Reworking cargo

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

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