Merge branch 'AI_Cargo_Troops_old' into feature/AI_Cargo_Troops_Handling

This commit is contained in:
FlightControl_Master 2018-03-28 16:16:21 +02:00
commit ea069455d3
5 changed files with 138 additions and 95 deletions

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@ -60,57 +60,48 @@ end
--- Follow Infantry to the Carrier. --- Follow Infantry to the Carrier.
-- @param #AI_CARGO_TROOPS self -- @param #AI_CARGO_TROOPS self
-- @param #AI_CARGO_TROOPS Me
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Wrapper.Group#GROUP InfantryGroup
-- @return #AI_CARGO_TROOPS -- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:FollowToCarrier( Me ) function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
self = Me self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
self:F( { self = self:GetClassNameAndID(), CargoGroup = self.CargoGroup:GetName() } )
-- We check if the Cargo is near to the CargoCarrier. -- We check if the Cargo is near to the CargoCarrier.
if self.CargoGroup:IsNear( self.CargoCarrier, 5 ) then if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
-- The Cargo does not need to follow the Carrier. -- The Cargo does not need to follow the Carrier.
self:Guard() Me:Guard()
else else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
-- The Cargo needs to continue to follow the Carrier. if InfantryGroup:IsAlive() then
if self:Is( "Following" ) then
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoGroup.CargoSet:ForEach(
--- @param Core.Cargo#CARGO Cargo
function( Cargo )
local CargoUnit = Cargo.CargoObject -- Wrapper.Unit#UNIT
self:F( { UnitName = CargoUnit:GetName() } )
if CargoUnit:IsAlive() then self:F( { InfantryGroup = InfantryGroup:GetName() } )
local InfantryGroup = CargoUnit:GetGroup()
self:F( { GroupName = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
table.insert( Waypoints, FromGround )
local ToCoord = self.CargoCarrier:GetCoordinate() local Waypoints = {}
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
table.insert( Waypoints, ToGround ) -- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", self ) local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
self:F({Waypoints = Waypoints}) table.insert( Waypoints, FromGround )
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. local ToCoord = CargoCarrier:GetCoordinate()
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
InfantryGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details. self:F({ToGround=ToGround})
end table.insert( Waypoints, ToGround )
end
) local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end end
end end
end end
@ -240,7 +231,16 @@ function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To )
self:F( "Follow" ) self:F( "Follow" )
if CargoCarrier and CargoCarrier:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then
self:FollowToCarrier( self ) self.CargoGroup.CargoSet:ForEach(
--- @param Core.Cargo#CARGO Cargo
function( Cargo )
self:F( { "Follow", Cargo.CargoObject:GetName() } )
if Cargo.CargoObject:IsAlive() == true then
self:F( { "Follow", Cargo.CargoObject:GetID() } )
self:FollowToCarrier( self, CargoCarrier, Cargo.CargoObject:GetGroup() )
end
end
)
end end
end end

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@ -1,5 +1,7 @@
--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers. --- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
-- --
-- ===
--
-- ![Banner Image](..\Presentations\CARGO\Dia1.JPG) -- ![Banner Image](..\Presentations\CARGO\Dia1.JPG)
-- --
-- === -- ===
@ -163,7 +165,7 @@ do -- CARGO
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo. -- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
-- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg. -- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg.
-- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded. -- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
-- @field Wrapper.Controllable#CONTROLLABLE CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere... -- @field Wrapper.Unit#UNIT CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
-- @field Wrapper.Client#CLIENT CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere... -- @field Wrapper.Client#CLIENT CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
-- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded. -- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded.
-- @field #boolean Moveable This flag defines if the cargo is moveable. -- @field #boolean Moveable This flag defines if the cargo is moveable.
@ -259,7 +261,7 @@ function CARGO:New( Type, Name, Weight ) --R2.1
self.Name = Name self.Name = Name
self.Weight = Weight self.Weight = Weight
self.CargoObject = nil self.CargoObject = nil
self.CargoCarrier = nil self.CargoCarrier = nil -- Wrapper.Client#CLIENT
self.Representable = false self.Representable = false
self.Slingloadable = false self.Slingloadable = false
self.Moveable = false self.Moveable = false
@ -607,23 +609,19 @@ end -- CARGO_REPRESENTABLE
--- CARGO_REPORTABLE Constructor. --- CARGO_REPORTABLE Constructor.
-- @param #CARGO_REPORTABLE self -- @param #CARGO_REPORTABLE self
-- @param Wrapper.Controllable#Controllable CargoObject
-- @param #string Type -- @param #string Type
-- @param #string Name -- @param #string Name
-- @param #number Weight -- @param #number Weight
-- @param #number ReportRadius (optional) -- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional) -- @param #number NearRadius (optional)
-- @return #CARGO_REPORTABLE -- @return #CARGO_REPORTABLE
function CARGO_REPORTABLE:New( CargoObject, Type, Name, Weight, ReportRadius ) function CARGO_REPORTABLE:New( Type, Name, Weight, ReportRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPORTABLE local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPORTABLE
self:F( { Type, Name, Weight, ReportRadius } ) self:F( { Type, Name, Weight, ReportRadius } )
self.CargoSet = SET_CARGO:New() -- Core.Set#SET_CARGO self.CargoSet = SET_CARGO:New() -- Core.Set#SET_CARGO
self.ReportRadius = ReportRadius or 1000 self.ReportRadius = ReportRadius or 1000
self.CargoObject = CargoObject
return self return self
end end
@ -773,11 +771,12 @@ do -- CARGO_UNIT
-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2 -- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
ToPointVec2 = ToPointVec2 or CargoRoutePointVec2 ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, 5 )
local DirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3(ToPointVec2) local DirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3(ToPointVec2)
local Angle = CargoCarrierPointVec2:GetAngleDegrees(DirectionVec3) local Angle = CargoCarrierPointVec2:GetAngleDegrees(DirectionVec3)
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, Angle ) local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, Angle )
local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, 5 )
local FromPointVec2 = CargoCarrierPointVec2 local FromPointVec2 = CargoCarrierPointVec2
@ -946,7 +945,7 @@ do -- CARGO_UNIT
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Client#CLIENT CargoCarrier
-- @param #number NearRadius -- @param #number NearRadius
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } ) self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
@ -1157,56 +1156,81 @@ do -- CARGO_GROUP
ClassName = "CARGO_GROUP", ClassName = "CARGO_GROUP",
} }
--- CARGO_GROUP constructor. --- CARGO_GROUP constructor.
-- @param #CARGO_GROUP self -- This make a new CARGO_GROUP from a @{Group} object.
-- @param Wrapper.Group#GROUP CargoGroup -- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
-- @param #string Type -- @param #CARGO_GROUP self
-- @param #string Name -- @param Wrapper.Group#GROUP CargoGroup
-- @param #number ReportRadius (optional) -- @param #string Type
-- @param #number NearRadius (optional) -- @param #string Name
-- @return #CARGO_GROUP -- @param #number ReportRadius (optional)
function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius ) -- @param #number NearRadius (optional)
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP -- @return #CARGO_GROUP
self:F( { Type, Name, ReportRadius } ) function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, ReportRadius } )
self:SetDeployed( false )
self.CargoObject = CargoGroup local WeightGroup = 0
self:SetDeployed( false ) local GroupName = CargoGroup:GetName()
self.CargoGroup = CargoGroup
local WeightGroup = 0
for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
local WeightUnit = Unit:GetDesc().massEmpty
WeightGroup = WeightGroup + WeightUnit
local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit )
self.CargoSet:Add( CargoUnit:GetName(), CargoUnit )
end
self:SetWeight( WeightGroup ) CargoGroup:Destroy()
self:T( { "Weight Cargo", WeightGroup } )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects. -- We iterate through the group template and for each unit in the template, we create a new group with one unit.
_EVENTDISPATCHER:CreateEventNewCargo( self ) for UnitID, UnitTemplate in pairs( _DATABASE:GetGroupTemplate(GroupName).units ) do
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) local GroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate(GroupName) )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) local GroupName = env.getValueDictByKey( GroupTemplate.name )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) self:E( GroupName )
self:SetEventPriority( 4 ) -- We create a new group object with one unit...
-- First we prepare the template...
GroupTemplate.name = GroupName .. "#CARGO#" .. UnitID
GroupTemplate.groupId = nil
GroupTemplate.units = {}
GroupTemplate.units[1] = UnitTemplate
local UnitName = UnitTemplate.name .. "#CARGO"
GroupTemplate.units[1].name = UnitTemplate.name .. "#CARGO"
-- Then we register the new group in the database
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
return self -- Now we spawn the new group based on the template created.
_DATABASE:Spawn( GroupTemplate )
-- And we register the spawned unit as part of the CargoSet.
local Unit = UNIT:FindByName( UnitName )
--local WeightUnit = Unit:GetDesc().massEmpty
--WeightGroup = WeightGroup + WeightUnit
local CargoUnit = CARGO_UNIT:New( Unit, Type, UnitName, 10 )
self.CargoSet:Add( UnitName, CargoUnit )
end end
--- @param #CARGO_GROUP self
-- @param Core.Event#EVENTDATA EventData self:SetWeight( WeightGroup )
function CARGO_GROUP:OnEventCargoDead( EventData )
self:T( { "Weight Cargo", WeightGroup } )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
return self
end
--- @param #CARGO_GROUP self
-- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData )
local Destroyed = false
self:_F( { "Dead Event", EventData = EventData } )
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then
Destroyed = true Destroyed = true
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do

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@ -336,6 +336,18 @@ do -- COORDINATE
end end
--- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self
-- @param Dcs.DCSTypes#Distance OuterRadius
-- @param Dcs.DCSTypes#Distance InnerRadius
-- @return #COORDINATE
function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
end
--- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. --- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Dcs.DCSTypes#Distance OuterRadius -- @param Dcs.DCSTypes#Distance OuterRadius

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@ -336,7 +336,7 @@ end
-- @param #number UnitNumber The number of the UNIT wrapper class to be returned. -- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
-- @return Wrapper.Unit#UNIT The UNIT wrapper class. -- @return Wrapper.Unit#UNIT The UNIT wrapper class.
function GROUP:GetUnit( UnitNumber ) function GROUP:GetUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } ) self:E( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject() local DCSGroup = self:GetDCSObject()

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@ -193,10 +193,12 @@ end
-- @param #number Heading The heading of the unit respawn. -- @param #number Heading The heading of the unit respawn.
function UNIT:ReSpawn( SpawnVec3, Heading ) function UNIT:ReSpawn( SpawnVec3, Heading )
self:T( self:Name() )
local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) ) local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) )
self:T( SpawnGroupTemplate ) self:T( SpawnGroupTemplate )
local SpawnGroup = self:GetGroup() local SpawnGroup = self:GetGroup()
self:T( { SpawnGroup = SpawnGroup } )
if SpawnGroup then if SpawnGroup then
@ -221,7 +223,8 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
end end
for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do
self:T( UnitTemplateData.name ) self:T( { UnitTemplateData.name, self:Name() } )
SpawnGroupTemplate.units[UnitTemplateID].unitId = nil
if UnitTemplateData.name == self:Name() then if UnitTemplateData.name == self:Name() then
self:T("Adjusting") self:T("Adjusting")
SpawnGroupTemplate.units[UnitTemplateID].alt = SpawnVec3.y SpawnGroupTemplate.units[UnitTemplateID].alt = SpawnVec3.y
@ -261,6 +264,10 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
i = i + 1 i = i + 1
end end
end end
SpawnGroupTemplate.groupId = nil
self:T( SpawnGroupTemplate )
_DATABASE:Spawn( SpawnGroupTemplate ) _DATABASE:Spawn( SpawnGroupTemplate )
end end
@ -379,7 +386,7 @@ function UNIT:GetGroup()
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitGroup = GROUP:Find( DCSUnit:getGroup() ) local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() )
return UnitGroup return UnitGroup
end end