit 74e9599df9
6 changed files with 86 additions and 82 deletions

View File

@@ -37,7 +37,7 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
self:AddTransition( { "Unloaded", "Loaded" }, "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( { "Unloaded", "Loaded" }, "Load", "Boarding" )
self:AddTransition( { "Unloaded", "Boarding" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
@@ -128,8 +128,13 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
-- Set carrier.
self:SetCarrier( Airplane )
Airplane:SetCargoBayWeightLimit( 5000 )
Airplane:SetCargoBayVolumeLimit( 15 )
local Desc = Airplane:GetUnit(1):GetDesc()
self:F({Desc=Desc})
Airplane:SetCargoBayWeightLimit( Desc.massMax - ( Desc.massEmpty + Desc.fuelMassMax ) )
--Airplane:SetCargoBayVolumeLimit( 15 )
self.Relocating = true
@@ -344,8 +349,7 @@ function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Sp
-- Set destination airbase for next :Route() command.
self.Airbase = Airbase
-- Unclear?!
self.Transporting = false
self.Transporting = true
self.Relocating = false
end
@@ -398,6 +402,38 @@ function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo )
else
-- Check if another cargo can be loaded into the airplane.
for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
self:F({_Cargo:GetName()})
local Cargo =_Cargo --Cargo.Cargo#CARGO
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
-- Only when the cargo is within load radius.
local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
if InRadius then
local CargoBayFreeWeight = Airplane:GetCargoBayFreeWeight()
--local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
local CargoWeight = Cargo:GetWeight()
--local CargoVolume = Cargo:GetVolume()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
-- ok, board.
self:__Load( 5, Airplane:GetCoordinate() )
-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
--Cargo:Board( Airplane, 25 )
return
end
end
end
end
self:__Loaded( 1, Cargo )
end
end
@@ -415,41 +451,8 @@ function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To, Cargo )
env.info("FF troops loaded into cargo plane")
if Airplane and Airplane:IsAlive() then
-- Check if another cargo can be loaded into the airplane.
for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
self:F({_Cargo:GetName()})
local Cargo =_Cargo --Cargo.Cargo#CARGO
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
-- Only when the cargo is within load radius.
local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
if InRadius then
local CargoBayFreeWeight = Airplane:GetCargoBayFreeWeight()
local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
local CargoWeight = Cargo:GetWeight()
local CargoVolume = Cargo:GetVolume()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight and CargoBayFreeVolume > CargoVolume then
-- ok, board.
self:__Load( 5, Airplane:GetCoordinate() )
-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
--Cargo:Board( Airplane, 25 )
return
end
end
end
end
self:F( { "Transporting" } )
self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
self:F( { "Transporting" } )
self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
end
end

View File

@@ -405,7 +405,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
-- Check if this Carrier need to go and Pickup something...
-- So, if the cargo bay is not full yet with cargo to be loaded ...
self:I( { IsRelocating = AI_Cargo:IsRelocating() } )
if AI_Cargo:IsRelocating() == false then
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
-- ok, so there is a free Carrier
-- now find the first cargo that is Unloaded