mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Reworking cargo
This commit is contained in:
@@ -18,7 +18,8 @@
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-- @field #AI_CARGO_AIRPLANE
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AI_CARGO_AIRPLANE = {
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ClassName = "AI_CARGO_AIRPLANE",
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Coordinate = nil -- Core.Point#COORDINATE,
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Coordinate = nil, -- Core.Point#COORDINATE
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Airplane_Cargo = {},
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}
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--- Creates a new AI_CARGO_AIRPLANE object.
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@@ -39,10 +40,13 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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self:AddTransition( { "Unloaded", "Boarding" }, "Load", "Boarding" )
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self:AddTransition( "Boarding", "Board", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Loaded" )
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self:AddTransition( "Boarding", "Loaded", "Boarding" )
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self:AddTransition( "Boarding", "PickedUp", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding" , "Unloaded", "Unloaded" )
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self:AddTransition( "Unboarding" , "Unloaded", "Unboarding" )
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self:AddTransition( "Unboarding" , "Deployed", "Unloaded" )
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Home" , "*" )
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@@ -245,7 +249,7 @@ function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
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-- Aircraft was sent to this airbase to pickup troops. Initiate loadling.
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if self.RoutePickup == true then
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env.info("FF load airplane "..Airplane:GetName())
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self:Load( Airplane:GetCoordinate() )
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self:Load( self.PickupZone )
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self.RoutePickup = false
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self.Relocating = true
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end
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@@ -269,12 +273,15 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where the troops as picked up.
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed in km/h for travelling to pickup base.
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function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Speed )
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-- @param Core.Zone#ZONE_AIRBASE PickupZone
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function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, PickupZone )
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if Airplane and Airplane:IsAlive()~=nil then
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env.info("FF onafterpick aircraft alive")
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self.PickupZone = PickupZone
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-- Get closest airbase of current position.
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local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
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@@ -288,8 +295,10 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
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self.Airbase=ClosestAirbase
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end
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local Airbase = PickupZone:GetAirbase()
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-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
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local Dist=Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
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local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
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env.info("Distance closest to pickup airbase = "..Dist)
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if Airplane:InAir() or Dist>500 then
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@@ -305,9 +314,6 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
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-- Aircraft is on a pickup mission.
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self.RoutePickup = true
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-- Unclear!?
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self.Transporting = true
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self.Relocating = false
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else
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env.info("FF onafterpick calling landed")
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@@ -316,9 +322,13 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
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self:Landed()
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end
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self.Transporting = false
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self.Relocating = true
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else
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env.info("FF onafterpick aircraft not alive")
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end
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end
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@@ -328,12 +338,15 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troups should be deployed.
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-- @param #number Speed Speed in km/h for travelling to deploy base.
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function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Speed )
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed in km/h for travelling to pickup base.
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-- @param Core.Zone#ZONE_AIRBASE DeployZone
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function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, DeployZone )
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if Airplane and Airplane:IsAlive()~=nil then
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local Airbase = DeployZone:GetAirbase()
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-- Activate uncontrolled airplane.
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if Airplane:IsAlive()==false then
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Airplane:SetCommand({id = 'Start', params = {}})
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@@ -361,32 +374,42 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
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function AI_CARGO_AIRPLANE:onbeforeLoad( Airplane, From, Event, To, Coordinate )
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-- @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.
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function AI_CARGO_AIRPLANE:onbeforeLoad( Airplane, From, Event, To, PickupZone )
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local Boarding = false
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local LoadInterval = 10
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local LoadDelay = 10
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if Airplane and Airplane:IsAlive() ~= nil then
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for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
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local AirplaneUnit = AirplaneUnit -- Wrapper.Unit#UNIT
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for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
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self:F({_Cargo:GetName()})
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local Cargo=_Cargo --Cargo.Cargo#CARGO
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local InRadius = Cargo:IsInLoadRadius( Coordinate )
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if InRadius then
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-- Is there a cargo still unloaded?
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if Cargo:IsUnLoaded() == true then
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Cargo:Board( AirplaneUnit, 25 )
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self:__Board( 5, Cargo, AirplaneUnit )
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Boarding = true
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break
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local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
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self:F({CargoBayFreeWeight=CargoBayFreeWeight})
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for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
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self:F({Cargo:GetName()})
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local Cargo=Cargo --Cargo.Cargo#CARGO
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if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
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if Cargo:IsInLoadRadius( AirplaneUnit:GetCoordinate() ) then
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local CargoWeight = Cargo:GetWeight()
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-- Only when there is space within the bay to load the next cargo item!
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if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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Cargo:__Board( LoadDelay, AirplaneUnit, 25 )
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LoadDelay = LoadDelay + LoadInterval
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self:__Board( LoadDelay, Cargo, AirplaneUnit, PickupZone )
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self.Airplane_Cargo[AirplaneUnit] = Cargo
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Boarding = true
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CargoBayFreeWeight = CargoBayFreeWeight - CargoWeight
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end
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end
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end
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end
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end
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end
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end
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@@ -403,68 +426,64 @@ end
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-- @param #string To To state.
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-- @param Cargo.Cargo#CARGO Cargo Cargo object.
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-- @param Wrapper.Unit#UNIT AirplaneUnit
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function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo, AirplaneUnit )
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-- @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.
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function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo, AirplaneUnit, PickupZone )
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if Airplane and Airplane:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded() } )
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if not Cargo:IsLoaded() then
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self:__Board( 10, Cargo, AirplaneUnit )
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else
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local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
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self:F({CargoBayFreeWeight=CargoBayFreeWeight})
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-- Check if another cargo can be loaded into the airplane.
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for _,_Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
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self:F({_Cargo:GetName()})
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local Cargo =_Cargo --Cargo.Cargo#CARGO
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-- Is there a cargo still unloaded?
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if Cargo:IsUnLoaded() == true then
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-- Only when the cargo is within load radius.
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local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
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if InRadius then
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local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
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--local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
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local CargoWeight = Cargo:GetWeight()
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--local CargoVolume = Cargo:GetVolume()
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-- Only when there is space within the bay to load the next cargo item!
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if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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-- ok, board.
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self:__Load( 5, Airplane:GetCoordinate() )
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-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
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--Cargo:Board( Airplane, 25 )
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return
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end
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end
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end
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end
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self:__Loaded( 1, Cargo )
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self:__Board( 10, Cargo, AirplaneUnit, PickupZone )
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return
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end
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end
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self:__Loaded( 10, Cargo, AirplaneUnit, PickupZone )
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end
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--- On After Loaded event.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @return #boolean Cargo loaded.
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-- @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.
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function AI_CARGO_AIRPLANE:onafterLoaded( AirplaneGroup, From, Event, To, Cargo, AirplaneUnit, PickupZone )
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self:F( { AirplaneGroup, From, Event, To } )
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local Loaded = true
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if AirplaneGroup and AirplaneGroup:IsAlive() then
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for AirplaneUnit, Cargo in pairs( self.Airplane_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), AirplaneGroup:GetName() } )
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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Loaded = false
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end
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end
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end
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if Loaded then
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self:PickedUp( PickupZone )
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end
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end
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--- On after Loaded event. Cargo is inside the carrier and ready to be transported.
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--- On after PickedUp event. All cargo is inside the carrier and ready to be transported.
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To, Cargo )
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-- @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.
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function AI_CARGO_AIRPLANE:onafterPickedUp( Airplane, From, Event, To, PickupZone )
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self:F( { AirplaneGroup, From, Event, To } )
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env.info("FF troops loaded into cargo plane")
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if Airplane and Airplane:IsAlive() then
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self:F( { "Transporting" } )
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self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
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end
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end
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@@ -476,7 +495,10 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
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function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
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local UnboardInterval = 10
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local UnboardDelay = 10
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if Airplane and Airplane:IsAlive() then
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for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
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@@ -489,9 +511,10 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
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self:T( { CargoCarrierHeading, CargoDeployHeading } )
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local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
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Cargo:UnBoard( CargoDeployCoordinate )
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Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate )
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UnboardDelay = UnboardDelay + UnboardInterval
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Cargo:SetDeployed( true )
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self:__Unboard( 10, Cargo )
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self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone )
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end
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end
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end
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@@ -504,34 +527,19 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
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function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo, AirplaneUnit, DeployZone )
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self:E( { "Unboard", Cargo } )
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if Airplane and Airplane:IsAlive() then
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if not Cargo:IsUnLoaded() then
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self:__Unboard( 10, Cargo )
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else
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for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
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local Cargos = AirplaneUnit:GetCargo()
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for CargoID, Cargo in pairs( Cargos ) do
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if Cargo:IsLoaded() then
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local Angle = 180
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local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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self:T( { CargoCarrierHeading, CargoDeployHeading } )
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local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
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Cargo:UnBoard( CargoDeployCoordinate )
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Cargo:SetDeployed( true )
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self:__Unboard( 10, Cargo )
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return
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end
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end
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self:__Unloaded( 1, Cargo )
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end
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self:__Unboard( 10, Cargo, AirplaneUnit, DeployZone )
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return
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end
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end
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self:Unloaded( Cargo, AirplaneUnit, DeployZone )
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end
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--- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished.
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@@ -541,16 +549,52 @@ end
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Cargo.Cargo#CARGO Cargo
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function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo )
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function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo, AirplaneUnit, DeployZone )
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self:E( { "Unloaded", Cargo } )
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local AllUnloaded = true
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if AirplaneUnit and AirplaneUnit:IsAlive() then
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for _, AirplaneUnit in pairs( AirplaneUnit:GetUnits() ) do
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local IsEmpty = AirplaneUnit:IsCargoEmpty()
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self:I({ IsEmpty = IsEmpty })
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if not IsEmpty then
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AllUnloaded = false
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break
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end
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end
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if AllUnloaded == true then
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if DeployZone then
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self.Airplane_Cargo = {}
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end
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self.Airplane = AirplaneUnit
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end
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end
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if AllUnloaded == true then
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self:Deployed( DeployZone )
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end
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end
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--- On after Deployed event.
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Cargo.Cargo#CARGO Cargo
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function AI_CARGO_AIRPLANE:onafterDeployed( Airplane, From, Event, To, DeployZone )
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if Airplane and Airplane:IsAlive() then
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self.Airplane = Airplane
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self.Transporting = false -- This will only be executed when there is no cargo onboard anymore. The dispatcher will then kick-off the pickup cycle!
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end
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end
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--- Route the airplane from one airport or it's current position to another airbase.
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
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