Merge branch 'develop'

This commit is contained in:
FlightControl 2018-10-17 19:23:47 +02:00
commit 767bb58ac9
7 changed files with 773 additions and 337 deletions

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@ -213,8 +213,8 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
local Boarding = false local Boarding = false
local LoadInterval = 5 local LoadInterval = 2
local LoadDelay = 0 local LoadDelay = 1
local Carrier_List = {} local Carrier_List = {}
local Carrier_Weight = {} local Carrier_Weight = {}
@ -262,9 +262,10 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
Carrier:RouteStop() Carrier:RouteStop()
--Cargo:Ungroup() --Cargo:Ungroup()
Cargo:__Board( -LoadDelay, CarrierUnit ) Cargo:__Board( -LoadDelay, CarrierUnit )
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone ) self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
-- So now this CarrierUnit has Cargo that is being loaded. -- So now this CarrierUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status. -- This will be used further in the logic to follow and to check cargo status.
self.Carrier_Cargo[Cargo] = CarrierUnit self.Carrier_Cargo[Cargo] = CarrierUnit
@ -280,7 +281,6 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
end end
end end
if not Loaded == true then if not Loaded == true then
@ -368,6 +368,7 @@ function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
self.Relocating = false self.Relocating = false
if HasCargo then if HasCargo then
self:F( "Transporting" )
self.Transporting = true self.Transporting = true
end end
@ -383,11 +384,11 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone ) function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone } ) self:F( { Carrier, From, Event, To, DeployZone, Defend = Defend } )
local UnboardInterval = 10 local UnboardInterval = 5
local UnboardDelay = 10 local UnboardDelay = 5
if Carrier and Carrier:IsAlive() then if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
@ -398,8 +399,10 @@ function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone )
if Cargo:IsLoaded() then if Cargo:IsLoaded() then
Cargo:__UnBoard( UnboardDelay ) Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone, Defend )
if not Defend == true then
Cargo:SetDeployed( true ) Cargo:SetDeployed( true )
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone ) end
end end
end end
end end
@ -415,17 +418,17 @@ end
-- @param #string To To state. -- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object. -- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone ) function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName() } ) self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
if Carrier and Carrier:IsAlive() then if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone ) self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return return
end end
end end
self:Unloaded( Cargo, CarrierUnit, DeployZone ) self:Unloaded( Cargo, CarrierUnit, DeployZone, Defend )
end end
@ -438,8 +441,8 @@ end
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object. -- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed. -- @param #boolean Deployed Cargo is deployed.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone ) function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone } ) self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
local AllUnloaded = true local AllUnloaded = true
@ -465,7 +468,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
end end
if AllUnloaded == true then if AllUnloaded == true then
self:__Deployed( 5, DeployZone ) self:__Deployed( 5, DeployZone, Defend )
end end
end end
@ -477,10 +480,14 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone ) function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone } ) self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
if not Defend == true then
self.Transporting = false self.Transporting = false
else
self:F( "Defending" )
end
end end

View File

@ -285,7 +285,7 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
else else
if self:Is( "Loaded" ) then if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier. -- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1 ) self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else else
if self:Is( "Unloaded" ) then if self:Is( "Unloaded" ) then
self:Follow() self:Follow()
@ -449,12 +449,12 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone ) function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend )
self:F( { APC, From, Event, To, DeployZone = DeployZone } ) self:F( { APC, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
self:__Guard( 0.1 ) self:__Guard( 0.1 )
self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone ) self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
end end

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@ -894,8 +894,12 @@ end
-- @param #AI_CARGO_DISPATCHER self -- @param #AI_CARGO_DISPATCHER self
function AI_CARGO_DISPATCHER:onafterMonitor() function AI_CARGO_DISPATCHER:onafterMonitor()
self:F("Carriers")
self.SetCarrier:Flush()
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
local Carrier = Carrier -- Wrapper.Group#GROUP local Carrier = Carrier -- Wrapper.Group#GROUP
if Carrier:IsAlive() == true then
local AI_Cargo = self.AI_Cargo[Carrier] local AI_Cargo = self.AI_Cargo[Carrier]
if not AI_Cargo then if not AI_Cargo then
@ -1108,7 +1112,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
local PickupCargo = nil local PickupCargo = nil
local PickupZone = nil local PickupZone = nil
--self.SetCargo:Flush() self.SetCargo:Flush()
for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } ) self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
@ -1168,6 +1172,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
end end
end end
end end
end
self:__Monitor( self.MonitorTimeInterval ) self:__Monitor( self.MonitorTimeInterval )
end end

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@ -231,7 +231,7 @@ do -- CARGO_UNIT
local MaxSpeed = Desc.speedMaxOffRoad local MaxSpeed = Desc.speedMaxOffRoad
local TypeName = Desc.typeName local TypeName = Desc.typeName
self:T( self.CargoInAir ) --self:F({Unit=self.CargoObject:GetName()})
-- Only move the group to the carrier when the cargo is not in the air -- Only move the group to the carrier when the cargo is not in the air
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea). -- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
@ -286,18 +286,19 @@ do -- CARGO_UNIT
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } ) self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
--self:F({Unit=self.CargoObject:GetName()})
if CargoCarrier and CargoCarrier:IsAlive() and self.CargoObject and self.CargoObject:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5 local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
self:__Load( 1, CargoCarrier, ... ) self:__Load( 1, CargoCarrier, ... )
else else
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
self:__Boarding( -1, CargoCarrier, NearRadius, ... ) self:__Boarding( 1, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 1 self.RunCount = self.RunCount + 1
else else
self:__Boarding( -2, CargoCarrier, NearRadius, ... ) self:__Boarding( 2, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 2 self.RunCount = self.RunCount + 2
end end
if self.RunCount >= 40 then if self.RunCount >= 40 then
@ -306,6 +307,8 @@ do -- CARGO_UNIT
local Angle = 180 local Angle = 180
local Distance = 0 local Distance = 0
--self:F({Unit=self.CargoObject:GetName()})
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
@ -368,10 +371,11 @@ do -- CARGO_UNIT
self.CargoCarrier = CargoCarrier self.CargoCarrier = CargoCarrier
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects). --self:F({Unit=self.CargoObject:GetName()})
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then if self.CargoObject then
self:T("Destroying") self.CargoObject:Destroy( false )
self.CargoObject:Destroy()
--self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 ) --self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 )
end end
end end

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@ -57,8 +57,6 @@ do -- UserFlag
-- --
function USERFLAG:Set( Number ) --R2.3 function USERFLAG:Set( Number ) --R2.3
self:F( { Number = Number } )
trigger.action.setUserFlag( self.UserFlagName, Number ) trigger.action.setUserFlag( self.UserFlagName, Number )
return self return self

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@ -98,7 +98,7 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version. --- PSEUDOATC version.
-- @field #number version -- @field #number version
PSEUDOATC.version="0.9.0" PSEUDOATC.version="0.9.1"
----------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------
@ -743,9 +743,9 @@ function PSEUDOATC:ReportBR(id, position, location)
local coord=unit:GetCoordinate() local coord=unit:GetCoordinate()
-- Direction vector from current position (coord) to target (position). -- Direction vector from current position (coord) to target (position).
local pos=coord:Translate(30,90) local angle=coord:HeadingTo(position)
local vec3=coord:GetDirectionVec3(pos)
local angle=coord:GetAngleDegrees(vec3) -- Range from current to
local range=coord:Get2DDistance(position) local range=coord:Get2DDistance(position)
-- Bearing string. -- Bearing string.

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@ -12,6 +12,7 @@
-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure. -- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
-- * Intelligent spawning of aircraft on airports (only if enough parking spots are available). -- * Intelligent spawning of aircraft on airports (only if enough parking spots are available).
-- * Possibility to hook into events and customize actions. -- * Possibility to hook into events and customize actions.
-- * Persistance of assets. Warehouse assets can be saved and loaded from file.
-- * Can be easily interfaced to other MOOSE classes. -- * Can be easily interfaced to other MOOSE classes.
-- --
-- === -- ===
@ -50,7 +51,7 @@
-- @field Core.Point#COORDINATE rail Closest point to warehouse on rail. -- @field Core.Point#COORDINATE rail Closest point to warehouse on rail.
-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned. -- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file. -- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
-- @field #number uid Unit identifier of the warehouse. Derived from the associated airbase. -- @field #number uid Unit identifier of the warehouse. Derived from id of warehouse static element.
-- @field #number markerid ID of the warehouse marker at the airbase. -- @field #number markerid ID of the warehouse marker at the airbase.
-- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds. -- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds.
-- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added. -- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added.
@ -676,6 +677,63 @@
-- --
-- === -- ===
-- --
-- # Persistance of Assets
--
-- Assets in stock of a warehouse can be saved to a file on your hard drive and then loaded from that file at a later point. This enables to restart the mission
-- and restore the warehouse stock.
--
-- ## Prerequisites
--
-- **Important** By default, DCS does not allow for writing data to files. Therefore, one first has to comment out the line "sanitizeModule('io')", i.e.
--
-- do
-- sanitizeModule('os')
-- --sanitizeModule('io')
-- sanitizeModule('lfs')
-- require = nil
-- loadlib = nil
-- end
--
-- in the file "MissionScripting.lua", which is located in the subdirectory "Scripts" of your DCS installation root directory.
--
-- ### Don'ts
--
-- Do not use **semi-colons** or **equal signs** in the group names of your assets as these are used as separators in the saved and loaded files texts.
-- If you do, it will cause problems and give you a headache!
--
-- ## Save Assets
--
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt".
--
-- warehouseBatumi:Save("D:\\My Warehouse Data\\")
--
-- This will save all asset data to in "D:\\My Warehouse Data\\Warehouse-1234_Batumi.txt".
--
-- ## Load Assets
--
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt".
--
-- Note that the warehouse **must not be started** and in the *Running* state in order to load the assets. In other words, loading should happen after the
-- @{#WAREHOUSE.New} command is specified in the code but before the @{#WAREHOUSE.Start} command is given.
--
-- Loading the assets is done by
--
-- warehouseBatumi:New(STATIC:FindByName("Warehouse Batumi"))
-- warehouseBatumi:Load("D:\\My Warehouse Data\\")
-- warehouseBatumi:Start()
--
-- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton.
-- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
-- spawn some ground units via a self request and let them capture the airbase.
--
-- ===
--
-- # Examples -- # Examples
-- --
-- This section shows some examples how the WAREHOUSE class is used in practice. This is one of the best ways to explain things, in my opinion. -- This section shows some examples how the WAREHOUSE class is used in practice. This is one of the best ways to explain things, in my opinion.
@ -1507,6 +1565,7 @@ WAREHOUSE = {
-- @field #number loadradius Distance when cargo is loaded into the carrier. -- @field #number loadradius Distance when cargo is loaded into the carrier.
-- @field DCS#AI.Skill skill Skill of AI unit. -- @field DCS#AI.Skill skill Skill of AI unit.
-- @field #string livery Livery of the asset. -- @field #string livery Livery of the asset.
-- @field #string assignment Assignment of the asset. This could, e.g., be used in the @{#WAREHOUSE.OnAfterNewAsset) funktion.
--- Item of the warehouse queue table. --- Item of the warehouse queue table.
-- @type WAREHOUSE.Queueitem -- @type WAREHOUSE.Queueitem
@ -1655,7 +1714,7 @@ WAREHOUSE.db = {
--- Warehouse class version. --- Warehouse class version.
-- @field #string version -- @field #string version
WAREHOUSE.version="0.6.1" WAREHOUSE.version="0.6.3"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list. -- TODO: Warehouse todo list.
@ -1771,9 +1830,10 @@ function WAREHOUSE:New(warehouse, alias)
-- Add FSM transitions. -- Add FSM transitions.
-- From State --> Event --> To State -- From State --> Event --> To State
self:AddTransition("NotReadyYet", "Load", "Loaded") -- TODO Load the warehouse state. No sure if it should be in stopped state. self:AddTransition("NotReadyYet", "Load", "Loaded") -- Load the warehouse state from scatch.
self:AddTransition("Stopped", "Load", "Loaded") -- Load the warehouse state stopped state.
self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse from scratch. self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse from scratch.
self:AddTransition("Loaded", "Start", "Running") -- TODO Start the warehouse when loaded from disk. self:AddTransition("Loaded", "Start", "Running") -- Start the warehouse when loaded from disk.
self:AddTransition("*", "Status", "*") -- Status update. self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock. self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock.
self:AddTransition("*", "NewAsset", "*") -- New asset was added to warehouse stock. self:AddTransition("*", "NewAsset", "*") -- New asset was added to warehouse stock.
@ -1788,9 +1848,12 @@ function WAREHOUSE:New(warehouse, alias)
self:AddTransition("Running", "Pause", "Paused") -- Pause the processing of new requests. Still possible to add assets and requests. self:AddTransition("Running", "Pause", "Paused") -- Pause the processing of new requests. Still possible to add assets and requests.
self:AddTransition("Paused", "Unpause", "Running") -- Unpause the warehouse. Queued requests are processed again. self:AddTransition("Paused", "Unpause", "Running") -- Unpause the warehouse. Queued requests are processed again.
self:AddTransition("*", "Stop", "Stopped") -- Stop the warehouse. self:AddTransition("*", "Stop", "Stopped") -- Stop the warehouse.
self:AddTransition("Stopped", "Restart", "Running") -- Restart the warehouse when it was stopped before.
self:AddTransition("Loaded", "Restart", "Running") -- Restart the warehouse when assets were loaded from file before.
self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk. self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk.
self:AddTransition("*", "Attacked", "Attacked") -- Warehouse is under attack by enemy coalition. self:AddTransition("*", "Attacked", "Attacked") -- Warehouse is under attack by enemy coalition.
self:AddTransition("Attacked", "Defeated", "Running") -- Attack by other coalition was defeated! self:AddTransition("Attacked", "Defeated", "Running") -- Attack by other coalition was defeated!
self:AddTransition("*", "ChangeCountry", "*") -- Change country (and coalition) of the warehouse. Warehouse is respawned!
self:AddTransition("Attacked", "Captured", "Running") -- Warehouse was captured by another coalition. It must have been attacked first. self:AddTransition("Attacked", "Captured", "Running") -- Warehouse was captured by another coalition. It must have been attacked first.
self:AddTransition("*", "AirbaseCaptured", "*") -- Airbase was captured by other coalition. self:AddTransition("*", "AirbaseCaptured", "*") -- Airbase was captured by other coalition.
self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition. self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition.
@ -1810,15 +1873,24 @@ function WAREHOUSE:New(warehouse, alias)
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers. --- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers. All waiting and pending queue items are deleted as well and all assets are removed from stock.
-- @function [parent=#WAREHOUSE] Stop -- @function [parent=#WAREHOUSE] Stop
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers. --- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers. All waiting and pending queue items are deleted as well and all assets are removed from stock.
-- @function [parent=#WAREHOUSE] __Stop -- @function [parent=#WAREHOUSE] __Stop
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Triggers the FSM event "Restart". Restarts the warehouse from stopped state by reactivating the event handlers *only*.
-- @function [parent=#WAREHOUSE] Restart
-- @param #WAREHOUSE self
--- Triggers the FSM event "Restart" after a delay. Restarts the warehouse from stopped state by reactivating the event handlers *only*.
-- @function [parent=#WAREHOUSE] __Restart
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed. --- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
-- @function [parent=#WAREHOUSE] Pause -- @function [parent=#WAREHOUSE] Pause
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
@ -2071,6 +2143,26 @@ function WAREHOUSE:New(warehouse, alias)
-- @param #string To To state. -- @param #string To To state.
--- Triggers the FSM event "ChangeCountry" so the warehouse is respawned with the new country.
-- @function [parent=#WAREHOUSE] ChangeCountry
-- @param #WAREHOUSE self
-- @param DCS#country.id Country New country id of the warehouse.
--- Triggers the FSM event "ChangeCountry" after a delay so the warehouse is respawned with the new country.
-- @function [parent=#WAREHOUSE] __ChangeCountry
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param DCS#country.id Country Country id which has captured the warehouse.
--- On after "ChangeCountry" event user function. Called when the warehouse has changed its country.
-- @function [parent=#WAREHOUSE] OnAfterChangeCountry
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#country.id Country New country id of the warehouse, i.e. a number @{DCS#country.id} enumerator.
--- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition. --- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition.
-- @function [parent=#WAREHOUSE] Captured -- @function [parent=#WAREHOUSE] Captured
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
@ -2162,7 +2254,7 @@ function WAREHOUSE:New(warehouse, alias)
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
--- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. Services are stopped. --- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. Services are stopped.
-- @function [parent=#WAREHOUSE] Destroyed -- @function [parent=#WAREHOUSE] __Destroyed
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
@ -2173,6 +2265,53 @@ function WAREHOUSE:New(warehouse, alias)
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
--- Triggers the FSM event "Save" when the warehouse assets are saved to file on disk.
-- @function [parent=#WAREHOUSE] Save
-- @param #WAREHOUSE self
-- @param #string path Path where the file is saved. Default is the DCS installation root directory.
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
--- Triggers the FSM event "Save" with a delay when the warehouse assets are saved to a file.
-- @function [parent=#WAREHOUSE] __Save
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param #string path Path where the file is saved. Default is the DCS installation root directory.
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
--- On after "Save" event user function. Called when the warehouse assets are saved to disk.
-- @function [parent=#WAREHOUSE] OnAfterSave
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is saved. Default is the DCS installation root directory.
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
--- Triggers the FSM event "Load" when the warehouse is loaded from a file on disk.
-- @function [parent=#WAREHOUSE] Load
-- @param #WAREHOUSE self
-- @param #string path Path where the file is located. Default is the DCS installation root directory.
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
--- Triggers the FSM event "Load" with a delay when the warehouse assets are loaded from disk.
-- @function [parent=#WAREHOUSE] __Load
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param #string path Path where the file is located. Default is the DCS installation root directory.
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
--- On after "Load" event user function. Called when the warehouse assets are loaded from disk.
-- @function [parent=#WAREHOUSE] OnAfterLoad
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is located. Default is the DCS installation root directory.
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
return self return self
end end
@ -2914,6 +3053,36 @@ function WAREHOUSE:onafterStart(From, Event, To)
self:__Status(-1) self:__Status(-1)
end end
--- On after "Restart" event. Restarts the warehouse when it was in stopped state by reactivating the event handlers *only*.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterRestart(From, Event, To)
self:I(self.wid..string.format("Restarting Warehouse %s.", self.alias))
-- Handle events:
self:HandleEvent(EVENTS.Birth, self._OnEventBirth)
self:HandleEvent(EVENTS.EngineStartup, self._OnEventEngineStartup)
self:HandleEvent(EVENTS.Takeoff, self._OnEventTakeOff)
self:HandleEvent(EVENTS.Land, self._OnEventLanding)
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventEngineShutdown)
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
-- This event triggers the arrived event for air assets.
-- TODO Might need to make this landing or optional!
-- In fact, it would be better if the type could be defined for only for the warehouse which receives stuff,
-- since there will be warehouses with small airbases and little space or other problems!
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventArrived)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Stop" event. Stops the warehouse, unhandles all events. --- On after "Stop" event. Stops the warehouse, unhandles all events.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
@ -2941,8 +3110,10 @@ function WAREHOUSE:onafterStop(From, Event, To)
self.stock=nil self.stock=nil
self.stock={} self.stock={}
self:_UpdateWarehouseMarkText()
-- Clear all pending schedules. -- Clear all pending schedules.
self.CallScheduler:Clear() --self.CallScheduler:Clear()
end end
--- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state. --- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state.
@ -4476,6 +4647,73 @@ function WAREHOUSE:onafterDefeated(From, Event, To)
end end
end end
--- On before "ChangeCountry" event. Checks whether a change of country is necessary by comparing the actual country to the the requested one.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#country.id Country which has captured the warehouse.
function WAREHOUSE:onbeforeChangeCountry(From, Event, To, Country)
local currentCountry=self:GetCountry()
-- Message.
local text=string.format("Warehouse %s: request to change country %d-->%d", self.alias, currentCountry, Country)
self:_DebugMessage(text, 10)
-- Check if current or requested coalition or country match.
if currentCountry~=Country then
return true
end
return false
end
--- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the
-- country.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#country.id Country which has captured the warehouse.
function WAREHOUSE:onafterChangeCountry(From, Event, To, Country)
local CoalitionOld=self:GetCoalition()
-- Respawn warehouse with new coalition/country.
self.warehouse:ReSpawn(Country)
local CoalitionNew=self:GetCoalition()
-- Delete all waiting requests because they are not valid any more.
self.queue=nil
self.queue={}
-- Airbase could have been captured before and already belongs to the new coalition.
local airbase=AIRBASE:FindByName(self.airbasename)
local airbasecoaltion=airbase:GetCoalition()
if CoalitionNew==airbasecoaltion then
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
self.airbase=airbase
else
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
self.airbase=nil
end
-- Debug smoke.
if self.Debug then
if CoalitionNew==coalition.side.RED then
self:GetCoordinate():SmokeRed()
elseif CoalitionNew==coalition.side.BLUE then
self:GetCoordinate():SmokeBlue()
end
end
end
--- On after "Captured" event. Warehouse has been captured by another coalition. --- On after "Captured" event. Warehouse has been captured by another coalition.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
@ -4486,39 +4724,15 @@ end
function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country) function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country)
-- Message. -- Message.
local text=string.format("Warehouse %s: We were captured by enemy coalition (ID=%d)!", self.alias, Coalition) local text=string.format("Warehouse %s: We were captured by enemy coalition (side=%d)!", self.alias, Coalition)
self:_InfoMessage(text) self:_InfoMessage(text)
-- Respawn warehouse with new coalition/country. -- Change coalition and country of warehouse static.
self.warehouse:ReSpawn(Country) self:ChangeCoaliton(Coalition, Country)
-- Delete all waiting requests because they are not valid any more
self.queue=nil
self.queue={}
-- Airbase could have been captured before and already belongs to the new coalition.
local airbase=AIRBASE:FindByName(self.airbasename)
local airbasecoaltion=airbase:GetCoalition()
if Coalition==airbasecoaltion then
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
self.airbase=airbase
else
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
self.airbase=nil
end
-- Debug smoke.
if self.Debug then
if Coalition==coalition.side.RED then
self:GetCoordinate():SmokeRed()
elseif Coalition==coalition.side.BLUE then
self:GetCoordinate():SmokeBlue()
end
end
end end
--- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition. --- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
@ -4612,6 +4826,214 @@ function WAREHOUSE:onafterDestroyed(From, Event, To)
end end
--- On after "Save" event. Warehouse assets are saved to file on disk.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is saved. If nil, file is saved in the DCS root installtion directory.
-- @param #string filename (Optional) Name of the file containing the asset data.
function WAREHOUSE:onafterSave(From, Event, To, path, filename)
local function _savefile(filename, data)
local f = assert(io.open(filename, "wb"))
f:write(data)
f:close()
end
-- Set file name.
filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias)
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Info
local text=string.format("Saving warehouse assets to file %s", filename)
MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report)
self:I(self.wid..text)
local warehouseassets=""
warehouseassets=warehouseassets..string.format("coalition=%d\n", self:GetCoalition())
warehouseassets=warehouseassets..string.format("country=%d\n", self:GetCountry())
-- Loop over all assets in stock.
for _,_asset in pairs(self.stock) do
local asset=_asset -- #WAREHOUSE.Assetitem
-- Loop over asset parameters.
local assetstring=""
for key,value in pairs(asset) do
-- Only save keys which are needed to restore the asset.
if key=="templatename" or key=="attribute" or key=="cargobay" or key=="weight" or key=="loadradius" or key=="livery" or key=="skill" or key=="assignment" then
local name
if type(value)=="table" then
name=string.format("%s=%s;", key, value[1])
else
name=string.format("%s=%s;", key, value)
end
assetstring=assetstring..name
end
self:I(string.format("Loaded asset: %s", assetstring))
end
-- Add asset string.
warehouseassets=warehouseassets..assetstring.."\n"
end
-- Save file.
_savefile(filename, warehouseassets)
end
--- On before "Load" event. Checks if the file the warehouse data should be loaded from exists.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is loaded from.
-- @param #string filename (Optional) Name of the file containing the asset data.
function WAREHOUSE:onbeforeLoad(From, Event, To, path, filename)
local function _fileexists(name)
local f=io.open(name,"r")
if f~=nil then
io.close(f)
return true
else
return false
end
end
-- Set file name.
filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias)
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Check if file exists.
local exists=_fileexists(filename)
if exists then
return true
else
self:_ErrorMessage(string.format("ERROR: file %s does not exist! Cannot load assets.", filename), 60)
end
end
--- On after "Load" event. Warehouse assets are loaded from file on disk.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is loaded from.
-- @param #string filename (Optional) Name of the file containing the asset data.
function WAREHOUSE:onafterLoad(From, Event, To, path, filename)
local function _loadfile(filename)
local f = assert(io.open(filename, "rb"))
local data = f:read("*all")
f:close()
return data
end
-- Set file name.
filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias)
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Info
local text=string.format("Loading warehouse assets from file %s", filename)
MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report)
self:I(self.wid..text)
-- Load asset data from file.
local data=_loadfile(filename)
-- Split by line break.
local assetdata=UTILS.Split(data,"\n")
-- Coalition and coutrny.
local Coalition
local Country
-- Loop over asset lines.
local assets={}
for _,asset in pairs(assetdata) do
-- Parameters are separated by semi-colons
local descriptors=UTILS.Split(asset,";")
local asset={}
for _,descriptor in pairs(descriptors) do
local keyval=UTILS.Split(descriptor,"=")
if #keyval==2 then
if keyval[1]=="coalition" then
-- Get coalition side.
Coalition=tonumber(keyval[2])
elseif keyval[1]=="country" then
-- Get country id.
Country=tonumber(keyval[2])
elseif #keyval==2 then
local key=keyval[1]
local val=keyval[2]
-- Livery or skill could be "nil".
if val=="nil" then
val=nil
end
-- Convert string to number where necessary.
if key=="cargobay" or key=="weight" or key=="loadradius" then
asset[key]=tonumber(val)
else
asset[key]=val
end
end
end
end
-- Add to table.
table.insert(assets, asset)
end
-- Respawn warehouse with prev coalition if necessary.
self:E(string.format("Changing country %d-->%d (before)", self:GetCountry(), Country))
if Country~=self:GetCountry() then
self:E(string.format("Changing country %d-->%d (after)", self:GetCountry(), Country))
self:ChangeCountry(Country)
end
for _,_asset in pairs(assets) do
local asset=_asset --#WAREHOUSE.Assetitem
local group=GROUP:FindByName(asset.templatename)
if group then
self:AddAsset(group, 1, asset.attribute, asset.cargobay, asset.weight, asset.loadradius, asset.skill, asset.livery, asset.assignment)
else
self:E(string.format("ERROR: Group %s doest not exit. Cannot be loaded as asset.", tostring(asset.templatename)))
end
end
end
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-- Spawn functions -- Spawn functions
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