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Merge branch 'AI_Cargo_Troops_old' into feature/AI_Cargo_Troops_Handling
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commit
ea069455d3
@ -60,57 +60,48 @@ end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO_TROOPS self
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-- @param #AI_CARGO_TROOPS Me
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param Wrapper.Group#GROUP InfantryGroup
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:FollowToCarrier( Me )
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function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
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self = Me
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self:F( { self = self:GetClassNameAndID(), CargoGroup = self.CargoGroup:GetName() } )
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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-- We check if the Cargo is near to the CargoCarrier.
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if self.CargoGroup:IsNear( self.CargoCarrier, 5 ) then
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
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-- The Cargo does not need to follow the Carrier.
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self:Guard()
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Me:Guard()
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else
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-- The Cargo needs to continue to follow the Carrier.
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if self:Is( "Following" ) then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoGroup.CargoSet:ForEach(
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--- @param Core.Cargo#CARGO Cargo
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function( Cargo )
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local CargoUnit = Cargo.CargoObject -- Wrapper.Unit#UNIT
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self:F( { UnitName = CargoUnit:GetName() } )
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if InfantryGroup:IsAlive() then
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if CargoUnit:IsAlive() then
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local InfantryGroup = CargoUnit:GetGroup()
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self:F( { GroupName = InfantryGroup:GetName() } )
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = self.CargoCarrier:GetCoordinate()
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local ToCoord = CargoCarrier:GetCoordinate()
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", self )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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)
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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end
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@ -240,7 +231,16 @@ function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To )
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self:F( "Follow" )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:FollowToCarrier( self )
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self.CargoGroup.CargoSet:ForEach(
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--- @param Core.Cargo#CARGO Cargo
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function( Cargo )
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self:F( { "Follow", Cargo.CargoObject:GetName() } )
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if Cargo.CargoObject:IsAlive() == true then
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self:F( { "Follow", Cargo.CargoObject:GetID() } )
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self:FollowToCarrier( self, CargoCarrier, Cargo.CargoObject:GetGroup() )
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end
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end
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)
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end
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end
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@ -1,5 +1,7 @@
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--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
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--
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-- ===
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--
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-- 
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--
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-- ===
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@ -163,7 +165,7 @@ do -- CARGO
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-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
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-- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg.
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-- @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.
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-- @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...
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-- @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...
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-- @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...
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-- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded.
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-- @field #boolean Moveable This flag defines if the cargo is moveable.
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@ -259,7 +261,7 @@ function CARGO:New( Type, Name, Weight ) --R2.1
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self.Name = Name
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self.Weight = Weight
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self.CargoObject = nil
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self.CargoCarrier = nil
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self.CargoCarrier = nil -- Wrapper.Client#CLIENT
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self.Representable = false
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self.Slingloadable = false
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self.Moveable = false
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@ -607,23 +609,19 @@ end -- CARGO_REPRESENTABLE
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--- CARGO_REPORTABLE Constructor.
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-- @param #CARGO_REPORTABLE self
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-- @param Wrapper.Controllable#Controllable CargoObject
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-- @param #string Type
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-- @param #string Name
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-- @param #number Weight
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-- @param #number ReportRadius (optional)
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-- @param #number NearRadius (optional)
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-- @return #CARGO_REPORTABLE
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function CARGO_REPORTABLE:New( CargoObject, Type, Name, Weight, ReportRadius )
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function CARGO_REPORTABLE:New( Type, Name, Weight, ReportRadius )
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local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPORTABLE
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self:F( { Type, Name, Weight, ReportRadius } )
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self.CargoSet = SET_CARGO:New() -- Core.Set#SET_CARGO
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self.ReportRadius = ReportRadius or 1000
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self.CargoObject = CargoObject
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return self
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end
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@ -773,11 +771,12 @@ do -- CARGO_UNIT
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-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
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ToPointVec2 = ToPointVec2 or CargoRoutePointVec2
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ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, 5 )
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local DirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3(ToPointVec2)
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local Angle = CargoCarrierPointVec2:GetAngleDegrees(DirectionVec3)
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, 5 )
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local FromPointVec2 = CargoCarrierPointVec2
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@ -946,7 +945,7 @@ do -- CARGO_UNIT
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param Wrapper.Client#CLIENT CargoCarrier
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-- @param #number NearRadius
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function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
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@ -1158,6 +1157,8 @@ do -- CARGO_GROUP
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}
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--- CARGO_GROUP constructor.
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-- This make a new CARGO_GROUP from a @{Group} object.
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-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Group#GROUP CargoGroup
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-- @param #string Type
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@ -1166,23 +1167,48 @@ do -- CARGO_GROUP
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-- @param #number NearRadius (optional)
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-- @return #CARGO_GROUP
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function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
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self:F( { Type, Name, ReportRadius } )
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self.CargoObject = CargoGroup
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self:SetDeployed( false )
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self.CargoGroup = CargoGroup
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local WeightGroup = 0
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local GroupName = CargoGroup:GetName()
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for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do
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local Unit = UnitData -- Wrapper.Unit#UNIT
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local WeightUnit = Unit:GetDesc().massEmpty
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WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit )
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self.CargoSet:Add( CargoUnit:GetName(), CargoUnit )
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CargoGroup:Destroy()
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-- We iterate through the group template and for each unit in the template, we create a new group with one unit.
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for UnitID, UnitTemplate in pairs( _DATABASE:GetGroupTemplate(GroupName).units ) do
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local GroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate(GroupName) )
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local GroupName = env.getValueDictByKey( GroupTemplate.name )
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self:E( GroupName )
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-- We create a new group object with one unit...
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-- First we prepare the template...
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GroupTemplate.name = GroupName .. "#CARGO#" .. UnitID
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GroupTemplate.groupId = nil
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GroupTemplate.units = {}
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GroupTemplate.units[1] = UnitTemplate
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local UnitName = UnitTemplate.name .. "#CARGO"
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GroupTemplate.units[1].name = UnitTemplate.name .. "#CARGO"
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-- Then we register the new group in the database
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local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
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-- Now we spawn the new group based on the template created.
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_DATABASE:Spawn( GroupTemplate )
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-- And we register the spawned unit as part of the CargoSet.
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local Unit = UNIT:FindByName( UnitName )
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--local WeightUnit = Unit:GetDesc().massEmpty
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--WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, UnitName, 10 )
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self.CargoSet:Add( UnitName, CargoUnit )
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end
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self:SetWeight( WeightGroup )
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self:T( { "Weight Cargo", WeightGroup } )
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@ -1203,8 +1229,6 @@ do -- CARGO_GROUP
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-- @param Core.Event#EVENTDATA EventData
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function CARGO_GROUP:OnEventCargoDead( EventData )
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self:_F( { "Dead Event", EventData = EventData } )
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local Destroyed = false
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if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then
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@ -336,6 +336,18 @@ do -- COORDINATE
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end
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--- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
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-- @param #COORDINATE self
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-- @param Dcs.DCSTypes#Distance OuterRadius
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-- @param Dcs.DCSTypes#Distance InnerRadius
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-- @return #COORDINATE
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function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius )
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self:F2( { OuterRadius, InnerRadius } )
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return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) )
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end
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--- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
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-- @param #COORDINATE self
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-- @param Dcs.DCSTypes#Distance OuterRadius
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@ -336,7 +336,7 @@ end
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-- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
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-- @return Wrapper.Unit#UNIT The UNIT wrapper class.
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function GROUP:GetUnit( UnitNumber )
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self:F2( { self.GroupName, UnitNumber } )
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self:E( { self.GroupName, UnitNumber } )
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local DCSGroup = self:GetDCSObject()
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@ -193,10 +193,12 @@ end
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-- @param #number Heading The heading of the unit respawn.
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function UNIT:ReSpawn( SpawnVec3, Heading )
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self:T( self:Name() )
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local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) )
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self:T( SpawnGroupTemplate )
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local SpawnGroup = self:GetGroup()
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self:T( { SpawnGroup = SpawnGroup } )
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if SpawnGroup then
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@ -221,7 +223,8 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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end
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for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do
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self:T( UnitTemplateData.name )
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self:T( { UnitTemplateData.name, self:Name() } )
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SpawnGroupTemplate.units[UnitTemplateID].unitId = nil
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if UnitTemplateData.name == self:Name() then
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self:T("Adjusting")
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SpawnGroupTemplate.units[UnitTemplateID].alt = SpawnVec3.y
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@ -262,6 +265,10 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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end
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end
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SpawnGroupTemplate.groupId = nil
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self:T( SpawnGroupTemplate )
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_DATABASE:Spawn( SpawnGroupTemplate )
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end
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@ -379,7 +386,7 @@ function UNIT:GetGroup()
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitGroup = GROUP:Find( DCSUnit:getGroup() )
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local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() )
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return UnitGroup
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end
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