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@ -110,10 +110,10 @@ end
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-- @param #CARGO self
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-- @param Unit#UNIT CargoCarrier
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-- @param #number Speed
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function CARGO:UnBoard( Speed )
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function CARGO:UnBoard( Speed, Distance, Angle )
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self:F()
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self:_NextEvent( self.FsmP.UnBoard, Speed )
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self:_NextEvent( self.FsmP.UnBoard, Speed, Distance, Angle )
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end
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--- Load Cargo to a Carrier.
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@ -181,13 +181,12 @@ function CARGO:OnUnLoaded( FsmP, Event, From, To )
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self:F()
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self:T( "Cargo " .. self.Name .. " unloaded from " .. self.CargoCarrier:GetName() )
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self.CargoCarrier = nil
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end
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--- @param #CARGO self
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function CARGO:_NextEvent( NextEvent, ... )
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self:F( self.Name )
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self.CargoScheduler:Schedule( self.FsmP, NextEvent, arg, 1 ) -- This schedules the next event, but only if scheduling is activated.
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SCHEDULER:New( self.FsmP, NextEvent, arg, 1 ) -- This schedules the next event, but only if scheduling is activated.
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end
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end
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@ -224,10 +223,9 @@ function CARGO_REPRESENTABLE:New( Mission, CargoObject, Type, Name, Weight, Repo
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{ name = 'Boarded', from = 'Boarding', to = 'Boarding' },
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{ name = 'Load', from = 'Boarding', to = 'Loaded' },
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{ name = 'Load', from = 'UnLoaded', to = 'Loaded' },
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{ name = 'UnBoard', from = 'Loaded', to = 'UnLoading' },
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{ name = 'UnLoad', from = 'UnLoading', to = 'UnBoarding' },
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{ name = 'UnBoard', from = 'UnBoarding', to = 'UnBoarding' },
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{ name = 'UnBoarded', from = 'UnBoarding', to = 'UnLoaded' },
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{ name = 'UnBoard', from = 'Loaded', to = 'UnBoarding' },
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{ name = 'UnBoarded', from = 'UnBoarding', to = 'UnBoarding' },
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{ name = 'UnLoad', from = 'UnBoarding', to = 'UnLoaded' },
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{ name = 'UnLoad', from = 'Loaded', to = 'UnLoaded' },
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},
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callbacks = {
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@ -316,45 +314,30 @@ function CARGO_REPRESENTABLE:OnUnBoard( FsmP, Event, From, To, Speed, Distance,
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-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
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if not self.CargoInAir then
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if self.FsmP:is( "Loaded" ) then
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self:_NextEvent( FsmP.UnLoad, Distance, Angle )
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if self.FsmP:is( "UnLoading" ) then
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self:_NextEvent( FsmP.UnLoad, 3, Angle )
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self:_NextEvent( FsmP.UnBoard, Speed, Distance, Angle )
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else
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local Points = {}
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local StartPointVec2 = self.CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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self:T( { CargoCarrierHeading, CargoDeployHeading } )
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local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading )
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local CargoDeployPointVec2 = CargoDeployPointVec2:GetRandomPointVec2InRadius( self.NearRadius )
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Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
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Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 4 )
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self:_NextEvent( FsmP.UnBoarded )
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self.CargoObject:SetTask( TaskRoute, 1 )
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end
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end
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end
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--- UnBoarded Event.
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-- @param #CARGO self
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-- @param StateMachine#STATEMACHINE_PROCESS FsmP
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Unit#UNIT CargoCarrier
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function CARGO_REPRESENTABLE:OnUnBoarded( FsmP, Event, From, To )
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self:F()
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if self.CargoObject:GetVelocityKMH() <= 0.1 then
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else
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self:_NextEvent( FsmP.UnBoarded )
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end
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end
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--- Load Event.
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-- @param #CARGO self
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-- @param StateMachine#STATEMACHINE_PROCESS FsmP
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@ -264,19 +264,19 @@ end
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-- @param #table SpawnTemplate
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-- @return #DATABASE self
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function DATABASE:Spawn( SpawnTemplate )
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self:F2( SpawnTemplate.name )
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self:F( SpawnTemplate.name )
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self:T2( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
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self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } )
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-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
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local SpawnCoalitionID = SpawnTemplate.SpawnCoalitionID
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local SpawnCountryID = SpawnTemplate.SpawnCountryID
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local SpawnCategoryID = SpawnTemplate.SpawnCategoryID
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local SpawnCoalitionID = SpawnTemplate.CoalitionID
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local SpawnCountryID = SpawnTemplate.CountryID
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local SpawnCategoryID = SpawnTemplate.CategoryID
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-- Nullify
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SpawnTemplate.SpawnCoalitionID = nil
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SpawnTemplate.SpawnCountryID = nil
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SpawnTemplate.SpawnCategoryID = nil
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SpawnTemplate.CoalitionID = nil
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SpawnTemplate.CountryID = nil
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SpawnTemplate.CategoryID = nil
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self:_RegisterTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
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@ -284,9 +284,9 @@ function DATABASE:Spawn( SpawnTemplate )
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coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
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-- Restore
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SpawnTemplate.SpawnCoalitionID = SpawnCoalitionID
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SpawnTemplate.SpawnCountryID = SpawnCountryID
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SpawnTemplate.SpawnCategoryID = SpawnCategoryID
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SpawnTemplate.CoalitionID = SpawnCoalitionID
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SpawnTemplate.CountryID = SpawnCountryID
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SpawnTemplate.CategoryID = SpawnCategoryID
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local SpawnGroup = self:AddGroup( SpawnTemplate.name )
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return SpawnGroup
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@ -330,6 +330,10 @@ function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionID, CategoryID, Cou
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GroupTemplate.route.spans = nil
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end
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GroupTemplate.CategoryID = CategoryID
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GroupTemplate.CoalitionID = CoalitionID
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GroupTemplate.CountryID = CountryID
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self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName
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self.Templates.Groups[GroupTemplateName].Template = GroupTemplate
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self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
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@ -354,26 +358,27 @@ function DATABASE:_RegisterTemplate( GroupTemplate, CoalitionID, CategoryID, Cou
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for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
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local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name)
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self.Templates.Units[UnitTemplateName] = {}
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self.Templates.Units[UnitTemplateName].UnitName = UnitTemplateName
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self.Templates.Units[UnitTemplateName].Template = UnitTemplate
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self.Templates.Units[UnitTemplateName].GroupName = GroupTemplateName
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self.Templates.Units[UnitTemplateName].GroupTemplate = GroupTemplate
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self.Templates.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
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self.Templates.Units[UnitTemplateName].CategoryID = CategoryID
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self.Templates.Units[UnitTemplateName].CoalitionID = CoalitionID
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self.Templates.Units[UnitTemplateName].CountryID = CountryID
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UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name)
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self.Templates.Units[UnitTemplate.name] = {}
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self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name
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self.Templates.Units[UnitTemplate.name].Template = UnitTemplate
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self.Templates.Units[UnitTemplate.name].GroupName = GroupTemplateName
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self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate
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self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId
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self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID
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self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionID
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self.Templates.Units[UnitTemplate.name].CountryID = CountryID
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if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
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self.Templates.ClientsByName[UnitTemplateName] = UnitTemplate
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self.Templates.ClientsByName[UnitTemplateName].CategoryID = CategoryID
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self.Templates.ClientsByName[UnitTemplateName].CoalitionID = CoalitionID
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self.Templates.ClientsByName[UnitTemplateName].CountryID = CountryID
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self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate
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self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID
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self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionID
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self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
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self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
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end
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TraceTable[#TraceTable+1] = self.Templates.Units[UnitTemplateName].UnitName
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TraceTable[#TraceTable+1] = self.Templates.Units[UnitTemplate.name].UnitName
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end
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self:E( TraceTable )
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@ -185,7 +185,7 @@ function POINT_VEC3:SetZ( z )
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self.z = z
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end
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--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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--- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param DCSTypes#Distance OuterRadius
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-- @param DCSTypes#Distance InnerRadius
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@ -206,17 +206,28 @@ function POINT_VEC3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
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RadialMultiplier = OuterRadius * Radials
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end
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local RandomVec3
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local RandomVec2
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if OuterRadius > 0 then
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RandomVec3 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
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RandomVec2 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
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else
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RandomVec3 = { x = self:GetX(), y = self:GetZ() }
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RandomVec2 = { x = self:GetX(), y = self:GetZ() }
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end
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return RandomVec3
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return RandomVec2
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end
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--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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--- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param DCSTypes#Distance OuterRadius
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-- @param DCSTypes#Distance InnerRadius
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-- @return #POINT_VEC2
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function POINT_VEC3:GetRandomPointVec2InRadius( OuterRadius, InnerRadius )
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self:F2( { OuterRadius, InnerRadius } )
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return POINT_VEC2:NewFromVec2( self:GetRandomPointVec2InRadius( OuterRadius, InnerRadius ) )
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end
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--- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param DCSTypes#Distance OuterRadius
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-- @param DCSTypes#Distance InnerRadius
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@ -230,6 +241,16 @@ function POINT_VEC3:GetRandomVec3InRadius( OuterRadius, InnerRadius )
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return RandomVec3
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end
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--- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
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-- @param #POINT_VEC3 self
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-- @param DCSTypes#Distance OuterRadius
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-- @param DCSTypes#Distance InnerRadius
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-- @return #POINT_VEC3
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function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
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return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
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end
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--- Return a direction vector Vec3 from POINT_VEC3 to the POINT_VEC3.
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-- @param #POINT_VEC3 self
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@ -295,8 +316,10 @@ function POINT_VEC3:Translate( Distance, Angle )
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local TX = Distance * math.cos( Radians ) + SX
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local TY = Distance * math.sin( Radians ) + SY
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local SourceVec3 = self:GetVec3()
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return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
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self:SetX( TX )
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self:SetY( TY )
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return self
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end
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--- Provides a Bearing / Range string
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@ -626,7 +649,7 @@ end
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--- Set the x coordinate of the POINT_VEC2.
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-- @param #number x The x coordinate.
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function POINT_VEC2:SetX( x )
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elf.x = x
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self.x = x
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end
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--- Set the y coordinate of the POINT_VEC2.
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@ -209,6 +209,7 @@ function POSITIONABLE:GetHeading()
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if PositionableHeading < 0 then
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PositionableHeading = PositionableHeading + 2 * math.pi
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end
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PositionableHeading = PositionableHeading * 180 / math.pi
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self:T2( PositionableHeading )
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return PositionableHeading
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end
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@ -1003,9 +1003,9 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
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error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
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end
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SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnTemplatePrefix )
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SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnTemplatePrefix )
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SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnTemplatePrefix )
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--SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnTemplatePrefix )
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--SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnTemplatePrefix )
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--SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnTemplatePrefix )
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self:T3( { SpawnTemplate } )
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return SpawnTemplate
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@ -1026,12 +1026,12 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
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--SpawnTemplate.lateActivation = false
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SpawnTemplate.lateActivation = false
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if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then
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if SpawnTemplate.CategoryID == Group.Category.GROUND then
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self:T3( "For ground units, visible needs to be false..." )
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SpawnTemplate.visible = false
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end
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if SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER or SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE then
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if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
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SpawnTemplate.uncontrolled = false
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end
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@ -1064,7 +1064,7 @@ function SPAWN:_RandomizeRoute( SpawnIndex )
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SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
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-- Manage randomization of altitude for airborne units ...
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if SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE or SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER then
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if SpawnTemplate.CategoryID == Group.Category.AIRPLANE or SpawnTemplate.CategoryID == Group.Category.HELICOPTER then
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if SpawnTemplate.route.points[t].alt and self.SpawnRandomizeRouteHeight then
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SpawnTemplate.route.points[t].alt = SpawnTemplate.route.points[t].alt + math.random( 1, self.SpawnRandomizeRouteHeight )
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end
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@ -152,6 +152,14 @@ function UNIT:FindByName( UnitName )
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return UnitFound
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end
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--- Return the name of the UNIT.
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-- @param #UNIT self
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-- @return #string The UNIT name.
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function UNIT:Name()
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return self.UnitName
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end
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--- @param #UNIT self
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-- @return DCSUnit#Unit
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@ -179,7 +187,8 @@ end
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-- @param #number Heading The heading of the unit respawn.
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function UNIT:ReSpawn( SpawnVec3, Heading )
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local SpawnGroupTemplate = _DATABASE:GetGroupTemplateFromUnitName( self:GetName() )
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local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) )
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self:T( SpawnGroupTemplate )
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local SpawnGroup = self:GetGroup()
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if SpawnGroup then
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@ -205,7 +214,9 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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end
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for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do
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if UnitTemplateData.name == self:GetName() then
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self:T( UnitTemplateData.name )
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if UnitTemplateData.name == self:Name() then
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self:T("Adjusting")
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SpawnGroupTemplate.units[UnitTemplateID].alt = SpawnVec3.y
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SpawnGroupTemplate.units[UnitTemplateID].x = SpawnVec3.x
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SpawnGroupTemplate.units[UnitTemplateID].y = SpawnVec3.z
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Binary file not shown.
@ -12,4 +12,4 @@ InfantryCargo:Load( CargoCarrier )
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-- This will Unboard the Cargo from the Carrier.
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-- The Cargo will run from the Carrier to a point in the NearRadius around the Carrier.
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-- Unboard the Cargo with a speed of 10 km/h, go to 200 meters 180 degrees from the Carrier, iin a zone of 25 meters (NearRadius).
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InfantryCargo:UnBoard( CargoCarrier, 10, 200, 180 )
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InfantryCargo:UnBoard( 10, 200, 180 )
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