mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'develop' into FF/Develop
This commit is contained in:
commit
c354fecc6d
@ -635,7 +635,7 @@ end
|
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--- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A.Resume( AIGroup, Fsm )
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AIGroup:F( { "AI_A2A.Resume:", AIGroup:GetName() } )
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AIGroup:I( { "AI_A2A.Resume:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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Fsm:__RTB( 0.5 )
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end
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@ -476,13 +476,12 @@ function AI_A2A_CAP:OnEventDead( EventData )
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end
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--- @param Wrapper.Group#GROUP AICap
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function AI_A2A_CAP.Resume( AICap )
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function AI_A2A_CAP.Resume( AICap, Fsm )
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AICap:F( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
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AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
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if AICap:IsAlive() then
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local _AI_A2A = AICap:GetState( AICap, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:__Reset( 1 )
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_AI_A2A:__Route( 5 )
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Fsm:__Reset( 1 )
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Fsm:__Route( 5 )
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end
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end
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@ -351,13 +351,12 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
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end
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--- @param Wrapper.Group#GROUP AIPatrol
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function AI_A2A_PATROL.Resume( AIPatrol )
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function AI_A2A_PATROL.Resume( AIPatrol, Fsm )
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AIPatrol:F( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
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AIPatrol:I( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
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if AIPatrol:IsAlive() then
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local _AI_A2A = AIPatrol:GetState( AIPatrol, "AI_A2A" ) -- AI.AI_A2A#AI_A2A
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_AI_A2A:__Reset( 1 )
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_AI_A2A:__Route( 5 )
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Fsm:__Reset( 1 )
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Fsm:__Route( 5 )
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end
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end
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@ -293,6 +293,80 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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end
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--- On before Reload event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO:onbeforeReload( Carrier, From, Event, To )
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self:F( { Carrier, From, Event, To } )
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local Boarding = false
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local LoadInterval = 2
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local LoadDelay = 1
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local Carrier_List = {}
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local Carrier_Weight = {}
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if Carrier and Carrier:IsAlive() then
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
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Carrier_List[#Carrier_List+1] = CarrierUnit
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end
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local Carrier_Count = #Carrier_List
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local Carrier_Index = 1
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local Loaded = false
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for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
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-- Try all Carriers, but start from the one according the Carrier_Index
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for Carrier_Loop = 1, #Carrier_List do
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local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
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-- This counters loop through the available Carriers.
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Carrier_Index = Carrier_Index + 1
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if Carrier_Index > Carrier_Count then
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Carrier_Index = 1
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end
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if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
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Carrier:RouteStop()
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Cargo:__Board( -LoadDelay, CarrierUnit )
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self:__Board( LoadDelay, Cargo, CarrierUnit )
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LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
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-- So now this CarrierUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.Carrier_Cargo[Cargo] = CarrierUnit
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Boarding = true
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Loaded = true
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end
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end
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end
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if not Loaded == true then
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-- No loading happened, so we need to pickup something else.
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self.Relocating = false
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end
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end
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return Boarding
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end
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--- On after Board event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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@ -307,7 +381,7 @@ function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, Pi
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if Carrier and Carrier:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
|
||||
if not Cargo:IsLoaded() then
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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self:__Board( -10, Cargo, CarrierUnit, PickupZone )
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return
|
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end
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@ -487,6 +561,7 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
|
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self.Transporting = false
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else
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self:F( "Defending" )
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end
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end
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@ -97,6 +97,7 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Unloaded" )
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self:AddTransition( "*", "Home", "*" )
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self:AddTransition( "*", "Reload", "Boarding" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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|
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@ -118,7 +119,6 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
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|
||||
CargoCarrier:HandleEvent( EVENTS.Dead )
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CargoCarrier:HandleEvent( EVENTS.Hit )
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|
||||
function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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@ -132,18 +132,20 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
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end
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end
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end
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function CargoCarrier:OnEventHit( EventData )
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self:F({"hit"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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AICargoTroops:Unload( false )
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||||
end
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end
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||||
end
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||||
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-- CargoCarrier:HandleEvent( EVENTS.Hit )
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--
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-- function CargoCarrier:OnEventHit( EventData )
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-- self:F({"hit"})
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-- local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
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-- if AICargoTroops then
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-- self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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-- if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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||||
-- -- There are enemies within combat radius. Unload the CargoCarrier.
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||||
-- AICargoTroops:Unload( false )
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||||
-- end
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||||
-- end
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||||
-- end
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||||
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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@ -276,34 +278,36 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = APC:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat radius. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Loaded" ) then
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||||
-- There are enemies within combat radius. Unload the CargoCarrier.
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||||
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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||||
else
|
||||
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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||||
self.Zone:Scan( { Object.Category.UNIT } )
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||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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||||
self:Follow()
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-- There are no enemies within combat radius. Reload the CargoCarrier.
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self:Reload()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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||||
if not Cargo:IsNear( APCUnit, 40 ) then
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||||
APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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||||
APCUnit:RouteResume()
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self.CarrierStopped = nil
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else
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||||
if self:Is( "Loaded" ) then
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||||
-- There are enemies within combat radius. Unload the CargoCarrier.
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||||
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
|
||||
else
|
||||
if self:Is( "Unloaded" ) then
|
||||
--self:Follow()
|
||||
end
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self:F( "I am here" .. self:GetCurrentState() )
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||||
if self:Is( "Following" ) then
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||||
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
if Cargo:IsAlive() then
|
||||
if not Cargo:IsNear( APCUnit, 40 ) then
|
||||
APCUnit:RouteStop()
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self.CarrierStopped = true
|
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else
|
||||
if self.CarrierStopped then
|
||||
if Cargo:IsNear( APCUnit, 25 ) then
|
||||
APCUnit:RouteResume()
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self.CarrierStopped = nil
|
||||
end
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end
|
||||
end
|
||||
end
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@ -442,6 +446,45 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, He
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end
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||||
|
||||
--- On after Unloaded event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @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_APC:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterUnloaded( self, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
|
||||
-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
|
||||
if Defend == true then
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
-- OK, enemies nearby, now find the enemies and attack them.
|
||||
local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
|
||||
local Move = {}
|
||||
local CargoGroup = Cargo.CargoObject -- Wrapper.Group#GROUP
|
||||
Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
|
||||
for UnitId, AttackUnit in pairs( AttackUnits ) do
|
||||
local MooseUnit = UNIT:Find( AttackUnit )
|
||||
if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
|
||||
Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
|
||||
--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
|
||||
self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
|
||||
end
|
||||
end
|
||||
CargoGroup:RoutePush( Move, 0.1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
|
||||
@ -899,7 +899,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
|
||||
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
|
||||
local Carrier = Carrier -- Wrapper.Group#GROUP
|
||||
if Carrier:IsAlive() == true then
|
||||
if Carrier:IsAlive() ~= nil then
|
||||
local AI_Cargo = self.AI_Cargo[Carrier]
|
||||
if not AI_Cargo then
|
||||
|
||||
@ -1143,7 +1143,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
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.
|
||||
-- So if there is a 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.
|
||||
|
||||
@ -20,9 +20,9 @@
|
||||
do -- CARGO_GROUP
|
||||
|
||||
--- @type CARGO_GROUP
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
|
||||
-- @field #string GroupName The name of the CargoGroup.
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
|
||||
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
|
||||
@ -291,29 +291,29 @@ do -- CARGO_GROUP
|
||||
|
||||
end
|
||||
|
||||
--- Enter Boarding State.
|
||||
--- After Board Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or self.NearRadius
|
||||
|
||||
if From == "UnLoaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
end, ...
|
||||
)
|
||||
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
|
||||
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
|
||||
CargoGroup:OptionAlarmStateGreen()
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
end, ...
|
||||
)
|
||||
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
|
||||
end
|
||||
|
||||
@ -323,13 +323,15 @@ do -- CARGO_GROUP
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
|
||||
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier, ...} )
|
||||
|
||||
if From == "UnLoaded" then
|
||||
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
Cargo:Load( CargoCarrier )
|
||||
if not Cargo:IsDestroyed() then
|
||||
Cargo:Load( CargoCarrier )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -360,7 +362,7 @@ do -- CARGO_GROUP
|
||||
--self:T( { Cargo:GetName(), Cargo.current } )
|
||||
|
||||
|
||||
if not Cargo:is( "Loaded" )
|
||||
if not Cargo:is( "Loaded" )
|
||||
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
||||
Boarded = false
|
||||
end
|
||||
@ -400,7 +402,7 @@ do -- CARGO_GROUP
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
@ -443,7 +445,7 @@ do -- CARGO_GROUP
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
@ -464,7 +466,7 @@ do -- CARGO_GROUP
|
||||
end
|
||||
|
||||
if UnBoarded then
|
||||
return true
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
else
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
@ -474,30 +476,13 @@ do -- CARGO_GROUP
|
||||
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
||||
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
@ -507,7 +492,7 @@ do -- CARGO_GROUP
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
|
||||
Cargo:UnLoad( RandomVec2 )
|
||||
Cargo:UnBoard( RandomVec2 )
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
@ -233,46 +233,47 @@ do -- CARGO_UNIT
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- Only move the group to the carrier when the cargo is not in the air
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
|
||||
-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
|
||||
-- A cargo unit can only be boarded if it is not dead
|
||||
|
||||
-- Only move the group to the carrier when the cargo is not in the air
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
|
||||
-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = 0
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -286,53 +287,53 @@ do -- CARGO_UNIT
|
||||
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
self:F( { IsAlive=self.CargoObject:IsAlive() } )
|
||||
|
||||
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
else
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:__Load( -1, CargoCarrier, ... )
|
||||
else
|
||||
self:__Boarding( 2, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 2
|
||||
end
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
else
|
||||
self:__Boarding( -2, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 2
|
||||
end
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
@ -340,26 +341,6 @@ do -- CARGO_UNIT
|
||||
end
|
||||
|
||||
|
||||
--- Enter Boarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius Default 25 m.
|
||||
function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnLoaded" or From == "Boarding" then
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Loaded State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
|
||||
@ -2003,6 +2003,24 @@ do -- Route methods
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Make the controllable to push follow a given route.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #table Route A table of Route Points.
|
||||
-- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second.
|
||||
-- @return #CONTROLLABLE The CONTROLLABLE.
|
||||
function CONTROLLABLE:RoutePush( Route, DelaySeconds )
|
||||
self:F2( Route )
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
if DCSControllable then
|
||||
local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route.
|
||||
self:PushTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1).
|
||||
return self
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Stops the movement of the vehicle on the route.
|
||||
-- @param #CONTROLLABLE self
|
||||
@ -2111,7 +2129,7 @@ do -- Route methods
|
||||
FromCoordinate = FromCoordinate or self:GetCoordinate()
|
||||
|
||||
-- Get path and path length on road including the end points (From and To).
|
||||
local PathOnRoad, LengthOnRoad=FromCoordinate:GetPathOnRoad(ToCoordinate, true)
|
||||
local PathOnRoad, LengthOnRoad, GotPath =FromCoordinate:GetPathOnRoad(ToCoordinate, true)
|
||||
|
||||
-- Get the length only(!) on the road.
|
||||
local _,LengthRoad=FromCoordinate:GetPathOnRoad(ToCoordinate, false)
|
||||
@ -2123,7 +2141,7 @@ do -- Route methods
|
||||
-- Calculate the direct distance between the initial and final points.
|
||||
local LengthDirect=FromCoordinate:Get2DDistance(ToCoordinate)
|
||||
|
||||
if PathOnRoad then
|
||||
if GotPath then
|
||||
|
||||
-- Off road part of the rout: Total=OffRoad+OnRoad.
|
||||
LengthOffRoad=LengthOnRoad-LengthRoad
|
||||
@ -2146,7 +2164,7 @@ do -- Route methods
|
||||
local canroad=false
|
||||
|
||||
-- Check if a valid path on road could be found.
|
||||
if PathOnRoad then
|
||||
if GotPath and LengthDirect > 2000 then -- if the length of the movement is less than 1 km, drive directly.
|
||||
-- Check whether the road is very long compared to direct path.
|
||||
if LongRoad and Shortcut then
|
||||
|
||||
|
||||
@ -909,11 +909,15 @@ function UNIT:InAir()
|
||||
|
||||
-- Get DCS result of whether unit is in air or not.
|
||||
local UnitInAir = DCSUnit:inAir()
|
||||
|
||||
-- Get unit category.
|
||||
local UnitCategory = DCSUnit:getDesc().category
|
||||
|
||||
-- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not.
|
||||
if UnitInAir==true then
|
||||
-- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not.
|
||||
-- This is a workaround since DCS currently does not acknoledge that helos land on buildings.
|
||||
-- Note however, that the velocity check will fail if the ground is moving, e.g. on an aircraft carrier!
|
||||
if UnitInAir==true and UnitCategory == Unit.Category.HELICOPTER then
|
||||
local VelocityVec3 = DCSUnit:getVelocity()
|
||||
--local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
||||
local Velocity = UTILS.VecNorm(VelocityVec3)
|
||||
local Coordinate = DCSUnit:getPoint()
|
||||
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
|
||||
@ -922,7 +926,7 @@ function UNIT:InAir()
|
||||
UnitInAir = false
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
self:T3( UnitInAir )
|
||||
return UnitInAir
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user