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Working with Transporting mode on or off.
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@ -1,4 +1,4 @@
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--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
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--- **AI** -- (R2.3) - Models the intelligent transportation of infantry and other cargo.
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--
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-- ===
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--
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@ -12,14 +12,69 @@
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
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--- # AI\_CARGO\_APC class, extends @{Core.Base#BASE}
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--
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-- ===
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--
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-- AI\_CARGO\APC brings a dynamic cargo handling capability for AI groups.
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--
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-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
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--
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-- ## Cargo loading.
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--
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-- The module will load automatically cargo when the APCs are within boarding or loading range.
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-- The boarding or loading range is specified when the cargo is created in the simulation, and therefore, this range depends on the type of cargo
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-- and the specified boarding range.
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--
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-- ## Enemies nearby.
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--
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-- When the APCs are approaching enemy units, something special is happening.
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-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
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-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs,
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-- to ensure that the APCs are not too far away from the following running infantry.
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-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
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--
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-- A combat range needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
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-- This combat range will trigger the unboarding of troops when enemies are within the combat range around the APCs.
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-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit range (effectiveness) versus
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-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
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-- A combat range of 350 meters to 500 meters has been proven to be the most effective and efficient.
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--
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-- ## Infantry health.
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--
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-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
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-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
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-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
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-- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed.
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-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
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-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
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-- time is not so much of an issue ...
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--
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-- ## Control the APCs on the map.
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--
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-- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map.
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-- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch!
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-- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up.
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-- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
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-- No workaround is possible on this.
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--
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-- ## Cargo deployment.
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--
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-- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
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-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
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--
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-- ## Cargo pickup.
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--
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-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
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-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
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--
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--
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--
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-- @field #AI_CARGO_APC
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AI_CARGO_APC = {
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ClassName = "AI_CARGO_APC",
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Coordinate = nil -- Core.Point#COORDINATE,
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Coordinate = nil, -- Core.Point#COORDINATE,
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APC_Cargo = {},
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}
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--- Creates a new AI_CARGO_APC object.
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@ -45,7 +100,7 @@ function AI_CARGO_APC:New( CargoCarrier, CargoSet, CombatRadius )
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self:AddTransition( "Boarding", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
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self:AddTransition( { "Unboarding", "Unloaded" }, "Unloaded", "Unloaded" )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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@ -131,6 +186,7 @@ function AI_CARGO_APC:New( CargoCarrier, CargoSet, CombatRadius )
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self:__Monitor( 1 )
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self:SetCarrier( CargoCarrier )
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self.Transporting = false
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return self
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end
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@ -184,6 +240,11 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
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end
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function AI_CARGO_APC:IsTransporting()
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return self.Transporting == true
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO_APC self
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-- @param Core.Point#COORDINATE Coordinate
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@ -214,18 +275,20 @@ end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO_APC self
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-- @param #AI_CARGO_APC Me
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @param Wrapper.Group#GROUP InfantryGroup
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-- @param Wrapper.Unit#UNIT APCUnit
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO_APC
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function AI_CARGO_APC:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
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function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup )
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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--if self:Is( "Following" ) then
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if CargoCarrier:IsAlive() then
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if APCUnit:IsAlive() then
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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@ -246,12 +309,12 @@ function AI_CARGO_APC:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CargoCarrier:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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@ -265,40 +328,43 @@ end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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function AI_CARGO_APC:onafterMonitor( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if APC and APC:IsAlive() then
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if self.CarrierCoordinate then
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local Coordinate = CargoCarrier:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat range. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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self:__Unload( 1 )
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if self:IsTransporting() then
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local Coordinate = APC:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat range. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Unloaded" ) then
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if not self.Cargo:IsNear( CargoCarrier, 5 ) then
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if self:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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self:__Unload( 1 )
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else
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if self:Is( "Unloaded" ) then
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self:Follow()
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end
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end
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if self:Is( "Following" ) then
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local Distance = Coordinate:Get2DDistance( self.Cargo:GetCoordinate() )
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self:F( { Distance = Distance } )
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if Distance > 40 then
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CargoCarrier:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if self.Cargo:IsNear( CargoCarrier, 10 ) then
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CargoCarrier:RouteResume()
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self.CarrierStopped = nil
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if self:Is( "Following" ) then
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for APCUnit, Cargo in pairs( self.APC_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsAlive() then
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if not Cargo:IsNear( APCUnit, 40 ) then
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APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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APCUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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end
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end
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@ -307,7 +373,7 @@ function AI_CARGO_APC:onafterMonitor( CargoCarrier, From, Event, To )
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end
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end
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self.CarrierCoordinate = CargoCarrier:GetCoordinate()
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self.CarrierCoordinate = APC:GetCoordinate()
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end
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self:__Monitor( -5 )
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@ -316,25 +382,40 @@ end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP Carrier
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function AI_CARGO_APC:onbeforeLoad( Carrier, From, Event, To )
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self:F( { Carrier, From, Event, To } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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if Carrier and Carrier:IsAlive() then
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for _, Cargo in pairs( self.CargoSet:GetSet() ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( Cargo )
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if Cargo:IsInLoadRadius( Carrier:GetCoordinate() ) then
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self:F( "In radius" )
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Carrier:RouteStop()
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self:__Board( 1, Cargo )
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Cargo:Board( Carrier:GetUnit(1), 25 )
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return true
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local Boarding = false
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self.BoardingCount = 0
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if APC and APC:IsAlive() then
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self.APC_Cargo = {}
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for _, APCUnit in pairs( APC:GetUnits() ) do
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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for _, Cargo in pairs( self.CargoSet:GetSet() ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
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if Cargo:IsUnLoaded() then
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if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
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self:F( { "In radius", APCUnit:GetName() } )
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APC:RouteStop()
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--Cargo:Ungroup()
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Cargo:Board( APCUnit, 25 )
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self:__Board( 1, Cargo )
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Boarding = true
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-- So now this APCUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.APC_Cargo[APCUnit] = Cargo
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break
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end
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end
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end
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end
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end
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return false
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return Boarding
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end
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@ -348,147 +429,203 @@ function AI_CARGO_APC:onafterBoard( Carrier, From, Event, To, Cargo )
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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, Cargo )
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self:__Loaded( 1 )
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end
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end
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end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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function AI_CARGO_APC:onafterLoaded( CargoCarrier, From, Event, To, Cargo )
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self:F( { CargoCarrier, From, Event, To, Cargo } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteResume()
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self.Cargo = Cargo
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local Loaded = true
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if APC and APC:IsAlive() then
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for APCUnit, Cargo in pairs( self.APC_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } )
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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Loaded = false
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end
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end
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end
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if Loaded == true then
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APC:RouteResume()
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end
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return Loaded
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end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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function AI_CARGO_APC:onafterUnload( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onafterUnload( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteStop()
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self.Cargo:UnBoard()
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self:__Unboard( 10 )
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if APC and APC:IsAlive() then
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for _, APCUnit in pairs( APC:GetUnits() ) do
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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APC:RouteStop()
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for _, Cargo in pairs( APCUnit:GetCargo() ) 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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end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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function AI_CARGO_APC:onafterUnboard( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo )
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self:F( { APC, From, Event, To, Cargo:GetName() } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if not self.Cargo:IsUnLoaded() then
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self:__Unboard( 10 )
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if APC and APC:IsAlive() then
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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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end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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function AI_CARGO_APC:onafterUnloaded( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo )
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self:F( { APC, From, Event, To, Cargo:GetName() } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:Guard()
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self.CargoCarrier = CargoCarrier
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CargoCarrier:RouteResume()
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local AllUnloaded = true
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--Cargo:Regroup()
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if APC and APC:IsAlive() then
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for _, CargoCheck in pairs( self.CargoSet:GetSet() ) do
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local CargoCheck = CargoCheck -- Cargo.Cargo#CARGO
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self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
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if CargoCheck:IsUnLoaded() == false then
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AllUnloaded = false
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break
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end
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end
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if AllUnloaded == true then
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self:Guard()
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self.CargoCarrier = APC
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self.APC_Cargo = {}
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end
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end
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self:F( { AllUnloaded = AllUnloaded } )
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return AllUnloaded
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end
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--- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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function AI_CARGO_APC:onafterFollow( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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self:F( "Follow" )
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if CargoCarrier and CargoCarrier:IsAlive() then
|
||||
self.Cargo.CargoSet:ForEach(
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
self:F( { "Follow", Cargo.CargoObject:GetName() } )
|
||||
if Cargo.CargoObject:IsAlive() == true then
|
||||
self:F( { "Follow", Cargo.CargoObject:GetID() } )
|
||||
self:FollowToCarrier( self, CargoCarrier, Cargo.CargoObject:GetGroup() )
|
||||
end
|
||||
if APC and APC:IsAlive() then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsUnLoaded() then
|
||||
self:FollowToCarrier( self, APCUnit, Cargo )
|
||||
APCUnit:RouteResume()
|
||||
end
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
function AI_CARGO_APC._Pickup( Carrier )
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Pickup( APC, self )
|
||||
|
||||
Carrier:F( { "AI_CARGO_APC._Pickup:", Carrier:GetName() } )
|
||||
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
|
||||
|
||||
if Carrier:IsAlive() then
|
||||
Carrier:__Load( 1 )
|
||||
if APC:IsAlive() then
|
||||
self:Load()
|
||||
self.Transporting = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
function AI_CARGO_APC._Deploy( Carrier )
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Deploy( APC, self )
|
||||
|
||||
Carrier:F( { "AI_CARGO_APC._Deploy:", Carrier:GetName() } )
|
||||
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
|
||||
|
||||
if Carrier:IsAlive() then
|
||||
Carrier:__Unload( 1 )
|
||||
if APC:IsAlive() then
|
||||
self:Unload()
|
||||
self.Transporting = false
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_APC:onafterPickup( Carrier, From, Event, To, Coordinate, Speed )
|
||||
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
self.RoutePickup = true
|
||||
if Coordinate then
|
||||
self.RoutePickup = true
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
Carrier:RouteGroundOnRoad( Coordinate, Speed, 1 )
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
else
|
||||
AI_CARGO_APC._Pickup( APC, self )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_APC:onafterDeploy( Carrier, From, Event, To, Coordinate, Speed )
|
||||
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
self.RouteDeploy = true
|
||||
|
||||
Carrier:RouteGroundOnRoad( Coordinate, Speed, 1 )
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@ -293,7 +293,41 @@ do -- CARGO
|
||||
|
||||
local CargoFound = _DATABASE:FindCargo( CargoName )
|
||||
return CargoFound
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the x position of the cargo.
|
||||
-- @param #CARGO self
|
||||
-- @return #number
|
||||
function CARGO:GetX()
|
||||
if self:IsLoaded() then
|
||||
return self.CargoCarrier:GetCoordinate().x
|
||||
else
|
||||
return self.CargoObject:GetCoordinate().x
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the y position of the cargo.
|
||||
-- @param #CARGO self
|
||||
-- @return #number
|
||||
function CARGO:GetY()
|
||||
if self:IsLoaded() then
|
||||
return self.CargoCarrier:GetCoordinate().z
|
||||
else
|
||||
return self.CargoObject:GetCoordinate().z
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the heading of the cargo.
|
||||
-- @param #CARGO self
|
||||
-- @return #number
|
||||
function CARGO:GetHeading()
|
||||
if self:IsLoaded() then
|
||||
return self.CargoCarrier:GetHeading()
|
||||
else
|
||||
return self.CargoObject:GetHeading()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Check if the cargo can be Slingloaded.
|
||||
-- @param #CARGO self
|
||||
@ -431,7 +465,16 @@ do -- CARGO
|
||||
function CARGO:IsBoarding()
|
||||
return self:Is( "Boarding" )
|
||||
end
|
||||
|
||||
|
||||
--- Check if cargo is unboarding.
|
||||
-- @param #CARGO self
|
||||
-- @return #boolean true if unboarding
|
||||
function CARGO:IsUnboarding()
|
||||
return self:Is( "UnBoarding" )
|
||||
end
|
||||
|
||||
|
||||
--- Check if cargo is alive.
|
||||
-- @param #CARGO self
|
||||
-- @return #boolean true if unloaded
|
||||
|
||||
@ -53,47 +53,47 @@ do -- CARGO_GROUP
|
||||
self:F( { Type, Name, LoadRadius } )
|
||||
|
||||
self.CargoSet = SET_CARGO:New()
|
||||
self.CargoGroup = CargoGroup
|
||||
self.Grouped = true
|
||||
self.CargoUnitTemplate = {}
|
||||
|
||||
self:SetDeployed( false )
|
||||
|
||||
local WeightGroup = 0
|
||||
|
||||
self.CargoGroup:Destroy()
|
||||
|
||||
local GroupName = CargoGroup:GetName()
|
||||
local CargoName = GroupName:match("(.*)~CARGO") or GroupName
|
||||
self.CargoName = GroupName:match("(.*)~CARGO") or GroupName
|
||||
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
GroupTemplate.groupId = nil
|
||||
|
||||
CargoGroup:Destroy()
|
||||
GroupTemplate.units = {}
|
||||
|
||||
-- We iterate through the group template and for each unit in the template, we create a new group with one unit.
|
||||
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
--local GroupName = env.getValueDictByKey( GroupTemplate.name )
|
||||
|
||||
-- We create a new group object with one unit...
|
||||
-- First we prepare the template...
|
||||
GroupTemplate.name = CargoName .. "#CARGO#" .. UnitID
|
||||
GroupTemplate.groupId = nil
|
||||
GroupTemplate.units = {}
|
||||
GroupTemplate.units[1] = UnitTemplate
|
||||
local UnitName = UnitTemplate.name .. "#CARGO"
|
||||
GroupTemplate.units[1].name = UnitTemplate.name .. "#CARGO"
|
||||
|
||||
|
||||
-- Then we register the new group in the database
|
||||
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
UnitTemplate.name = UnitTemplate.name .. "#CARGO"
|
||||
local CargoUnitName = UnitTemplate.name
|
||||
self.CargoUnitTemplate[CargoUnitName] = UnitTemplate
|
||||
|
||||
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
|
||||
-- And we register the spawned unit as part of the CargoSet.
|
||||
local Unit = UNIT:FindByName( UnitName )
|
||||
local Unit = UNIT:Register( CargoUnitName )
|
||||
--local WeightUnit = Unit:GetDesc().massEmpty
|
||||
--WeightGroup = WeightGroup + WeightUnit
|
||||
local CargoUnit = CARGO_UNIT:New( Unit, Type, UnitName, 10 )
|
||||
self.CargoSet:Add( UnitName, CargoUnit )
|
||||
local CargoUnit = CARGO_UNIT:New( Unit, Type, CargoUnitName, 10 )
|
||||
self.CargoSet:Add( CargoUnitName, CargoUnit )
|
||||
end
|
||||
|
||||
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
|
||||
self:SetWeight( WeightGroup )
|
||||
self.CargoLimit = 10
|
||||
@ -112,13 +112,108 @@ do -- CARGO_GROUP
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Ungroup the cargo group into individual groups with one unit.
|
||||
-- This is required because by default a group will move in formation and this is really an issue for group control.
|
||||
-- Therefore this method is made to be able to ungroup a group.
|
||||
-- This works for ground only groups.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Ungroup()
|
||||
|
||||
if self.Grouped == true then
|
||||
|
||||
self.Grouped = false
|
||||
|
||||
self.CargoGroup:Destroy()
|
||||
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
--local GroupName = env.getValueDictByKey( GroupTemplate.name )
|
||||
|
||||
-- We create a new group object with one unit...
|
||||
-- First we prepare the template...
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO#" .. CargoUnitName
|
||||
GroupTemplate.groupId = nil
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
GroupTemplate.units = {}
|
||||
GroupTemplate.units[1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
|
||||
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
|
||||
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
|
||||
end
|
||||
|
||||
|
||||
-- Then we register the new group in the database
|
||||
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Regroup the cargo group into one group with multiple unit.
|
||||
-- This is required because by default a group will move in formation and this is really an issue for group control.
|
||||
-- Therefore this method is made to be able to regroup a group.
|
||||
-- This works for ground only groups.
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Regroup()
|
||||
|
||||
self:F("Regroup")
|
||||
|
||||
if self.Grouped == false then
|
||||
|
||||
self.Grouped = true
|
||||
|
||||
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
|
||||
GroupTemplate.name = self.CargoName .. "#CARGO"
|
||||
GroupTemplate.groupId = nil
|
||||
GroupTemplate.units = {}
|
||||
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
|
||||
CargoUnit.CargoObject:Destroy()
|
||||
|
||||
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
|
||||
GroupTemplate.units[#GroupTemplate.units].unitId = nil
|
||||
GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX()
|
||||
GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY()
|
||||
GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading()
|
||||
end
|
||||
end
|
||||
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
|
||||
|
||||
self:F( { "Regroup", GroupTemplate } )
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
_DATABASE:Spawn( GroupTemplate )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #CARGO_GROUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_GROUP:OnEventCargoDead( EventData )
|
||||
self:I( EventData )
|
||||
|
||||
local Destroyed = false
|
||||
local Destroyed = false
|
||||
|
||||
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then
|
||||
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() or self:IsUnboarding() then
|
||||
Destroyed = true
|
||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = CargoData -- #CARGO
|
||||
@ -171,10 +266,10 @@ do -- CARGO_GROUP
|
||||
|
||||
--- Enter Loaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier, ...} )
|
||||
|
||||
@ -187,6 +282,7 @@ do -- CARGO_GROUP
|
||||
|
||||
--self.CargoObject:Destroy()
|
||||
self.CargoCarrier = CargoCarrier
|
||||
self.CargoCarrier:AddCargo( self )
|
||||
|
||||
end
|
||||
|
||||
@ -244,14 +340,6 @@ do -- CARGO_GROUP
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetCount()
|
||||
return self.CargoSet:Count()
|
||||
end
|
||||
|
||||
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
@ -274,10 +362,12 @@ do -- CARGO_GROUP
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
--- @param Cargo.Cargo#CARGO Cargo
|
||||
function( Cargo, NearRadius )
|
||||
|
||||
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
||||
Timer = Timer + 3
|
||||
if not Cargo:IsDestroyed() then
|
||||
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
||||
Timer = Timer + 3
|
||||
end
|
||||
end, { NearRadius }
|
||||
)
|
||||
|
||||
@ -307,7 +397,7 @@ do -- CARGO_GROUP
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( Cargo.current )
|
||||
self:T( { Cargo:GetName(), Cargo.current } )
|
||||
if not Cargo:is( "UnLoaded" ) and not Cargo:IsDestroyed() then
|
||||
UnBoarded = false
|
||||
end
|
||||
@ -362,6 +452,9 @@ do -- CARGO_GROUP
|
||||
|
||||
end
|
||||
|
||||
self.CargoCarrier:RemoveCargo( self )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -371,8 +464,8 @@ do -- CARGO_GROUP
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_GROUP:GetCoordinate()
|
||||
self:F()
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst()
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo.CargoObject:GetCoordinate()
|
||||
@ -387,26 +480,46 @@ do -- CARGO_GROUP
|
||||
-- @return #boolean false if the CargoGroup is dead.
|
||||
function CARGO_GROUP:IsAlive()
|
||||
|
||||
local Alive = true
|
||||
|
||||
-- For each Cargo within the CargoSet, check if the Cargo is Alive.
|
||||
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
|
||||
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
if self:IsLoaded() then
|
||||
Alive = Alive == true and Cargo.CargoCarrier:IsAlive()
|
||||
else
|
||||
Alive = Alive == true and Cargo.CargoObject:IsAlive()
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
return Alive
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
return Cargo ~= nil
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Get the first alive Cargo Unit of the Cargo Group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetFirstAlive()
|
||||
|
||||
local CargoFirstAlive = nil
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
if not Cargo:IsDestroyed() then
|
||||
CargoFirstAlive = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
return CargoFirstAlive
|
||||
end
|
||||
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetCount()
|
||||
return self.CargoSet:Count()
|
||||
end
|
||||
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetGroup( Cargo )
|
||||
local Cargo = Cargo or self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
return Cargo.CargoObject:GetGroup()
|
||||
end
|
||||
|
||||
|
||||
--- Route Cargo to Coordinate and randomize locations.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
@ -430,12 +543,16 @@ do -- CARGO_GROUP
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
|
||||
--self:F( {NearRadius = NearRadius } )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- #CARGO
|
||||
|
||||
if Cargo then
|
||||
return Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
|
||||
self:F( "Near" )
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
@ -448,7 +565,7 @@ do -- CARGO_GROUP
|
||||
function CARGO_GROUP:IsInLoadRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- #CARGO
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
local Distance = 0
|
||||
@ -478,7 +595,7 @@ do -- CARGO_GROUP
|
||||
function CARGO_GROUP:IsInReportRadius( Coordinate )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- #CARGO
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
self:F( { Cargo } )
|
||||
|
||||
@ -146,13 +146,13 @@ do -- CARGO_UNIT
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
if self:IsNear( ToPointVec2, NearRadius ) then
|
||||
--if self:IsNear( ToPointVec2, NearRadius ) then
|
||||
return true
|
||||
else
|
||||
--else
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius )
|
||||
end
|
||||
return false
|
||||
--self:__UnBoarding( 1, ToPointVec2, NearRadius )
|
||||
--end
|
||||
--return false
|
||||
end
|
||||
|
||||
end
|
||||
@ -258,14 +258,17 @@ do -- CARGO_UNIT
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius )
|
||||
@ -295,7 +298,7 @@ do -- CARGO_UNIT
|
||||
else
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
if self.RunCount >= 60 then
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
@ -308,12 +311,15 @@ do -- CARGO_UNIT
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
@ -367,6 +373,7 @@ do -- CARGO_UNIT
|
||||
if self.CargoObject then
|
||||
self:T("Destroying")
|
||||
self.CargoObject:Destroy()
|
||||
--self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -893,11 +893,13 @@ do -- COORDINATE
|
||||
function COORDINATE:WaypointGround( Speed, Formation )
|
||||
self:F2( { Formation, Speed } )
|
||||
|
||||
|
||||
local RoutePoint = {}
|
||||
RoutePoint.x = self.x
|
||||
RoutePoint.y = self.z
|
||||
|
||||
RoutePoint.action = Formation or ""
|
||||
--RoutePoint.formation_template = Formation and "" or nil
|
||||
|
||||
|
||||
RoutePoint.speed = ( Speed or 20 ) / 3.6
|
||||
|
||||
@ -359,7 +359,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
|
||||
local Controller = self:_GetController()
|
||||
Controller:setTask( DCSTask )
|
||||
else
|
||||
BASE:E( DCSControllableName .. " is not alive anymore. Cannot set DCSTask " .. DCSTask )
|
||||
BASE:E( { DCSControllableName .. " is not alive anymore.", DCSTask = DCSTask } )
|
||||
end
|
||||
end
|
||||
|
||||
@ -1964,11 +1964,46 @@ do -- Route methods
|
||||
end
|
||||
|
||||
-- Route controllable to destination.
|
||||
self:Route(route, DelaySeconds)
|
||||
self:Route( route, DelaySeconds )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Make a task for a GROUND Controllable to drive towards a specific point using (only) roads.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to.
|
||||
-- @param #number Speed (optional) Speed in km/h. The default speed is 999 km/h.
|
||||
-- @return Task
|
||||
function CONTROLLABLE:TaskGroundOnRoad( ToCoordinate, Speed )
|
||||
|
||||
-- Current coordinate.
|
||||
local FromCoordinate = self:GetCoordinate()
|
||||
|
||||
-- Formation is set to on road.
|
||||
local Formation="On Road"
|
||||
|
||||
-- Path on road from current position to destination coordinate.
|
||||
local path=FromCoordinate:GetPathOnRoad( ToCoordinate )
|
||||
|
||||
-- Route, ground waypoints along roads.
|
||||
local Route = {}
|
||||
table.insert( Route, FromCoordinate:WaypointGround( Speed, Formation ) )
|
||||
|
||||
-- Convert coordinates to ground waypoints and insert into table.
|
||||
for _, coord in ipairs(path) do
|
||||
table.insert( Route, coord:WaypointGround( Speed, Formation ) )
|
||||
end
|
||||
|
||||
-- Add the final coordinate because the final coordinate in path is last point on road.
|
||||
local dist=ToCoordinate:Get2DDistance(path[#path])
|
||||
if dist>10 then
|
||||
table.insert( Route, ToCoordinate:WaypointGround( Speed, "Vee" ) )
|
||||
end
|
||||
|
||||
return Route
|
||||
end
|
||||
|
||||
|
||||
--- Make the AIR Controllable fly towards a specific point.
|
||||
-- @param #CONTROLLABLE self
|
||||
|
||||
@ -808,6 +808,15 @@ function POSITIONABLE:AddCargo( Cargo )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get all contained cargo.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #POSITIONABLE
|
||||
function POSITIONABLE:GetCargo()
|
||||
return self.__.Cargo
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Remove cargo.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param Core.Cargo#CARGO Cargo
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user