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Reworking cargo
This commit is contained in:
@@ -21,47 +21,304 @@
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-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER object recognize the cargo.
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-- Please consult the @{Cargo} module for more information.
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--
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-- ## 1. AI\_CARGO\_DISPATCHER constructor
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-- # 1) AI\_CARGO\_DISPATCHER constructor
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--
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-- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI\_CARGO\_DISPATCHER object.
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--
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-- ## 2. AI\_CARGO\_DISPATCHER is a FSM
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-- # 2) AI\_CARGO\_DISPATCHER is a FSM
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--
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-- 
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--
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-- ### 2.1. AI\_CARGO\_DISPATCHER States
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-- ## 2.1) AI\_CARGO\_DISPATCHER States
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--
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-- * **Monitoring**: The process is dispatching.
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-- * **Idle**: The process is idle.
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--
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-- ### 2.2. AI\_CARGO\_DISPATCHER Events
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-- ## 2.2) AI\_CARGO\_DISPATCHER Events
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--
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-- * **Monitor**: Monitor and take action.
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-- * **Start**: Start the transport process.
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-- * **Stop**: Stop the transport process.
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-- * **Pickup**: Pickup cargo.
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-- * **Load**: Load the cargo.
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-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
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-- * **Loaded**: Flag that the cargo is loaded.
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-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
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-- * **Deploy**: Deploy cargo to a location.
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-- * **Unload**: Unload the cargo.
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-- * **Unloaded**: Flag that the cargo is unloaded.
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-- * **Home**: A Carrier is going home.
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--
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-- ## 3. Set the pickup parameters.
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-- # 3) Enhance your mission scripts with **Tailored** Event Handling!
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--
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-- Use these methods to capture the events and tailor the events with your own code!
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-- All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code.
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--
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-- In order to properly capture the events, it is mandatory that you execute the following actions using your script:
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--
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-- * Copy / Paste the code section into your script.
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-- * Change the CLASS literal to the object name you have in your script.
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-- * Within the function, you can now write your own code!
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-- * IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored,
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-- but you need to declare them as they are automatically provided by the event handling system of MOOSE.
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--
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-- You can send messages or fire off any other events within the code section. The sky is the limit!
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--
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-- ## 3.1) Tailor the **Pickup** event
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--
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-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- Pickup Handler OnAfter for CLASS.
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-- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
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-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
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-- -- @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.
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-- function CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, PickupZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.2) Tailor the **Load** event
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--
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-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- Load Handler OnAfter for CLASS.
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-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @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.
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-- function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.3) Tailor the **Loading** event
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--
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-- 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.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- Loading Handler OnAfter for CLASS.
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-- -- 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.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- Note that this event is fired repeatedly until all cargo (units) have been boarded into the carrier.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
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-- -- @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.
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-- function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.4) Tailor the **Loaded** event
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--
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-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- 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.
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--
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-- The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit.
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-- A CarrierUnit is part of the larger CarrierGroup.
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--
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--
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-- --- Loaded Handler OnAfter for CLASS.
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-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- 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.
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-- -- A CarrierUnit can be part of the larger CarrierGroup.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
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-- -- @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.
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-- function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.5) Tailor the **PickedUp** event
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--
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-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- PickedUp Handler OnAfter for CLASS.
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-- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @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.
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-- function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.6) Tailor the **Deploy** event
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--
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-- 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.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- Deploy Handler OnAfter for CLASS.
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-- -- 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.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
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-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
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-- -- @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.
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-- function CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, DeployZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.7) Tailor the **Unload** event
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--
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-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- Unload Handler OnAfter for CLASS.
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-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @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.
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-- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.8) Tailor the **Unloading** event
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--
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--
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-- --- UnLoading Handler OnAfter for CLASS.
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-- -- 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.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- Note that this event is fired repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
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-- -- @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.
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-- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.9) Tailor the **Unloaded** event
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--
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--
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-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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-- --- Unloaded Handler OnAfter for CLASS.
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-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- 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.
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-- -- A CarrierUnit can be part of the larger CarrierGroup.
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-- -- @param #CLASS self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
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-- -- @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.
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-- function CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- ## 3.10) Tailor the **Deployed** event
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--
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-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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--
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--
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-- --- Deployed Handler OnAfter for AI_CARGO_DISPATCHER.
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-- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
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-- -- You can use this event handler to post messages to players, or provide status updates etc.
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-- -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
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-- -- @param #AI_CARGO_DISPATCHER self
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-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
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-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
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-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
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-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- -- @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.
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-- function CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )
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--
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-- -- Write here your own code.
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--
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-- end
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--
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--
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-- # 3) Set the pickup parameters.
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--
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-- Several parameters can be set to pickup cargo:
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--
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-- * @{#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.
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-- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
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--
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-- ## 4. Set the deploy parameters.
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-- # 4) Set the deploy parameters.
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--
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-- Several parameters can be set to deploy cargo:
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--
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-- * @{#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.
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-- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
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--
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-- ## 5. Set the home zone when there isn't any more cargo to pickup.
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-- #) 5. Set the home zone when there isn't any more cargo to pickup.
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--
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-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
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-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
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@@ -74,7 +331,7 @@
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AI_CARGO_DISPATCHER = {
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ClassName = "AI_CARGO_DISPATCHER",
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SetCarrier = nil,
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DeployZonesSet = nil,
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DeployZoneSet = nil,
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AI_Cargo = {},
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PickupCargo = {}
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}
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@@ -115,12 +372,16 @@ function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo )
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self:AddTransition( "*", "Pickup", "*" )
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self:AddTransition( "*", "Load", "*" )
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self:AddTransition( "*", "Loading", "*" )
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self:AddTransition( "*", "Loaded", "*" )
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self:AddTransition( "*", "PickedUp", "*" )
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self:AddTransition( "*", "Deploy", "*" )
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self:AddTransition( "*", "Unload", "*" )
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self:AddTransition( "*", "Unloading", "*" )
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self:AddTransition( "*", "Unloaded", "*" )
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self:AddTransition( "*", "Deployed", "*" )
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self:AddTransition( "*", "Home", "*" )
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@@ -146,21 +407,23 @@ end
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-- @param #AI_CARGO_DISPATCHER self
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-- @param Core.Set#SET_GROUP SetCarrier
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-- @param Core.Set#SET_CARGO SetCargo
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-- @param Core.Set#SET_ZONE DeployZonesSet
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-- @param Core.Set#SET_ZONE PickupZoneSet
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-- @param Core.Set#SET_ZONE DeployZoneSet
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-- @return #AI_CARGO_DISPATCHER
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-- @usage
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--
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||||
-- -- 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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user