Reworking cargo

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FlightControl 2018-09-05 06:03:56 +02:00
parent ed3345b00a
commit 81b0c3a050
12 changed files with 1874 additions and 412 deletions

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--- **AI** -- (R2.3) - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo
-- @image AI_Cargo_Dispatching.JPG
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Armoured Personnel Carriers (Carrier), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\Carrier module uses the @{Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\Carrier object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- ## Cargo loading.
--
-- The module will load automatically cargo when the Carriers are within boarding or loading range.
-- 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
-- and the specified boarding range.
--
-- ## Enemies nearby.
--
-- When the Carriers are approaching enemy units, something special is happening.
-- The Carriers will stop moving, and the loaded infantry will unboard and follow the Carriers and will help to defend the group.
-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the Carriers,
-- to ensure that the Carriers are not too far away from the following running infantry.
-- Once all enemies are cleared, the infantry will board again automatically into the Carriers. Once boarded, the Carriers will follow its pre-defined route.
--
-- A combat range needs to be specified in meters at the @{#AI_CARGO.New}() method.
-- This combat range will trigger the unboarding of troops when enemies are within the combat range around the Carriers.
-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit range (effectiveness) versus
-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
-- A combat range of 350 meters to 500 meters has been proven to be the most effective and efficient.
--
-- ## Infantry health.
--
-- When infantry is unboarded from the Carriers, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- 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.
-- However, infantry that was destroyed when unboarded and following the Carriers, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
-- ## Control the Carriers on the map.
--
-- It is possible also as a human ground commander to influence the path of the Carriers, by pointing a new path using the DCS user interface on the map.
-- In this case, the Carriers will change the direction towards its new indicated route. However, there is a catch!
-- Once the Carriers are near the enemy, and infantry is unboarded, the Carriers won't be able to hold the route until the infantry could catch up.
-- The Carriers will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
-- No workaround is possible on this.
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO.Deploy}() method, you are able to direct the Carriers towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
-- The Carriers will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
-- ## Cargo pickup.
--
-- Using the @{#AI_CARGO.Pickup}() method, you are able to direct the Carriers towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The Carriers will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
--
--
-- @field #AI_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",
Coordinate = nil, -- Core.Point#COORDINATE,
Carrier_Cargo = {},
}
--- Creates a new AI_CARGO object.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param Core.Set#SET_CARGO CargoSet
-- @param #number CombatRadius
-- @return #AI_CARGO
function AI_CARGO:New( Carrier, CargoSet, CombatRadius )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
self.CombatRadius = CombatRadius
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterPickup
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Pickup Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] Pickup
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Pickup Asynchronous Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] __Pickup
-- @param #AI_CARGO self
-- @param #number Delay
-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforeDeploy
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterDeploy
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] Deploy
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Asynchronous Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] __Deploy
-- @param #AI_CARGO self
-- @param #number Delay
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Loaded Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterLoaded
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From
-- @param #string Event
-- @param #string To
--- Unloaded Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterUnloaded
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From
-- @param #string Event
-- @param #string To
self:__Monitor( 1 )
self:SetCarrier( Carrier )
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
CarrierUnit:SetCargoBayWeightLimit()
end
self.Transporting = false
self.Relocating = false
return self
end
--- Set the Carrier.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @return #AI_CARGO
function AI_CARGO:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
CargoCarrier:HandleEvent( EVENTS.Hit )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Destroyed()
end
end
end
function CargoCarrier:OnEventHit( EventData )
self:F({"hit"})
local AICargoTroops = self:GetState( self, "AI_CARGO" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Unload( false )
end
end
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:Guard()
return self
end
function AI_CARGO:IsTransporting()
return self.Transporting == true
end
function AI_CARGO:IsRelocating()
return self.Relocating == true
end
--- Find a free Carrier within a range.
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
return NearUnit:GetGroup()
end
end
end
return nil
end
--- Follow Infantry to the Carrier.
-- @param #AI_CARGO self
-- @param #AI_CARGO Me
-- @param Wrapper.Unit#UNIT CarrierUnit
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO
function AI_CARGO:FollowToCarrier( Me, CarrierUnit, CargoGroup )
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
--if self:Is( "Following" ) then
if CarrierUnit:IsAlive() then
-- We check if the Cargo is near to the CargoCarrier.
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CarrierUnit, 25 ) ) then
-- The Cargo does not need to follow the Carrier.
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = CarrierUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO.FollowToCarrier", Me, CarrierUnit, CargoGroup )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
end
end
--- On after Monitor event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO:onafterMonitor( Carrier, From, Event, To )
self:F( { Carrier, From, Event, To } )
if Carrier and Carrier:IsAlive() then
if self.CarrierCoordinate then
if self:IsRelocating() == true then
local Coordinate = Carrier:GetCoordinate()
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) or self:Is( "Following" ) then
-- There are no enemies within combat range. Load the CargoCarrier.
self:Load()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
self:__Unload( 1 )
else
if self:Is( "Unloaded" ) then
self:Follow()
end
if self:Is( "Following" ) then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then
if not Cargo:IsNear( CarrierUnit, 40 ) then
CarrierUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( CarrierUnit, 25 ) then
CarrierUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = Carrier:GetCoordinate()
end
self:__Monitor( -5 )
end
--- On before Load event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
self:F( { Carrier, From, Event, To } )
local Boarding = false
local LoadInterval = 10
local LoadDelay = 10
local Carrier_List = {}
local Carrier_Weight = {}
if Carrier and Carrier:IsAlive() then
self.Carrier_Cargo = {}
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
Carrier_List[#Carrier_List+1] = CarrierUnit
Carrier_Weight[CarrierUnit] = CargoBayFreeWeight
end
local Carrier_Count = #Carrier_List
local Carrier_Index = 1
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
local Loaded = false
-- Try all Carriers, but start from the one according the Carrier_Index
for Carrier_Loop = 1, #Carrier_List do
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
-- This counters loop through the available Carriers.
Carrier_Index = Carrier_Index + 1
if Carrier_Index > Carrier_Count then
Carrier_Index = 1
end
if Cargo:IsUnLoaded() then -- and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then
self:F( { "In radius", CarrierUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Carrier:RouteStop()
--Cargo:Ungroup()
Cargo:__Board( LoadDelay, CarrierUnit, 25 )
LoadDelay = LoadDelay + LoadInterval
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
-- So now this CarrierUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Carrier_Cargo[Cargo] = CarrierUnit
Boarding = true
Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight
Loaded = true
-- Ok, we loaded a cargo, now we can stop the loop.
break
end
end
end
end
if not Loaded then
-- If the cargo wasn't loaded in one of the carriers, then we need to stop the loading.
break
end
end
end
return Boarding
end
--- On after Board event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
if Carrier and Carrier:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo, CarrierUnit, PickupZone )
return
end
end
self:__Loaded( 10, Cargo, CarrierUnit, PickupZone )
end
--- On after Loaded event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone )
self:F( { Carrier, From, Event, To } )
local Loaded = true
if Carrier and Carrier:IsAlive() then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
end
if Loaded then
self:PickedUp( PickupZone )
end
end
--- On after PickedUp event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
self:F( { Carrier, From, Event, To } )
self.Transporting = true
Carrier:RouteResume()
end
--- On after Unload event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone )
self:F( { Carrier, From, Event, To, DeployZone } )
local UnboardInterval = 10
local UnboardDelay = 10
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
Carrier:RouteStop()
for _, Cargo in pairs( CarrierUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone )
end
end
end
end
end
--- On after Unboard event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:F( { Carrier, From, Event, To, Cargo:GetName() } )
if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone )
return
end
end
self:Unloaded( Cargo, CarrierUnit, DeployZone )
end
--- On after Unloaded event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone } )
local AllUnloaded = true
--Cargo:Regroup()
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
if AllUnloaded == true then
if DeployZone == true then
self.Carrier_Cargo = {}
end
self.CargoCarrier = Carrier
end
end
if AllUnloaded == true then
self:Deployed( DeployZone )
end
end
--- On after Deployed event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone } )
self.Transporting = false
self:__Guard( 0.1 )
end
--- On after Follow event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO:onafterFollow( Carrier, From, Event, To )
self:F( { Carrier, From, Event, To } )
self:F( "Follow" )
if Carrier and Carrier:IsAlive() then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
self:FollowToCarrier( self, CarrierUnit, Cargo )
CarrierUnit:RouteResume()
end
end
end
end
--- @param #AI_CARGO
-- @param Wrapper.Group#GROUP Carrier
function AI_CARGO._Pickup( Carrier, self, PickupZone )
Carrier:F( { "AI_CARGO._Pickup:", Carrier:GetName() } )
if Carrier:IsAlive() then
self:Load( PickupZone)
end
end
function AI_CARGO._Deploy( Carrier, self, Coordinate, DeployZone )
Carrier:F( { "AI_CARGO._Deploy:", Carrier } )
if Carrier:IsAlive() then
self:Unload( DeployZone )
end
end
--- On after Pickup event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterPickup( Carrier, From, Event, To, Coordinate, Speed, PickupZone )
if Carrier and Carrier:IsAlive() then
if Coordinate then
self.RoutePickup = true
local _speed=Speed or Carrier:GetSpeedMax()*0.5
local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = Carrier:TaskFunction( "AI_CARGO._Pickup", self, PickupZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
Carrier:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
else
AI_CARGO._Pickup( Carrier, self, PickupZone )
end
self.Relocating = true
self.Transporting = false
end
end
--- On after Deploy event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Deploy place.
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO:onafterDeploy( Carrier, From, Event, To, Coordinate, Speed, DeployZone )
if Carrier and Carrier:IsAlive() then
self.RouteDeploy = true
local _speed=Speed or Carrier:GetSpeedMax()*0.5
local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = Carrier:TaskFunction( "AI_CARGO._Deploy", self, Coordinate, DeployZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
Carrier:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
self.Relocating = false
self.Transporting = true
end
end
--- On after Home event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO:onafterHome( Carrier, From, Event, To, Coordinate, Speed )
if Carrier and Carrier:IsAlive() ~= nil then
self.RouteHome = true
local _speed=Speed or Carrier:GetSpeedMax()*0.5
local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end

View File

@ -90,17 +90,20 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
self.CombatRadius = CombatRadius
self:SetStartState( "Unloaded" )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( { "Unboarding", "Unloaded" }, "Unloaded", "Unloaded" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" )
@ -369,13 +372,13 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
else
if self:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
self:__Unload( 1, false )
self:__Unload( 1 )
else
if self:Is( "Unloaded" ) then
self:Follow()
end
if self:Is( "Following" ) then
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
for Cargo, APCUnit in pairs( self.APC_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsAlive() then
if not Cargo:IsNear( APCUnit, 40 ) then
@ -411,11 +414,17 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To, PickupZone )
self:F( { APC, From, Event, To } )
local Boarding = false
local LoadInterval = 10
local LoadDelay = 10
local APC_List = {}
local APC_Weight = {}
if APC and APC:IsAlive() then
self.APC_Cargo = {}
for _, APCUnit in pairs( APC:GetUnits() ) do
@ -424,32 +433,65 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
--for _, Cargo in pairs( self.CargoSet:GetSet() ) do
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), APC:GetName() } )
APC_List[#APC_List+1] = APCUnit
APC_Weight[APCUnit] = CargoBayFreeWeight
end
local APC_Count = #APC_List
local APC_Index = 1
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), APC:GetName() } )
local Loaded = false
-- Try all APCs, but start from the one according the APC_Index
for APC_Loop = 1, #APC_List do
local APCUnit = APC_List[APC_Index] -- Wrapper.Unit#UNIT
-- This counters loop through the available APCs.
APC_Index = APC_Index + 1
if APC_Index > APC_Count then
APC_Index = 1
end
if Cargo:IsUnLoaded() then -- and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
self:F( { "In radius", APCUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
if APC_Weight[APCUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
APC:RouteStop()
--Cargo:Ungroup()
Cargo:Board( APCUnit, 25 )
self:__Board( 1, Cargo, APCUnit )
Cargo:__Board( LoadDelay, APCUnit, 25 )
LoadDelay = LoadDelay + LoadInterval
self:__Board( LoadDelay, Cargo, APCUnit, PickupZone )
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
self.APC_Cargo[Cargo] = APCUnit
Boarding = true
APC_Weight[APCUnit] = APC_Weight[APCUnit] - CargoWeight
Loaded = true
-- Ok, we loaded a cargo, now we can stop the loop.
break
end
end
end
end
if not Loaded then
-- If the cargo wasn't loaded in one of the carriers, then we need to stop the loading.
break
end
end
end
@ -465,54 +507,37 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT APCUnit
function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo, APCUnit )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo, APCUnit, PickupZone )
self:F( { APC, From, Event, To, Cargo, APCUnit:GetName() } )
if APC and APC:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), APC:GetName() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo, APCUnit )
else
local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( APCUnit, 25 )
self:__Board( 10, Cargo, APCUnit )
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
return
end
end
end
end
self:__Loaded( 5, Cargo )
self:__Board( 10, Cargo, APCUnit, PickupZone )
return
end
end
self:__Loaded( 10, Cargo, APCUnit, PickupZone )
end
--- On before Loaded event.
--- On after Loaded event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To, Cargo )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onafterLoaded( APC, From, Event, To, Cargo, PickupZone )
self:F( { APC, From, Event, To } )
local Loaded = true
if APC and APC:IsAlive() then
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
for Cargo, APCUnit in pairs( self.APC_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), APC:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
@ -521,14 +546,26 @@ function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To, Cargo )
end
end
if Loaded == true then
APC:RouteResume()
if Loaded then
self:PickedUp( PickupZone )
end
return Loaded
end
--- On after PickedUp event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onafterPickedUp( APC, From, Event, To, PickupZone )
self:F( { APC, From, Event, To } )
self.Transporting = true
APC:RouteResume()
end
@ -539,9 +576,12 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_APC:onafterUnload( APC, From, Event, To, Deployed )
self:F( { APC, From, Event, To, Deployed } )
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterUnload( APC, From, Event, To, DeployZone )
self:F( { APC, From, Event, To, DeployZone } )
local UnboardInterval = 10
local UnboardDelay = 10
if APC and APC:IsAlive() then
for _, APCUnit in pairs( APC:GetUnits() ) do
@ -549,9 +589,10 @@ function AI_CARGO_APC:onafterUnload( APC, From, Event, To, Deployed )
APC:RouteStop()
for _, Cargo in pairs( APCUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
self:__Unboard( UnboardDelay, Cargo, APCUnit, DeployZone )
end
end
end
@ -566,32 +607,22 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo, Deployed )
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo, APCUnit, DeployZone )
self:F( { APC, From, Event, To, Cargo:GetName() } )
if APC and APC:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, Deployed )
else
for _, APCUnit in pairs( APC:GetUnits() ) do
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( APCUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
return
end
end
end
self:__Unloaded( 1, Cargo, Deployed )
self:__Unboard( 10, Cargo, APCUnit, DeployZone )
return
end
end
self:Unloaded( Cargo, APCUnit, DeployZone )
end
--- On before Unloaded event.
--- On after Unloaded event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
@ -599,9 +630,9 @@ end
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean All cargo unloaded.
function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterUnloaded( APC, From, Event, To, Cargo, APCUnit, DeployZone )
self:F( { APC, From, Event, To, Cargo:GetName(), DeployZone = DeployZone } )
local AllUnloaded = true
@ -619,32 +650,31 @@ function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
end
if AllUnloaded == true then
if Deployed == true then
if DeployZone == true then
self.APC_Cargo = {}
end
self:Guard()
self.CargoCarrier = APC
end
end
self:F( { AllUnloaded = AllUnloaded } )
return AllUnloaded
if AllUnloaded == true then
self:Deployed( DeployZone )
end
end
--- On after Unloaded event.
--- On after Deployed event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean All cargo unloaded.
function AI_CARGO_APC:onafterUnloaded( APC, From, Event, To, Cargo, Deployed )
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone )
self:F( { APC, From, Event, To, DeployZone = DeployZone } )
self.Transporting = false
self:__Guard( 0.1 )
end
@ -659,7 +689,7 @@ function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
self:F( "Follow" )
if APC and APC:IsAlive() then
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
for Cargo, APCUnit in pairs( self.APC_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
self:FollowToCarrier( self, APCUnit, Cargo )
@ -673,26 +703,22 @@ end
--- @param #AI_CARGO_APC
-- @param Wrapper.Group#GROUP APC
function AI_CARGO_APC._Pickup( APC, self )
function AI_CARGO_APC._Pickup( APC, self, PickupZone )
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
if APC:IsAlive() then
self:Load()
self.Relocating = true
self:Load( PickupZone)
end
end
--- @param #AI_CARGO_APC
-- @param Wrapper.Group#GROUP APC
function AI_CARGO_APC._Deploy( APC, self )
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
if APC:IsAlive() then
self:Unload( true )
self.Relocating = false
self:Unload( DeployZone )
end
end
@ -706,7 +732,8 @@ end
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, PickupZone )
if APC and APC:IsAlive() then
@ -717,7 +744,7 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, PickupZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
@ -725,10 +752,11 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
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 )
AI_CARGO_APC._Pickup( APC, self, PickupZone )
end
self.Transporting = true
self.Relocating = true
self.Transporting = false
end
end
@ -742,7 +770,7 @@ end
-- @param To
-- @param Core.Point#COORDINATE Coordinate Deploy place.
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed )
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, DeployZone )
if APC and APC:IsAlive() then
@ -752,13 +780,16 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed )
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
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.
self.Relocating = false
self.Transporting = true
end
end

View File

@ -18,7 +18,8 @@
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",
Coordinate = nil -- Core.Point#COORDINATE,
Coordinate = nil, -- Core.Point#COORDINATE
Airplane_Cargo = {},
}
--- Creates a new AI_CARGO_AIRPLANE object.
@ -39,10 +40,13 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
self:AddTransition( { "Unloaded", "Boarding" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding" , "Unloaded", "Unloaded" )
self:AddTransition( "Unboarding" , "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding" , "Deployed", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Home" , "*" )
@ -245,7 +249,7 @@ function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
-- Aircraft was sent to this airbase to pickup troops. Initiate loadling.
if self.RoutePickup == true then
env.info("FF load airplane "..Airplane:GetName())
self:Load( Airplane:GetCoordinate() )
self:Load( self.PickupZone )
self.RoutePickup = false
self.Relocating = true
end
@ -269,12 +273,15 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where the troops as picked up.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed in km/h for travelling to pickup base.
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Speed )
-- @param Core.Zone#ZONE_AIRBASE PickupZone
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, PickupZone )
if Airplane and Airplane:IsAlive()~=nil then
env.info("FF onafterpick aircraft alive")
self.PickupZone = PickupZone
-- Get closest airbase of current position.
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
@ -288,8 +295,10 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
self.Airbase=ClosestAirbase
end
local Airbase = PickupZone:GetAirbase()
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
local Dist=Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
env.info("Distance closest to pickup airbase = "..Dist)
if Airplane:InAir() or Dist>500 then
@ -305,9 +314,6 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
-- Aircraft is on a pickup mission.
self.RoutePickup = true
-- Unclear!?
self.Transporting = true
self.Relocating = false
else
env.info("FF onafterpick calling landed")
@ -316,9 +322,13 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
self:Landed()
end
self.Transporting = false
self.Relocating = true
else
env.info("FF onafterpick aircraft not alive")
end
end
@ -328,12 +338,15 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troups should be deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Speed )
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed in km/h for travelling to pickup base.
-- @param Core.Zone#ZONE_AIRBASE DeployZone
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, DeployZone )
if Airplane and Airplane:IsAlive()~=nil then
local Airbase = DeployZone:GetAirbase()
-- Activate uncontrolled airplane.
if Airplane:IsAlive()==false then
Airplane:SetCommand({id = 'Start', params = {}})
@ -361,32 +374,42 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
function AI_CARGO_AIRPLANE:onbeforeLoad( Airplane, From, Event, To, Coordinate )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_AIRPLANE:onbeforeLoad( Airplane, From, Event, To, PickupZone )
local Boarding = false
local LoadInterval = 10
local LoadDelay = 10
if Airplane and Airplane:IsAlive() ~= nil then
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local AirplaneUnit = AirplaneUnit -- Wrapper.Unit#UNIT
for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
self:F({_Cargo:GetName()})
local Cargo=_Cargo --Cargo.Cargo#CARGO
local InRadius = Cargo:IsInLoadRadius( Coordinate )
if InRadius then
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
Cargo:Board( AirplaneUnit, 25 )
self:__Board( 5, Cargo, AirplaneUnit )
Boarding = true
break
local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
self:F({Cargo:GetName()})
local Cargo=Cargo --Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( AirplaneUnit:GetCoordinate() ) then
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:__Board( LoadDelay, AirplaneUnit, 25 )
LoadDelay = LoadDelay + LoadInterval
self:__Board( LoadDelay, Cargo, AirplaneUnit, PickupZone )
self.Airplane_Cargo[AirplaneUnit] = Cargo
Boarding = true
CargoBayFreeWeight = CargoBayFreeWeight - CargoWeight
end
end
end
end
end
end
end
@ -403,68 +426,64 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT AirplaneUnit
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo, AirplaneUnit )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo, AirplaneUnit, PickupZone )
if Airplane and Airplane:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo, AirplaneUnit )
else
local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Check if another cargo can be loaded into the airplane.
for _,_Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
self:F({_Cargo:GetName()})
local Cargo =_Cargo --Cargo.Cargo#CARGO
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
-- Only when the cargo is within load radius.
local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
if InRadius then
local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
--local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
local CargoWeight = Cargo:GetWeight()
--local CargoVolume = Cargo:GetVolume()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
-- ok, board.
self:__Load( 5, Airplane:GetCoordinate() )
-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
--Cargo:Board( Airplane, 25 )
return
end
end
end
end
self:__Loaded( 1, Cargo )
self:__Board( 10, Cargo, AirplaneUnit, PickupZone )
return
end
end
self:__Loaded( 10, Cargo, AirplaneUnit, PickupZone )
end
--- On After Loaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_AIRPLANE:onafterLoaded( AirplaneGroup, From, Event, To, Cargo, AirplaneUnit, PickupZone )
self:F( { AirplaneGroup, From, Event, To } )
local Loaded = true
if AirplaneGroup and AirplaneGroup:IsAlive() then
for AirplaneUnit, Cargo in pairs( self.Airplane_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), AirplaneGroup:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
end
if Loaded then
self:PickedUp( PickupZone )
end
end
--- On after Loaded event. Cargo is inside the carrier and ready to be transported.
--- On after PickedUp event. All cargo is inside the carrier and ready to be transported.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To, Cargo )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_AIRPLANE:onafterPickedUp( Airplane, From, Event, To, PickupZone )
self:F( { AirplaneGroup, From, Event, To } )
env.info("FF troops loaded into cargo plane")
if Airplane and Airplane:IsAlive() then
self:F( { "Transporting" } )
self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
end
end
@ -476,7 +495,10 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
local UnboardInterval = 10
local UnboardDelay = 10
if Airplane and Airplane:IsAlive() then
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
@ -489,9 +511,10 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
Cargo:UnBoard( CargoDeployCoordinate )
Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo )
self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone )
end
end
end
@ -504,34 +527,19 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo, AirplaneUnit, DeployZone )
self:E( { "Unboard", Cargo } )
if Airplane and Airplane:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo )
else
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local Cargos = AirplaneUnit:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
if Cargo:IsLoaded() then
local Angle = 180
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
Cargo:UnBoard( CargoDeployCoordinate )
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo )
return
end
end
self:__Unloaded( 1, Cargo )
end
self:__Unboard( 10, Cargo, AirplaneUnit, DeployZone )
return
end
end
self:Unloaded( Cargo, AirplaneUnit, DeployZone )
end
--- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished.
@ -541,16 +549,52 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo
function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo )
function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo, AirplaneUnit, DeployZone )
self:E( { "Unloaded", Cargo } )
local AllUnloaded = true
if AirplaneUnit and AirplaneUnit:IsAlive() then
for _, AirplaneUnit in pairs( AirplaneUnit:GetUnits() ) do
local IsEmpty = AirplaneUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
if AllUnloaded == true then
if DeployZone then
self.Airplane_Cargo = {}
end
self.Airplane = AirplaneUnit
end
end
if AllUnloaded == true then
self:Deployed( DeployZone )
end
end
--- On after Deployed event.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo
function AI_CARGO_AIRPLANE:onafterDeployed( Airplane, From, Event, To, DeployZone )
if Airplane and Airplane:IsAlive() then
self.Airplane = Airplane
self.Transporting = false -- This will only be executed when there is no cargo onboard anymore. The dispatcher will then kick-off the pickup cycle!
end
end
--- Route the airplane from one airport or it's current position to another airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.

View File

@ -21,47 +21,304 @@
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- ## 1. AI\_CARGO\_DISPATCHER constructor
-- # 1) AI\_CARGO\_DISPATCHER constructor
--
-- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI\_CARGO\_DISPATCHER object.
--
-- ## 2. AI\_CARGO\_DISPATCHER is a FSM
-- # 2) AI\_CARGO\_DISPATCHER is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI\_CARGO\_DISPATCHER States
-- ## 2.1) AI\_CARGO\_DISPATCHER States
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ### 2.2. AI\_CARGO\_DISPATCHER Events
-- ## 2.2) AI\_CARGO\_DISPATCHER Events
--
-- * **Monitor**: Monitor and take action.
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Home**: A Carrier is going home.
--
-- ## 3. Set the pickup parameters.
-- # 3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Use these methods to capture the events and tailor the events with your own code!
-- All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code.
--
-- In order to properly capture the events, it is mandatory that you execute the following actions using your script:
--
-- * Copy / Paste the code section into your script.
-- * Change the CLASS literal to the object name you have in your script.
-- * Within the function, you can now write your own code!
-- * IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored,
-- but you need to declare them as they are automatically provided by the event handling system of MOOSE.
--
-- You can send messages or fire off any other events within the code section. The sky is the limit!
--
-- ## 3.1) Tailor the **Pickup** event
--
-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Pickup Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.2) Tailor the **Load** event
--
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Load Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.3) Tailor the **Loading** event
--
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Loading Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that this event is fired repeatedly until all cargo (units) have been boarded into the carrier.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.4) Tailor the **Loaded** event
--
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be fired multiple times for each different Cargo/CarrierUnit.
--
-- The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit.
-- A CarrierUnit is part of the larger CarrierGroup.
--
--
-- --- Loaded Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be fired multiple times for each different Cargo/CarrierUnit.
-- -- A CarrierUnit can be part of the larger CarrierGroup.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.5) Tailor the **PickedUp** event
--
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- PickedUp Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.6) Tailor the **Deploy** event
--
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Deploy Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.7) Tailor the **Unload** event
--
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Unload Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.8) Tailor the **Unloading** event
--
--
-- --- UnLoading Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that this event is fired repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.9) Tailor the **Unloaded** event
--
--
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
-- --- Unloaded Handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be fired multiple times for each different Cargo/CarrierUnit.
-- -- A CarrierUnit can be part of the larger CarrierGroup.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.10) Tailor the **Deployed** event
--
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Deployed Handler OnAfter for AI_CARGO_DISPATCHER.
-- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
-- -- @param #AI_CARGO_DISPATCHER self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- ## 4. Set the deploy parameters.
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
-- #) 5. Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
@ -74,7 +331,7 @@
AI_CARGO_DISPATCHER = {
ClassName = "AI_CARGO_DISPATCHER",
SetCarrier = nil,
DeployZonesSet = nil,
DeployZoneSet = nil,
AI_Cargo = {},
PickupCargo = {}
}
@ -115,12 +372,16 @@ function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo )
self:AddTransition( "*", "Pickup", "*" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Loading", "*" )
self:AddTransition( "*", "Loaded", "*" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Deploy", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unloading", "*" )
self:AddTransition( "*", "Unloaded", "*" )
self:AddTransition( "*", "Deployed", "*" )
self:AddTransition( "*", "Home", "*" )
@ -146,21 +407,23 @@ end
-- @param #AI_CARGO_DISPATCHER self
-- @param Core.Set#SET_GROUP SetCarrier
-- @param Core.Set#SET_CARGO SetCargo
-- @param Core.Set#SET_ZONE DeployZonesSet
-- @param Core.Set#SET_ZONE PickupZoneSet
-- @param Core.Set#SET_ZONE DeployZoneSet
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- SetCarriers = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- DeployZonesSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
function AI_CARGO_DISPATCHER:NewWithZones( SetCarriers, SetCargos, DeployZonesSet )
function AI_CARGO_DISPATCHER:NewWithZones( SetCarriers, SetCargos, PickupZoneSet, DeployZoneSet )
local self = AI_CARGO_DISPATCHER:New( SetCarriers, SetCargos ) -- #AI_CARGO_DISPATCHER
self.DeployZonesSet = DeployZonesSet
self.PickupZoneSet = PickupZoneSet
self.DeployZoneSet = DeployZoneSet
return self
end
@ -376,28 +639,174 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
AI_Cargo = self.AI_Cargo[Carrier]
function AI_Cargo.OnAfterPickup( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Pickup( Carrier, Cargo )
--- Pickup Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickup
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterPickup( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, PickupZone )
self:Pickup( CarrierGroup, Coordinate, Speed, PickupZone )
end
function AI_Cargo.OnAfterLoad( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Loading( Carrier )
--- Load Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoad
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterLoad( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
self:Load( CarrierGroup, PickupZone )
end
function AI_Cargo.OnAfterLoaded( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Loaded( Carrier, Cargo )
--- Loading Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that this event is fired repeatedly until all cargo (units) have been boarded into the carrier.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoading
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterBoard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:Loading( CarrierGroup, Cargo, CarrierUnit, PickupZone )
end
function AI_Cargo.OnAfterDeploy( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Deploy( Carrier, Cargo )
--- Loaded Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be fired multiple times for each different Cargo/CarrierUnit.
-- A CarrierUnit can be part of the larger CarrierGroup.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterLoaded( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:Loaded( CarrierGroup, Cargo, CarrierUnit, PickupZone )
end
--- PickedUp Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickedUp
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterPickedUp( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
self:PickedUp( CarrierGroup, PickupZone )
end
--- Deploy Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeploy
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_Cargo.OnAfterDeploy( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, DeployZone )
self:Deploy( CarrierGroup, Coordinate, Speed, DeployZone )
end
function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Unloading( Carrier, Cargo )
--- Unload Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnload
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:Unloading( Carrier, Cargo, CarrierUnit, DeployZone )
end
function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo )
self:Unloaded( Carrier, Cargo )
--- UnLoading Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that this event is fired repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloading
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_Cargo.OnAfterUnboard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:Unloading( CarrierGroup, Cargo, CarrierUnit, DeployZone )
end
--- Unloaded Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be fired multiple times for each different Cargo/CarrierUnit.
-- A CarrierUnit can be part of the larger CarrierGroup.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:Unloaded( Carrier, Cargo, CarrierUnit, DeployZone )
end
--- Deployed Handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was fired.
-- @param #string Event A string that contains the "*event name*" when the event was fired.
-- @param #string To A string that contains the "*to state name*" when the event was fired.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_Cargo.OnAfterDeployed( AI_Cargo, Carrier, From, Event, To, DeployZone )
self:Deployed( Carrier, DeployZone )
end
end
@ -410,6 +819,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
-- now find the first cargo that is Unloaded
local PickupCargo = nil
local PickupZone = nil
for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
@ -417,33 +827,36 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
local CargoCoordinate = Cargo:GetCoordinate()
local CoordinateFree = true
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
if CarrierPickup:IsAlive() == true then
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
CoordinateFree = false
PickupZone = self.PickupZoneSet and self.PickupZoneSet:IsCoordinateInZone( CargoCoordinate )
if not self.PickupZoneSet or PickupZone then
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
if CarrierPickup:IsAlive() == true then
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
CoordinateFree = false
break
end
else
self.PickupCargo[CarrierPickup] = nil
end
end
if CoordinateFree == true then
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
local LargestLoadCapacity = 0
for _, Carrier in pairs( Carrier:GetUnits() ) do
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
if LargestLoadCapacity < LoadCapacity then
LargestLoadCapacity = LoadCapacity
end
end
-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
-- Otherwise break and go to the next carrier.
-- This will skip cargo which is too large to be able to be loaded by carriers
-- and will secure an efficient dispatching scheme.
if LargestLoadCapacity >= Cargo:GetWeight() then
self.PickupCargo[Carrier] = CargoCoordinate
PickupCargo = Cargo
break
end
else
self.PickupCargo[CarrierPickup] = nil
end
end
if CoordinateFree == true then
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
local LargestLoadCapacity = 0
for _, Carrier in pairs( Carrier:GetUnits() ) do
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
if LargestLoadCapacity < LoadCapacity then
LargestLoadCapacity = LoadCapacity
end
end
-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
-- Otherwise break and go to the next carrier.
-- This will skip cargo which is too large to be able to be loaded by carriers
-- and will secure an efficient dispatching scheme.
if LargestLoadCapacity >= Cargo:GetWeight() then
self.PickupCargo[Carrier] = CargoCoordinate
PickupCargo = Cargo
break
end
end
end
@ -452,16 +865,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
if PickupCargo then
self.CarrierHome[Carrier] = nil
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
if self.PickupAirbasesSet then
-- Find airbase within 2km from the cargo with the set.
local PickupAirbase = self.PickupAirbasesSet:FindAirbaseInRange( PickupCoordinate, 4000 )
if PickupAirbase then
AI_Cargo:Pickup( PickupAirbase, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ) )
end
else
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ) )
end
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), PickupZone )
break
else
if self.HomeZone then
@ -564,20 +968,12 @@ end
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, Carrier, Cargo )
if self.DeployZonesSet then
local DeployZone = self.DeployZonesSet:GetRandomZone()
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
self.AI_Cargo[Carrier]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
end
if self.DeployAirbasesSet then
if self.DeployZoneSet then
if self.AI_Cargo[Carrier]:IsTransporting() == true then
local DeployAirbase = self.DeployAirbasesSet:GetRandomAirbase()
self.AI_Cargo[Carrier]:Deploy( DeployAirbase, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
local DeployZone = self.DeployZoneSet:GetRandomZone()
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
self.AI_Cargo[Carrier]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ), DeployZone )
end
end

View File

@ -28,9 +28,18 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER\_APC module uses the @{Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_APC object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_APC class, it is recommended that you
-- ** first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} !!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_APC class uses the @{Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
--
-- ## 1. AI\_CARGO\_DISPATCHER\_APC constructor
--
@ -88,22 +97,23 @@ AI_CARGO_DISPATCHER_APC = {
--- Creates a new AI_CARGO_DISPATCHER_APC object.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Core.Set#SET_GROUP SetAPC The collection of APC @{Wrapper.Group}s.
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
-- @param Core.Set#SET_ZONE SetDeployZone The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the APCs.
-- @param Core.Set#SET_GROUP APCSet The collection of APC @{Wrapper.Group}s.
-- @param Core.Set#SET_CARGO CargoSet The collection of @{Cargo} derived objects.
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The collection of pickup @{Zone}s, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
-- @param Core.Set#SET_ZONE DeployZoneSet The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the APCs.
-- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Create a new cargo dispatcher for the set of APCs, with a combatradius of 500.
-- SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, 500 )
-- APCSet = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- CargoSet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( APCSet, SCargoSet, nil, DeployZoneSet, 500 )
--
function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, CombatRadius )
function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( SetAPC, SetCargo, SetDeployZone ) ) -- #AI_CARGO_DISPATCHER_APC
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC
self.CombatRadius = CombatRadius or 500
@ -116,7 +126,7 @@ function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, CombatRad
end
function AI_CARGO_DISPATCHER_APC:AICargo( APC, SetCargo )
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
return AI_CARGO_APC:New( APC, SetCargo, self.CombatRadius )
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
end

View File

@ -1,5 +1,10 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
--
-- **Features:**
--
-- * The airplanes will fly towards the pickup airbases to pickup the cargo.
-- * The airplanes will fly towards the deploy airbases to deploy the cargo.
--
-- ===
--
-- ### Author: **FlightControl**
@ -16,9 +21,17 @@
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO_DISPATCHER_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_AIRPLANE object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_AIRPLANE class, it is recommended that you
-- ** first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} !!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_AIRPLANE class uses the @{Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
--
--
@ -29,23 +42,25 @@ AI_CARGO_DISPATCHER_AIRPLANE = {
--- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
-- @param #AI_CARGO_DISPATCHER_AIRPLANE self
-- @param Core.Set#SET_GROUP SetAirplanes Set of cargo transport airplanes.
-- @param Core.Set#SET_CARGO SetCargos Set of cargo, which is supposed to be transported.
-- @param Core.Set#SET_AIRBASE PickupAirbasesSet Set of airbases where the cargo has to be picked up.
-- @param Core.Set#SET_AIRBASE DeployAirbasesSet Set of airbases where the cargo is deployed. Choice for each cargo is random.
-- @param Core.Set#SET_GROUP AirplaneSet Set of cargo transport airplanes.
-- @param Core.Set#SET_CARGO CargoSet Set of cargo, which is supposed to be transported.
-- @param Core.Zone#SET_ZONE PickupZoneSet Set of zone airbases where the cargo has to be picked up.
-- @param Core.Zone#SET_ZONE DeployZoneSet Set of zone airbases where the cargo is deployed. Choice for each cargo is random.
-- @return #AI_CARGO_DISPATCHER_AIRPLANE self
-- @usage
--
-- -- Create a new cargo dispatcher
-- SetAirplanes = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
-- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- PickupAirbasesSet = SET_AIRBASE:New()
-- DeployAirbasesSet = SET_AIRBASE:New()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplanes, SetCargos, PickupAirbasesSet, DeployAirbasesSet )
-- AirplaneSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
-- CargoSet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- PickupZoneSet = SET_AIRBASE:New()
-- DeployZoneSet = SET_AIRBASE:New()
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( "Gudauta", AIRBASE:FindByName( AIRBASE.Caucasus.Gudauta ), 3000 ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( "Sochi", AIRBASE:FindByName( AIRBASE.Caucasus.Sochi_Adler ), 3000 ) )
-- AICargoDispatcher = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
--
function AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplanes, SetCargos, PickupAirbasesSet, DeployAirbasesSet )
function AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithAirbases( SetAirplanes, SetCargos, PickupAirbasesSet, DeployAirbasesSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
self:SetDeploySpeed( 200, 150 )
self:SetPickupSpeed( 200, 150 )
@ -55,7 +70,7 @@ function AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplanes, SetCargos, PickupAirbas
return self
end
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, SetCargo )
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, CargoSet )
return AI_CARGO_AIRPLANE:New( Airplane, SetCargo )
return AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
end

View File

@ -1,7 +1,12 @@
--- **AI** -- Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- The @{#AI_CARGO_DISPATCHER_HELICOPTER} classes implements the dynamic dispatching of cargo transportation tasks for helicopters.
--
-- **Features:**
--
-- * The helicopters will fly towards the pickup locations to pickup the cargo.
-- * The helicopters will fly towards the deploy zones to deploy the cargo.
-- * Precision deployment as well as randomized deployment within the deploy zones are possible.
-- * Helicopters will orbit the deploy zones when there is no space for landing until the deploy zone is free.
--
-- ===
--
-- ### Author: **FlightControl**
@ -18,9 +23,18 @@
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER\_HELICOPTER module uses the @{Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_HELICOPTER object recognize the cargo.
-- Please consult the @{Cargo} module for more information.
--
--
-- The AI_CARGO_DISPATCHER_HELICOPTER module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_HELICOPTER class, it is recommended that you
-- ** first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} !!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_HELICOPTER class uses the @{Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
-- ---
--
@ -88,21 +102,22 @@ AI_CARGO_DISPATCHER_HELICOPTER = {
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
-- @param Core.Set#SET_GROUP SetHelicopter The collection of Helicopter @{Wrapper.Group}s.
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
-- @param Core.Set#SET_ZONE SetDeployZones The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the Helicopters.
-- @param Core.Set#SET_GROUP HelicopterSet The collection of Helicopter @{Wrapper.Group}s.
-- @param Core.Set#SET_CARGO CargoSet The collection of @{Cargo} derived objects.
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The collection of pickup @{Zone}s, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
-- @param Core.Set#SET_ZONE DeployZoneSet The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the Helicopters.
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
-- @usage
--
-- -- Create a new cargo dispatcher
-- SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo )
-- HelicopterSet = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- CargoSet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, SetCargo, nil, DeployZoneSet )
--
function AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo, SetDeployZones )
function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( SetHelicopter, SetCargo, SetDeployZones ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
self:SetDeploySpeed( 200, 150 )
self:SetPickupSpeed( 200, 150 )
@ -112,8 +127,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo, SetDeployZ
return self
end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, SetCargo )
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
return AI_CARGO_HELICOPTER:New( Helicopter, SetCargo )
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
end

View File

@ -46,10 +46,12 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
@ -233,7 +235,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
--self:Load( Helicopter:GetPointVec2() )
self:Load()
self:Load( self.PickupZone )
self.RoutePickup = false
self.Relocating = true
end
@ -241,7 +243,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
self:Unload( true )
self:Unload( self.DeployZone )
self.RouteDeploy = false
self.Transporting = false
self.Relocating = false
@ -259,7 +261,7 @@ end
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed )
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
local HelicopterInZone = false
@ -268,7 +270,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
if Distance > 2000 then
self:__Queue( -10, Coordinate )
self:__Queue( -10, Coordinate, Speed, DeployZone )
else
local ZoneFree = true
@ -317,8 +319,12 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- Now route the helicopter
Helicopter:Route( Route, 0 )
-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
self.DeployZone = DeployZone
else
self:__Queue( -10, Coordinate )
self:__Queue( -10, Coordinate, Speed, DeployZone )
end
end
else
@ -379,39 +385,42 @@ end
-- @param #string From From state.
-- @param #string Event Event
-- @param #string To To state.
function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To, PickupZone )
local Boarding = false
local LoadInterval = 10
local LoadDelay = 10
if Helicopter and Helicopter:IsAlive() then
self.BoardingCount = 0
if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
--Cargo:Ungroup()
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 1, Cargo, HelicopterUnit )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true
break
end
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
--Cargo:Ungroup()
Cargo:__Board( LoadDelay, HelicopterUnit, 25 )
LoadDelay = LoadDelay + LoadInterval
self:__Board( LoadDelay, Cargo, HelicopterUnit, PickupZone )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true
CargoBayFreeWeight = CargoBayFreeWeight - CargoWeight
end
end
end
@ -431,47 +440,32 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT HelicopterUnit
function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo, HelicopterUnit )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo, HelicopterUnit, PickupZone )
self:F( { Helicopter, From, Event, To, Cargo, HelicopterUnit } )
if Helicopter and Helicopter:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo, HelicopterUnit )
else
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 10, Cargo, HelicopterUnit )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
return
end
end
end
end
self:__Loaded( 1, Cargo ) -- Will only be executed when no more cargo is boarded.
self:__Board( 10, Cargo, HelicopterUnit, PickupZone )
return
end
end
self:__Loaded( 10, Cargo, HelicopterUnit, PickupZone ) -- Will only be executed when no more cargo is boarded.
end
--- On before Loaded event.
--- On After Loaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo, HelicopterUnit, PickupZone )
self:F( { Helicopter, From, Event, To } )
local Loaded = true
@ -486,14 +480,16 @@ function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo
end
end
return Loaded
if Loaded then
self:PickedUp( PickupZone )
end
end
--- On after Loaded event. Check if cargo is loaded.
--- On after PickedUp event, raised when all cargo has been loaded into the CarrierGroup.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
@ -501,8 +497,9 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @return #boolean Cargo is loaded.
function AI_CARGO_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo )
self:F( { Helicopter, From, Event, To, Cargo } )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickedUp( Helicopter, From, Event, To, PickupZone )
self:F( { Helicopter, From, Event, To } )
if Helicopter and Helicopter:IsAlive() then
self.Transporting = true
@ -516,16 +513,20 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deployed )
function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, DeployZone )
local UnboardInterval = 10
local UnboardDelay = 10
if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
self:__Unboard( UnboardDelay, Cargo, HelicopterUnit, DeployZone )
end
end
end
@ -542,30 +543,20 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, Deployed )
function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, HelicopterUnit, DeployZone )
if Helicopter and Helicopter:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, Deployed )
else
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
return
end
end
end
self:__Unloaded( 1, Cargo, Deployed )
self:__Unboard( 10, Cargo, HelicopterUnit, DeployZone )
return
end
end
self:Unloaded( Cargo, HelicopterUnit, DeployZone )
end
--- On before Unloaded event.
--- On after Unloaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
@ -574,8 +565,8 @@ end
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, HelicopterUnit, DeployZone )
self:F( { Helicopter, From, Event, To, Cargo:GetName(), HelicopterUnit:GetName(), DeployZone = DeployZone } )
local AllUnloaded = true
@ -592,19 +583,21 @@ function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Carg
end
if AllUnloaded == true then
if Deployed == true then
if DeployZone then
self.Helicopter_Cargo = {}
end
self.Helicopter = Helicopter
end
end
self:F( { AllUnloaded = AllUnloaded } )
return AllUnloaded
if AllUnloaded == true then
self:Deployed( DeployZone )
end
end
--- On after Unloaded event.
--- On after Deployed event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
@ -612,7 +605,9 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
@ -622,7 +617,7 @@ function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
end
--- On after Pickup event.
@ -633,7 +628,8 @@ end
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed )
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, PickupZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
@ -683,7 +679,8 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
-- Now route the helicopter
Helicopter:Route( Route, 1 )
self.PickupZone = PickupZone
self.Transporting = true
end
@ -693,8 +690,8 @@ end
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP AICargoHelicopter
-- @param Core.Point#COORDINATE Coordinate Coordinate
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate )
AICargoHelicopter:__Queue( -10, Coordinate, 100 )
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
end
--- On after Deploy event.
@ -705,7 +702,7 @@ end
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed )
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
@ -750,7 +747,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate )
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )

View File

@ -333,7 +333,7 @@ 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:GetName(), Cargo.current } )
--self:T( { Cargo:GetName(), Cargo.current } )
if not Cargo:is( "Loaded" )
@ -355,7 +355,7 @@ do -- CARGO_GROUP
if not Cancelled then
if not Boarded then
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
else
self:F("Group Cargo is loaded")
self:__Load( 1, CargoCarrier, ... )

View File

@ -285,15 +285,16 @@ do -- CARGO_UNIT
-- @param Wrapper.Client#CLIENT CargoCarrier
-- @param #number NearRadius Default 25 m.
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
--self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
self:F( { From, Event, To, CargoCarrier:GetName() } )
if CargoCarrier and CargoCarrier:IsAlive() and self.CargoObject and self.CargoObject:IsAlive() then
if CargoCarrier:InAir() == false then
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
local NearRadius = CargoCarrier:GetBoundingRadius( NearRadius ) + 5
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
self:__Load( 1, CargoCarrier, ... )
else
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 1
if self.RunCount >= 40 then
self.RunCount = 0

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@ -4778,7 +4778,7 @@ function SET_ZONE:New()
return self
end
--- Add ZONEs to SET_ZONE.
--- Add ZONEs by a search name to SET_ZONE.
-- @param Core.Set#SET_ZONE self
-- @param #string AddZoneNames A single name or an array of ZONE_BASE names.
-- @return self
@ -4793,6 +4793,18 @@ function SET_ZONE:AddZonesByName( AddZoneNames )
return self
end
--- Add ZONEs to SET_ZONE.
-- @param Core.Set#SET_ZONE self
-- @param Core.Zone#ZONE_BASE Zone A ZONE_BASE object.
-- @return self
function SET_ZONE:AddZone( Zone )
self:Add( Zone:GetName(), Zone )
return self
end
--- Remove ZONEs from SET_ZONE.
-- @param Core.Set#SET_ZONE self
-- @param Core.Zone#ZONE_BASE RemoveZoneNames A single name or an array of ZONE_BASE names.
@ -5003,3 +5015,22 @@ function SET_ZONE:OnEventDeleteZone( EventData ) --R2.1
end
end
end
--- Validate if a coordinate is in one of the zones in the set.
-- Returns the ZONE object where the coordiante is located.
-- If zones overlap, the first zone that validates the test is returned.
-- @param #SET_ZONE self
-- @param Core.Point#COORDINATE Coordinate The coordinate to be searched.
-- @return Core.Zone#ZONE_BASE The zone that validates the coordinate location.
-- @return #nil No zone has been found.
function SET_ZONE:IsCoordinateInZone( Coordinate )
for _, Zone in pairs( self:GetSet() ) do
local Zone = Zone -- Core.Zone#ZONE_BASE
if Zone:IsCoordinateInZone( Coordinate ) then
return Zone
end
end
return nil
end

View File

@ -1591,4 +1591,103 @@ function ZONE_POLYGON:FindByName( ZoneName )
return ZoneFound
end
do -- ZONE_AIRBASE
--- @type ZONE_AIRBASE
-- @extends #ZONE_RADIUS
--- The ZONE_AIRBASE class defines by a zone around a @{Wrapper.Airbase#AIRBASE} with a radius.
-- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
--
-- @field #ZONE_AIRBASE
ZONE_AIRBASE = {
ClassName="ZONE_AIRBASE",
}
--- Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone @{Wrapper.Airbase#AIRBASE} and a radius.
-- @param #ZONE_AIRBASE self
-- @param #string ZoneName Name of the zone.
-- @param Wrapper.Airbase#AIRBASE ZoneAirbase The @{Wrapper.Airbase} as the center of the zone.
-- @param DCS#Distance Radius The radius of the zone.
-- @return #ZONE_AIRBASE self
function ZONE_AIRBASE:New( AirbaseName )
local Airbase = AIRBASE:FindByName( AirbaseName )
local self = BASE:Inherit( self, ZONE_RADIUS:New( AirbaseName, Airbase:GetVec2(), 4000 ) )
self._.ZoneAirbase = Airbase
self._.ZoneVec2Cache = self._.ZoneAirbase:GetVec2()
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
_EVENTDISPATCHER:CreateEventNewZone( self )
return self
end
--- Get the airbase as part of the ZONE_AIRBASE object.
-- @param #ZONE_AIRBASE self
-- @return Wrapper.Airbase#AIRBASE The airbase.
function ZONE_AIRBASE:GetAirbase()
return self._.ZoneAirbase
end
--- Returns the current location of the @{Wrapper.Group}.
-- @param #ZONE_AIRBASE self
-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
function ZONE_AIRBASE:GetVec2()
self:F( self.ZoneName )
local ZoneVec2 = nil
if self._.ZoneAirbase:IsAlive() then
ZoneVec2 = self._.ZoneAirbase:GetVec2()
self._.ZoneVec2Cache = ZoneVec2
else
ZoneVec2 = self._.ZoneVec2Cache
end
self:T( { ZoneVec2 } )
return ZoneVec2
end
--- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_AIRBASE self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
function ZONE_AIRBASE:GetRandomVec2()
self:F( self.ZoneName )
local Point = {}
local Vec2 = self._.ZoneAirbase:GetVec2()
local angle = math.random() * math.pi*2;
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
self:T( { Point } )
return Point
end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone.
function ZONE_AIRBASE:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
self:T3( { PointVec2 } )
return PointVec2
end
end