Merge pull request #1014 from FlightControl-Master/FF/Develop

Warehouse v0.5.7
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Frank 2018-10-05 01:50:40 +02:00 committed by GitHub
commit 9655d60bf8
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2 changed files with 152 additions and 7 deletions

View File

@ -1383,9 +1383,53 @@ do -- COORDINATE
return surface
end
--- Checks if the surface type is on land.
-- @param #COORDINATE self
-- @return #boolean If true, the surface type at the coordinate is land.
function COORDINATE:IsSurfaceTypeLand()
return self:GetSurfaceType()==land.SurfaceType.LAND
end
--- Checks if the surface type is road.
-- @param #COORDINATE self
-- @return #boolean If true, the surface type at the coordinate is land.
function COORDINATE:IsSurfaceTypeLand()
return self:GetSurfaceType()==land.SurfaceType.LAND
end
--- Checks if the surface type is road.
-- @param #COORDINATE self
-- @return #boolean If true, the surface type at the coordinate is a road.
function COORDINATE:IsSurfaceTypeRoad()
return self:GetSurfaceType()==land.SurfaceType.ROAD
end
--- Checks if the surface type is runway.
-- @param #COORDINATE self
-- @return #boolean If true, the surface type at the coordinate is a runway or taxi way.
function COORDINATE:IsSurfaceTypeRunway()
return self:GetSurfaceType()==land.SurfaceType.RUNWAY
end
--- Checks if the surface type is shallow water.
-- @param #COORDINATE self
-- @return #boolean If true, the surface type at the coordinate is a shallow water.
function COORDINATE:IsSurfaceTypeShallowWater()
return self:GetSurfaceType()==land.SurfaceType.SHALLOW_WATER
end
--- Checks if the surface type is water.
-- @param #COORDINATE self
-- @return #boolean If true, the surface type at the coordinate is a deep water.
function COORDINATE:IsSurfaceTypeWater()
return self:GetSurfaceType()==land.SurfaceType.WATER
end
--- Creates an explosion at the point of a certain intensity.
-- @param #COORDINATE self
-- @param #number ExplosionIntensity
-- @param #number ExplosionIntensity Intensity of the explosion in kg TNT.
function COORDINATE:Explosion( ExplosionIntensity )
self:F2( { ExplosionIntensity } )
trigger.action.explosion( self:GetVec3(), ExplosionIntensity )

View File

@ -1414,6 +1414,7 @@ WAREHOUSE = {
--- Item of the warehouse pending queue table.
-- @type WAREHOUSE.Pendingitem
-- @field #number timestamp Absolute mission time in seconds when the request was processed.
-- @field #table assetproblem Table with assets that might have problems (damage or stuck).
-- @field Core.Set#SET_GROUP cargogroupset Set of cargo groups do be delivered.
-- @field #number ndelivered Number of groups delivered to destination.
-- @field Core.Set#SET_GROUP transportgroupset Set of cargo transport carrier groups.
@ -1535,7 +1536,7 @@ WAREHOUSE.db = {
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.5.6"
WAREHOUSE.version="0.5.7"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.
@ -2650,6 +2651,8 @@ function WAREHOUSE:onafterStart(From, Event, To)
self.spawnzone:BoundZone(30, self.country)
]]
--self.spawnzone:GetCoordinate():MarkToCoalition(string.format("Warehouse %s spawn zone", self.alias), self:GetCoalition())
-- Get the closest point on road wrt spawnzone of ground assets.
local _road=self.spawnzone:GetCoordinate():GetClosestPointToRoad()
if _road and self.road==nil then
@ -2696,7 +2699,6 @@ function WAREHOUSE:onafterStart(From, Event, To)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Stop" event. Stops the warehouse, unhandles all events.
@ -2978,6 +2980,84 @@ function WAREHOUSE:_JobDone()
self:_DeleteQueueItem(request, self.pending)
end
end
--- Function that checks if an asset group is still okay.
-- @param #WAREHOUSE self
function WAREHOUSE:_CheckAssetStatus()
-- Check if a unit of the group has problems.
local function _CheckGroup(_request, _group)
local request=_request --#WAREHOUSE.Pendingitem
local group=_group --Wrapper.Group#GROUP
if group and group:IsAlive() then
-- Category of group.
local category=group:GetCategory()
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local unitid=unit:GetID()
local life9=unit:GetLife()
local life0=unit:GetLife0()
local life=life9/life0*100
local speed=unit:GetVelocityMPS()
local onground=unit:InAir()
local problem=false
if life<10 then
self:T(string.format("Unit %s is heavily damaged!", unit:GetName()))
end
if speed<1 and unit:GetSpeedMax()>1 and onground then
self:T(string.format("Unit %s is not moving!", unit:GetName()))
problem=true
end
if problem then
if request.assetproblem[unitid] then
local deltaT=timer.getAbsTime()-request.assetproblem[unitid]
if deltaT>300 then
--Todo: which event to generate? Removeunit or Dead/Creash or both?
unit:Destroy()
end
else
request.assetproblem[unitid]=timer.getAbsTime()
end
end
end
end
end
end
for _,request in pairs(self.pending) do
local request=request --#WAREHOUSE.Pendingitem
-- Cargo groups.
if request.cargogroupset then
for _,_group in pairs(request.cargogroupset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
_CheckGroup(request, group)
end
end
-- Transport groups.
if request.transportgroupset then
for _,group in pairs(request.transportgroupset:GetSet()) do
_CheckGroup(request, group)
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed.
@ -3454,6 +3534,9 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
-- Set time stamp.
Pending.timestamp=timer.getAbsTime()
-- Init problem table.
Pending.assetproblem={}
-- Spawn assets of this request.
local _spawngroups=self:_SpawnAssetRequest(Pending) --Core.Set#SET_GROUP
@ -5510,13 +5593,21 @@ function WAREHOUSE:_CheckRequestValid(request)
end
elseif asset_ground then
-- Check that both spawn zones are not in water.
local inwater=self.spawnzone:GetCoordinate():IsSurfaceTypeWater() or request.warehouse.spawnzone:GetCoordinate():IsSurfaceTypeWater()
if inwater then
self:E("ERROR: Incorrect request. Ground asset requested but at least one spawn zone is in water!")
valid=false
end
-- No ground assets directly to or from ships.
-- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?!
if (requestcategory==Airbase.Category.SHIP or self:GetAirbaseCategory()==Airbase.Category.SHIP) then
self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!")
valid=false
end
--if (requestcategory==Airbase.Category.SHIP or self:GetAirbaseCategory()==Airbase.Category.SHIP) then
-- self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!")
-- valid=false
--end
if asset_train then
@ -5778,6 +5869,16 @@ function WAREHOUSE:_CheckRequestNow(request)
else
-- Self propelled case. Nothing to do for now.
--local dist=self.spawnzone:GetCoordinate():Get2DDistance(self:GetCoordinate())
local dist=self.warehouse:GetCoordinate():Get2DDistance(request.warehouse.spawnzone:GetCoordinate())
if dist>5000 then
-- Not enough or the right transport carriers.
local text=string.format("Warehouse %s: Request denied! Not close enough to spawn zone. Distance = %d m", self.alias, dist)
self:_InfoMessage(text, 5)
return false
end
end