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#PLAYERTASK integration for CSAR and CTLD
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@ -270,7 +270,7 @@ CSAR.AircraftType["Bronco-OV-10A"] = 2
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--- CSAR class version.
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-- @field #string version
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CSAR.version="1.0.11"
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CSAR.version="1.0.13"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@ -613,6 +613,19 @@ function CSAR:_DoubleEjection(_unitname)
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return false
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end
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--- (User) Add a PLAYERTASK - FSM events will check success
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-- @param #CSAR self
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-- @param Ops.PlayerTask#PLAYERTASK PlayerTask
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-- @return #CSAR self
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function CSAR:AddPlayerTask(PlayerTask)
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self:T(self.lid .. " AddPlayerTask")
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if not self.PlayerTaskQueue then
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self.PlayerTaskQueue = FIFO:New()
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end
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self.PlayerTaskQueue:Push(PlayerTask,PlayerTask.PlayerTaskNr)
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return self
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end
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--- (Internal) Spawn a downed pilot
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-- @param #CSAR self
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-- @param #number country Country for template.
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@ -1447,7 +1460,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
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end
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if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then
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-- TODO - make variable
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-- DONE - make variable
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if _distance < self.rescuehoverdistance then
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--check height!
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@ -1455,7 +1468,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
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if leaderheight < 0 then leaderheight = 0 end
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local _height = _heliUnit:GetHeight() - leaderheight
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-- TODO - make variable
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-- DONE - make variable
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if _height <= self.rescuehoverheight then
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local _time = self.hoverStatus[_lookupKeyHeli]
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@ -2282,6 +2295,29 @@ end
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function CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname)
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self:T({From, Event, To, Heliname, Woundedgroupname})
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self:_ScheduledSARFlight(Heliname,Woundedgroupname)
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local Unit = UNIT:FindByName(Heliname)
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if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
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local playername = Unit:GetPlayerName()
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local dropcoord = Unit:GetCoordinate() or COORDINATE:New(0,0,0)
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local dropvec2 = dropcoord:GetVec2()
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self.PlayerTaskQueue:ForEach(
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function (Task)
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local task = Task -- Ops.PlayerTask#PLAYERTASK
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local subtype = task:GetSubType()
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-- right subtype?
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if Event == subtype and not task:IsDone() then
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local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case ....
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if (targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and targetzone:IsVec2InZone(dropvec2))
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or (string.find(task.CSARPilotName,Woundedgroupname)) then
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if task.Clients:HasUniqueID(playername) then
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-- success
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task:__Success(-1)
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end
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end
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end
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end
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)
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end
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return self
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end
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@ -2311,6 +2347,23 @@ function CSAR:onbeforeRescued(From, Event, To, HeliUnit, HeliName, PilotsSaved)
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self:T({From, Event, To, HeliName, HeliUnit})
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self.rescues = self.rescues + 1
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self.rescuedpilots = self.rescuedpilots + PilotsSaved
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local Unit = HeliUnit or UNIT:FindByName(HeliName)
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if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
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local playername = Unit:GetPlayerName()
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self.PlayerTaskQueue:ForEach(
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function (Task)
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local task = Task -- Ops.PlayerTask#PLAYERTASK
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local subtype = task:GetSubType()
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-- right subtype?
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if Event == subtype and not task:IsDone() then
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if task.Clients:HasUniqueID(playername) then
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-- success
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task:__Success(-1)
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end
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end
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end
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)
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end
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return self
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end
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@ -23,7 +23,7 @@
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-- @image OPS_CTLD.jpg
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-- Date: Feb 2022
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-- Last Update Sep 2022
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-- Last Update October 2022
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do
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@ -288,8 +288,8 @@ CTLD_ENGINEERING = {
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end
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do
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do
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------------------------------------------------------
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--- **CTLD_CARGO** class, extends Core.Base#BASE
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-- @type CTLD_CARGO
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@ -308,7 +308,6 @@ do
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-- @field #string Subcategory Sub-category name.
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-- @extends Core.Base#BASE
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---
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-- @field CTLD_CARGO
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CTLD_CARGO = {
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@ -343,7 +342,7 @@ CTLD_CARGO = {
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CRATE = "Crate", -- #string crate
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REPAIR = "Repair", -- #string repair
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ENGINEERS = "Engineers", -- #string engineers
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STATIC = "Static", -- #string engineers
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STATIC = "Static", -- #string statics
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}
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--- Function to create new CTLD_CARGO object.
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@ -574,6 +573,10 @@ CTLD_CARGO = {
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end
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do
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO CTLD
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------
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--- **CTLD** class, extends Core.Base#BASE, Core.Fsm#FSM
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-- @type CTLD
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@ -1068,7 +1071,7 @@ CTLD.UnitTypes = {
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--- CTLD class version.
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-- @field #string version
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CTLD.version="1.0.11"
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CTLD.version="1.0.14"
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--- Instantiate a new CTLD.
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-- @param #CTLD self
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@ -1476,6 +1479,19 @@ function CTLD:SetTroopDropZoneRadius(Radius)
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return self
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end
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--- (User) Add a PLAYERTASK - FSM events will check success
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-- @param #CTLD self
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-- @param Ops.PlayerTask#PLAYERTASK PlayerTask
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-- @return #CTLD self
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function CTLD:AddPlayerTask(PlayerTask)
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self:T(self.lid .. " AddPlayerTask")
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if not self.PlayerTaskQueue then
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self.PlayerTaskQueue = FIFO:New()
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end
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self.PlayerTaskQueue:Push(PlayerTask,PlayerTask.PlayerTaskNr)
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return self
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end
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--- (Internal) Event handler function
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-- @param #CTLD self
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-- @param Core.Event#EVENTDATA EventData
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@ -4244,7 +4260,7 @@ end
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end
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-------------------------------------------------------------------
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-- FSM functions
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-- TODO FSM functions
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-------------------------------------------------------------------
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--- (Internal) FSM Function onafterStart.
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@ -4417,6 +4433,27 @@ end
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-- @return #CTLD self
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function CTLD:onbeforeTroopsDeployed(From, Event, To, Group, Unit, Troops)
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self:T({From, Event, To})
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if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
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local playername = Unit:GetPlayerName()
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local dropcoord = Troops:GetCoordinate() or COORDINATE:New(0,0,0)
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local dropvec2 = dropcoord:GetVec2()
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self.PlayerTaskQueue:ForEach(
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function (Task)
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local task = Task -- Ops.PlayerTask#PLAYERTASK
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local subtype = task:GetSubType()
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-- right subtype?
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if Event == subtype and not task:IsDone() then
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local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case ....
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if targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and targetzone:IsVec2InZone(dropvec2) then
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if task.Clients:HasUniqueID(playername) then
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-- success
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task:__Success(-1)
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end
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end
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end
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end
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)
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end
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return self
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end
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@ -4444,7 +4481,28 @@ end
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-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
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-- @return #CTLD self
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function CTLD:onbeforeCratesBuild(From, Event, To, Group, Unit, Vehicle)
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self:T({From, Event, To})
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self:I({From, Event, To})
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if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
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local playername = Unit:GetPlayerName()
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local dropcoord = Vehicle:GetCoordinate() or COORDINATE:New(0,0,0)
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local dropvec2 = dropcoord:GetVec2()
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self.PlayerTaskQueue:ForEach(
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function (Task)
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local task = Task -- Ops.PlayerTask#PLAYERTASK
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local subtype = task:GetSubType()
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-- right subtype?
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if Event == subtype and not task:IsDone() then
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local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case ....
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if targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and targetzone:IsVec2InZone(dropvec2) then
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if task.Clients:HasUniqueID(playername) then
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-- success
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task:__Success(-1)
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end
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end
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end
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end
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)
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end
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return self
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end
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@ -4802,7 +4860,9 @@ end -- end do
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do
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--- **Hercules Cargo AIR Drop Events** by Anubis Yinepu
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-- Moose CTLD OO refactoring by Applevangelist
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--
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO CTLD_HERCULES
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- This script will only work for the Herculus mod by Anubis, and only for **Air Dropping** cargo from the Hercules.
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-- Use the standard Moose CTLD if you want to unload on the ground.
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-- Payloads carried by pylons 11, 12 and 13 need to be declared in the Herculus_Loadout.lua file
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