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https://github.com/FlightControl-Master/MOOSE.git
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- Have added cargo bay limits based on volume and weight.
- AI Cargo Dispatcher works with cargo bay limits for carrier. (i still need to add options to set the parameters for this). - Carriers load now multiple cargo. - Added weight and volume attached to cargo objects for units. I reworked the respawning of cargo units, so that these volumes and weights are collected from the unit Descriptor properties! - There are still bugs, which I need to resolve, but it is going in the right direction.
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@ -34,10 +34,10 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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self:SetStartState( "Unloaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( { "Unloaded", "Loaded" }, "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "Unloaded", "Load", "Boarding" )
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self:AddTransition( { "Unloaded", "Loaded" }, "Load", "Boarding" )
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self:AddTransition( "Boarding", "Board", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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@ -128,6 +128,11 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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-- Set carrier.
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self:SetCarrier( Airplane )
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Airplane:SetCargoBayWeightLimit( 5000 )
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Airplane:SetCargoBayVolumeLimit( 15 )
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self.Relocating = true
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return self
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end
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@ -188,6 +193,7 @@ function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
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function Airplane:OnEventEngineShutdown( EventData )
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AICargo.Relocating = false
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AICargo:Landed( self.Airplane )
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end
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@ -355,17 +361,21 @@ end
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-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
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function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate )
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if Airplane and Airplane:IsAlive()~=nil then
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if Airplane and Airplane:IsAlive() ~= nil then
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for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
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self:F({_Cargo:GetName()})
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local Cargo=_Cargo --Cargo.Cargo#CARGO
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local InRadius = Cargo:IsInLoadRadius( Coordinate )
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if InRadius then
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self:__Board( 5 )
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Cargo:Board( Airplane, 25 )
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self.Cargo = Cargo
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break
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-- Is there a cargo still unloaded?
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if Cargo:IsUnLoaded() == true then
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self:__Board( 5, Cargo )
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Cargo:Board( Airplane, 25 )
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break
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end
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end
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end
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@ -379,14 +389,16 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To )
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function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo )
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if Airplane and Airplane:IsAlive() then
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self:F({ IsLoaded = self.Cargo:IsLoaded() } )
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if not self.Cargo:IsLoaded() then
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self:__Board( 10 )
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self:F({ IsLoaded = Cargo:IsLoaded() } )
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if not Cargo:IsLoaded() then
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self:__Board( 10, Cargo )
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else
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self:__Loaded( 1 )
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self:__Loaded( 1, Cargo )
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end
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end
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@ -398,12 +410,46 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To )
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function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To, Cargo )
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env.info("FF troops loaded into cargo plane")
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if Airplane and Airplane:IsAlive() then
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-- Check if another cargo can be loaded into the airplane.
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for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
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self:F({_Cargo:GetName()})
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local Cargo =_Cargo --Cargo.Cargo#CARGO
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-- Is there a cargo still unloaded?
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if Cargo:IsUnLoaded() == true then
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-- Only when the cargo is within load radius.
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local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
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if InRadius then
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local CargoBayFreeWeight = Airplane:GetCargoBayFreeWeight()
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local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
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local CargoWeight = Cargo:GetWeight()
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local CargoVolume = Cargo:GetVolume()
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-- Only when there is space within the bay to load the next cargo item!
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if CargoBayFreeWeight > CargoWeight and CargoBayFreeVolume > CargoVolume then
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-- ok, board.
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self:__Load( 5, Airplane:GetCoordinate() )
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-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
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--Cargo:Board( Airplane, 25 )
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return
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end
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end
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end
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end
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self:F( { "Transporting" } )
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self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
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end
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end
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@ -418,8 +464,11 @@ end
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function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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self.Cargo:UnBoard()
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self:__Unboard( 10 )
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local Cargos = Airplane:GetCargo()
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for CargoID, Cargo in pairs( Cargos ) do
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Cargo:UnBoard()
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self:__Unboard( 10, Cargo )
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end
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end
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end
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@ -430,13 +479,13 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To )
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function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
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if Airplane and Airplane:IsAlive() then
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if not self.Cargo:IsUnLoaded() then
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self:__Unboard( 10 )
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if not Cargo:IsUnLoaded() then
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self:__Unboard( 10, Cargo )
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else
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self:__Unloaded( 1 )
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self:__Unloaded( 1, Cargo )
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end
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end
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@ -448,7 +497,7 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To )
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function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo )
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if Airplane and Airplane:IsAlive() then
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self.Airplane = Airplane
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@ -404,8 +404,8 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
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-- The Pickup sequence ...
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-- Check if this Carrier need to go and Pickup something...
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-- So, if the cargo bay is not full yet with cargo to be loaded ...
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self:I( { IsTransporting = AI_Cargo:IsTransporting() } )
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if AI_Cargo:IsTransporting() == false then
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self:I( { IsRelocating = AI_Cargo:IsRelocating() } )
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if AI_Cargo:IsRelocating() == false then
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-- ok, so there is a free Carrier
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-- now find the first cargo that is Unloaded
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@ -560,9 +560,11 @@ function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, Carrier, Cargo )
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end
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if self.DeployAirbasesSet then
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local DeployAirbase = self.DeployAirbasesSet:GetRandomAirbase()
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self.AI_Cargo[Carrier]:Deploy( DeployAirbase, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
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if self.AI_Cargo[Carrier]:IsTransporting() == true then
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local DeployAirbase = self.DeployAirbasesSet:GetRandomAirbase()
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self.AI_Cargo[Carrier]:Deploy( DeployAirbase, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
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end
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end
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self.PickupCargo[Carrier] = nil
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@ -875,6 +875,13 @@ do -- CARGO
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return self.CargoObject:GetCoordinate()
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end
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--- Get the weight of the cargo.
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-- @param #CARGO self
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-- @return #number Weight The weight in kg.
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function CARGO:GetWeight()
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return self.Weight
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end
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--- Set the weight of the cargo.
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-- @param #CARGO self
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-- @param #number Weight The weight in kg.
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@ -884,6 +891,22 @@ do -- CARGO
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return self
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end
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--- Get the volume of the cargo.
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-- @param #CARGO self
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-- @return #number Volume The volume in kg.
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function CARGO:GetVolume()
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return self.Volume
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end
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--- Set the volume of the cargo.
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-- @param #CARGO self
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-- @param #number Volume The volume in kg.
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-- @return #CARGO
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function CARGO:SetVolume( Volume )
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self.Volume = Volume
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return self
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end
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--- Send a CC message to a @{Wrapper.Group}.
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-- @param #CARGO self
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-- @param #string Message
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@ -73,6 +73,7 @@ do -- CARGO_GROUP
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self:SetDeployed( false )
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local WeightGroup = 0
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local VolumeGroup = 0
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self.CargoGroup:Destroy()
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@ -96,10 +97,7 @@ do -- CARGO_GROUP
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-- And we register the spawned unit as part of the CargoSet.
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local Unit = UNIT:Register( CargoUnitName )
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--local WeightUnit = Unit:GetDesc().massEmpty
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--WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, CargoUnitName, 10, LoadRadius, NearRadius )
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self.CargoSet:Add( CargoUnitName, CargoUnit )
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end
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-- Then we register the new group in the database
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@ -107,6 +105,31 @@ do -- CARGO_GROUP
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-- Now we spawn the new group based on the template created.
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self.CargoObject = _DATABASE:Spawn( GroupTemplate )
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for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
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local Desc = CargoUnit:GetDesc()
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self:I( { Desc = Desc } )
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local WeightUnit = math.random( 80, 120 )
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if Desc then
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WeightUnit = Desc.massEmpty
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end
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local Box = CargoUnit:GetBoundingBox()
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local VolumeUnit = ( Box.max.x - Box.min.x ) * ( Box.max.y - Box.min.y ) * ( Box.max.z - Box.min.z )
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self:I( { VolumeUnit = VolumeUnit, WeightUnit = WeightUnit } )
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local CargoUnitName = CargoUnit:GetName()
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local Cargo = CARGO_UNIT:New( CargoUnit, Type, CargoUnitName, 0, LoadRadius, NearRadius )
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Cargo:SetWeight( WeightUnit )
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Cargo:SetVolume( VolumeUnit )
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self.CargoSet:Add( CargoUnitName, Cargo )
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WeightGroup = WeightGroup + WeightUnit
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VolumeGroup = VolumeGroup + VolumeUnit
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end
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self:SetWeight( WeightGroup )
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self.CargoLimit = 10
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@ -216,7 +216,7 @@ end
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function IDENTIFIABLE:GetDesc()
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self:F2( self.IdentifiableName )
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local DCSIdentifiable = self:GetDCSObject()
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local DCSIdentifiable = self:GetDCSObject() -- DCS#Object
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if DCSIdentifiable then
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local IdentifiableDesc = DCSIdentifiable:getDesc()
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@ -868,6 +868,7 @@ do -- Cargo
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function POSITIONABLE:GetCargoBayFreeWeight()
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local CargoWeight = 0
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for CargoName, Cargo in pairs( self.__.Cargo ) do
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self:F( { Cargo = Cargo } )
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CargoWeight = CargoWeight + Cargo:GetWeight()
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end
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return self.__.CargoBayWeightLimit - CargoWeight
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@ -883,7 +884,7 @@ do -- Cargo
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--- Get Cargo Bay Weight Limit in kg.
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-- @param #POSITIONABLE self
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-- @param #number WeightLimit
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function POSITIONABLE:GetCargoBayFreeWeightLimit( WeightLimit )
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function POSITIONABLE:SetCargoBayWeightLimit( WeightLimit )
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self.__.CargoBayWeightLimit = WeightLimit
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end
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