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#CTLD
* Adding re-packing dropped units
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@ -19,10 +19,12 @@
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-- ===
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--
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-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
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-- ### Repack addition for crates: **Raiden**
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--
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-- @module Ops.CTLD
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-- @image OPS_CTLD.jpg
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-- Last Update June 2023
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-- Last Update October 2023
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do
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@ -700,6 +702,7 @@ do
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--
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-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
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-- my_ctld.CrateDistance = 35 -- List and Load crates in this radius only.
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-- my_ctld.PackDistance = 35 -- Pack crates in this radius only
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-- my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere.
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-- my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped.
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-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
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@ -1121,6 +1124,7 @@ CTLD = {
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Spawned_Crates = {}, -- Holds objects for crates spawned generally
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Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects
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CrateDistance = 35, -- list crates in this radius
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PackDistance = 35, -- pack crates in this radius
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debug = false,
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wpZones = {},
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dropOffZones = {},
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@ -1144,6 +1148,7 @@ CTLD = {
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-- DONE: List cargo in stock
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-- DONE: Limit of troops, crates buildable?
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-- DONE: Allow saving of Troops & Vehicles
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-- DONE: Adding re-packing dropped units
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------------------------------
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--- Radio Beacons
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@ -1223,7 +1228,7 @@ CTLD.UnitTypes = {
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--- CTLD class version.
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-- @field #string version
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CTLD.version="1.0.40"
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CTLD.version="1.0.41"
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--- Instantiate a new CTLD.
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-- @param #CTLD self
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@ -1341,6 +1346,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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-- setup
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self.CrateDistance = 35 -- list/load crates in this radius
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self.PackDistance = 35 -- pack objects in this radius
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self.ExtractFactor = 3.33 -- factor for troops extraction, i.e. CrateDistance * Extractfactor
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self.prefixes = Prefixes or {"Cargoheli"}
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self.useprefix = true
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@ -2260,9 +2266,10 @@ end
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-- @param #CTLD_CARGO Cargo
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-- @param #number number Number of crates to generate (for dropping)
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-- @param #boolean drop If true we\'re dropping from heli rather than loading.
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function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
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-- @param #boolean pack If true we\'re packing crates from a template rather than loading or dropping
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function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
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self:T(self.lid .. " _GetCrates")
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if not drop then
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if not drop and not pack then
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local cgoname = Cargo:GetName()
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-- check if we have stock
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local instock = Cargo:GetStock()
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@ -2279,18 +2286,20 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
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local width = 20
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local distance = nil
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local zone = nil
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if not drop then
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if not drop and not pack then
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inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
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if not inzone then
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---@diagnostic disable-next-line: cast-local-type
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inzone, ship, zone, distance, width = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
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end
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else
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elseif drop and not pack then
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if self.dropcratesanywhere then -- #1570
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inzone = true
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else
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inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
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end
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elseif pack and not drop then
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inzone = true
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end
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if not inzone then
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@ -3229,6 +3238,42 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
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return self
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end
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--- (Internal) Function to repair nearby vehicles / FOBs
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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-- @param Wrapper.Unit#UNIT Unit
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function CTLD:_PackCratesNearby(Group, Unit)
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self:T(self.lid .. " _PackCratesNearby")
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-----------------------------------------
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-- search for nearest group to player
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-- determine if group is packable
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-- generate crates and destroy group
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-----------------------------------------
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-- get nearby vehicles
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local location = Group:GetCoordinate() -- get coordinate of group using function
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local nearestGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({ZONE_RADIUS:New("TempZone", location:GetVec2(), self.PackDistance, false)}):FilterOnce() -- get all groups withing PackDistance from group using function
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-- get template name of all vehicles in zone
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-- determine if group is packable
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for _, _Group in pairs(nearestGroups.Set) do -- convert #SET_GROUP to a list of Wrapper.Group#GROUP
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for _, _Template in pairs(_DATABASE.Templates.Groups) do -- iterate through the database of templates
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if (string.match(_Group:GetName(), _Template.GroupName)) then -- check if the Wrapper.Group#GROUP near the player is in the list of templates by name
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-- generate crates and destroy group
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for _, _entry in pairs(self.Cargo_Crates) do -- iterate through #CTLD_CARGO
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if (_entry.Templates[1] == _Template.GroupName) then -- check if the #CTLD_CARGO matches the template name
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_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
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self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
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return self
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end
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end
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end
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end
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end
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return self
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end
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--- (Internal) Function to repair nearby vehicles / FOBs
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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@ -3541,6 +3586,7 @@ function CTLD:_RefreshF10Menus()
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if cancrates then
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local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
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local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
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local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
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if self.usesubcats then
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local subcatmenus = {}
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