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Various for AI_CARGO, CTLD, CSAR, align with dev
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@ -47,19 +47,21 @@ function AI_CARGO:New( Carrier, CargoSet )
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self:SetStartState( "Unloaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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-- Board
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self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
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self:AddTransition( "*", "Load", "*" )
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self:AddTransition( "*", "Reload", "*" )
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self:AddTransition( "*", "Board", "*" )
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self:AddTransition( "*", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "PickedUp", "Loaded" )
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self:AddTransition( "*", "Load", "Boarding" )
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self:AddTransition( "Boarding", "Board", "Boarding" )
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self:AddTransition( "Loaded", "Board", "Loaded" )
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self:AddTransition( "Boarding", "Loaded", "Boarding" )
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self:AddTransition( "Boarding", "PickedUp", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
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self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
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-- Unload
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "*", "Unload", "*" )
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self:AddTransition( "*", "Unboard", "*" )
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self:AddTransition( "*", "Unloaded", "Unloaded" )
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self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
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--- Pickup Handler OnBefore for AI_CARGO
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-- @function [parent=#AI_CARGO] OnBeforePickup
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@ -393,7 +395,7 @@ end
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function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
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self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
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if Carrier and Carrier:IsAlive() and From == "Boarding" then
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if Carrier and Carrier:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
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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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@ -509,7 +511,7 @@ end
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function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
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self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
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if Carrier and Carrier:IsAlive() and From == "Unboarding" then
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if Carrier and Carrier:IsAlive() then
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if not Cargo:IsUnLoaded() then
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self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
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return
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@ -580,4 +582,3 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
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end
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end
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@ -98,7 +98,8 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
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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( "*", "Deployed", "*" )
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self:AddTransition( "*", "PickedUp", "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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self:SetCombatRadius( CombatRadius )
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@ -64,20 +64,24 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
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self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
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self:SetStartState( "Unloaded" )
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-- Boarding
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self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Load", "*" )
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self:AddTransition( "*", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "PickedUp", "Loaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "*", "Loaded", "Loaded" )
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self:AddTransition( "Unboarding", "Pickup", "Unloaded" )
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self:AddTransition( "Unloaded", "Unboard", "Unloaded" )
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self:AddTransition( "Unloaded", "Unloaded", "Unloaded" )
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self:AddTransition( "*", "PickedUp", "*" )
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Queue", "*" )
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self:AddTransition( "*", "Orbit" , "*" )
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-- Unboarding
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "*", "Queue", "*" )
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self:AddTransition( "*", "Orbit" , "*" )
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self:AddTransition( "*", "Destroyed", "*" )
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self:AddTransition( "*", "Unload", "*" )
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self:AddTransition( "*", "Unloaded", "Unloaded" )
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self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
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-- RTB
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self:AddTransition( "*", "Home" , "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
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@ -207,6 +211,9 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
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self:SetCarrier( Helicopter )
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self.landingspeed = 15 -- kph
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self.landingheight = 5.5 -- meter
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return self
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end
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@ -255,6 +262,25 @@ function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
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return self
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end
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--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #number speed Landing speed in kph(!), e.g. 15
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-- @param #number height Landing height in meters(!), e.g. 5.5
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-- @return #AI_CARGO_HELICOPTER self
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-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
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--
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-- BASE:TraceOn()
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-- BASE:TraceClass("AI_CARGO_HELICOPTER")
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--
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-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
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-- Adjust if necessary.
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function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
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local _speed = speed or 15
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local _height = height or 5.5
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self.landingheight = _height
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self.landingspeed = _speed
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return self
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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@ -271,13 +297,13 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
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-- 1 - When the helo lands normally on the ground.
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-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
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-- For point 2, this is an issue, the infantry may not unload in this case!
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-- So we check if the helo is on the ground, and velocity< 5.
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-- So we check if the helo is on the ground, and velocity< 15.
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-- Only then the infantry can unload (and load too, for consistency)!
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self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
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self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
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if self.RoutePickup == true then
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if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
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if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
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--self:Load( Helicopter:GetPointVec2() )
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self:Load( self.PickupZone )
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self.RoutePickup = false
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@ -285,7 +311,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
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end
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if self.RouteDeploy == true then
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if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
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if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
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self:Unload( self.DeployZone )
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self.RouteDeploy = false
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end
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@ -1,4 +1,3 @@
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--- **Ops** -- Combat Search and Rescue.
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--
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-- ===
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@ -1125,6 +1124,8 @@ end
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-- @return #boolean outcome The outcome.
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function CSAR:_IsLoadingDoorOpen( unit_name )
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self:T(self.lid .. " _IsLoadingDoorOpen")
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--[[
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local ret_val = false
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local unit = Unit.getByName(unit_name)
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if unit ~= nil then
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@ -1156,8 +1157,9 @@ function CSAR:_IsLoadingDoorOpen( unit_name )
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return ret_val
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end -- nil
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--]]
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return UTILS.IsLoadingDoorOpen(unit_name)
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return false
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end
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--- (Internal) Function to check if heli is close to group.
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@ -659,6 +659,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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-- setup
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self.CrateDistance = 30 -- list/load crates 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.I({prefixes = self.prefixes})
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self.useprefix = true
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@ -1116,8 +1117,10 @@ end
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nearestDistance = distance
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end
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end
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if nearestGroup == nil or nearestDistance > self.CrateDistance then
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local extractdistance = self.CrateDistance * self.ExtractFactor
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if nearestGroup == nil or nearestDistance > extractdistance then
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self:_SendMessage("No units close enough to extract!", 10, false, Group)
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return self
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end
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@ -1165,7 +1168,7 @@ end
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-- clean up:
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table.remove(self.DroppedTroops, nearestGroupIndex)
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nearestGroup:Destroy()
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nearestGroup:Destroy(false)
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end
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return self
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end
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@ -1390,8 +1393,13 @@ function CTLD:_LoadCratesNearby(Group, Unit)
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-- get nearby crates
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local finddist = self.CrateDistance or 30
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local nearcrates,number = self:_FindCratesNearby(Group,Unit,finddist) -- #table
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if number == 0 or numberonboard == cratelimit then
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self:_SendMessage("Sorry no loadable crates nearby or fully loaded!", 10, false, Group)
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if number == 0 and self.hoverautoloading then
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return -- exit
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elseif number == 0 then
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self:_SendMessage("Sorry no loadable crates nearby!", 10, false, Group)
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return -- exit
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elseif numberonboard == cratelimit then
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self:_SendMessage("Sorry no fully loaded!", 10, false, Group)
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return -- exit
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else
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-- go through crates and load
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@ -1415,7 +1423,7 @@ function CTLD:_LoadCratesNearby(Group, Unit)
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table.insert(loaded.Cargo, crate)
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table.insert(crateidsloaded,crate:GetID())
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-- destroy crate
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crate:GetPositionable():Destroy()
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crate:GetPositionable():Destroy(false)
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crate.Positionable = nil
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self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
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self:_UpdateUnitCargoMass(Unit)
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@ -1967,7 +1975,7 @@ function CTLD:_CleanUpCrates(Crates,Build,Number)
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if name == nametype then -- matching crate type
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table.insert(destIDs,thisID)
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found = found + 1
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nowcrate:GetPositionable():Destroy()
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nowcrate:GetPositionable():Destroy(false)
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nowcrate.Positionable = nil
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end
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if found == numberdest then break end -- got enough
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@ -2651,7 +2659,7 @@ end
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if self.hoverautoloading then
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for _,_pilot in pairs (self.CtldUnits) do
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local Unit = UNIT:FindByName(_pilot)
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self:AutoHoverLoad(Unit)
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if self:CanHoverLoad(Unit) then self:AutoHoverLoad(Unit) end
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end
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end
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return self
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