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https://github.com/FlightControl-Master/MOOSE.git
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Merge branch 'develop' into FF/Develop
This commit is contained in:
commit
ea767650ae
@ -213,8 +213,8 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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local Boarding = false
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local LoadInterval = 5
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local LoadDelay = 0
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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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@ -263,7 +263,9 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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--Cargo:Ungroup()
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Cargo:__Board( -LoadDelay, CarrierUnit )
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self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
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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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@ -278,9 +280,7 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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end
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end
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LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
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end
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if not Loaded == true then
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@ -894,275 +894,280 @@ end
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-- @param #AI_CARGO_DISPATCHER self
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function AI_CARGO_DISPATCHER:onafterMonitor()
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self:F("Carriers")
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self.SetCarrier:Flush()
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for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
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local Carrier = Carrier -- Wrapper.Group#GROUP
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local AI_Cargo = self.AI_Cargo[Carrier]
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if not AI_Cargo then
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-- ok, so this Carrier does not have yet an AI_CARGO handling object...
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-- let's create one and also declare the Loaded and UnLoaded handlers.
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self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
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AI_Cargo = self.AI_Cargo[Carrier]
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if Carrier:IsAlive() == true then
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local AI_Cargo = self.AI_Cargo[Carrier]
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if not AI_Cargo then
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--- Pickup event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickup
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
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-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
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-- @param #number Height Height in meters to move to the pickup coordinate.
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-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
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function AI_Cargo.OnAfterPickup( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, PickupZone )
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self:Pickup( CarrierGroup, Coordinate, Speed, Height, PickupZone )
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-- ok, so this Carrier does not have yet an AI_CARGO handling object...
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-- let's create one and also declare the Loaded and UnLoaded handlers.
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self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
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AI_Cargo = self.AI_Cargo[Carrier]
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--- Pickup event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickup
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
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-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
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-- @param #number Height Height in meters to move to the pickup coordinate.
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-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
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function AI_Cargo.OnAfterPickup( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, PickupZone )
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self:Pickup( CarrierGroup, Coordinate, Speed, Height, PickupZone )
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end
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--- Load event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoad
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
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function AI_Cargo.OnAfterLoad( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
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self:Load( CarrierGroup, PickupZone )
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end
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--- Loading event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoading
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
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-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
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function AI_Cargo.OnAfterBoard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
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self:Loading( CarrierGroup, Cargo, CarrierUnit, PickupZone )
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end
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--- Loaded event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
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-- A CarrierUnit can be part of the larger CarrierGroup.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
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-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
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function AI_Cargo.OnAfterLoaded( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
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self:Loaded( CarrierGroup, Cargo, CarrierUnit, PickupZone )
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end
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--- PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickedUp
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
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function AI_Cargo.OnAfterPickedUp( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
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self:PickedUp( CarrierGroup, PickupZone )
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self:Transport( CarrierGroup )
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end
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--- Deploy event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeploy
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
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-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
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-- @param #number Height Height in meters to move to the deploy coordinate.
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-- @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.
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function AI_Cargo.OnAfterDeploy( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, DeployZone )
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self:Deploy( CarrierGroup, Coordinate, Speed, Height, DeployZone )
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end
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--- Unload event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnload
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @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.
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function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
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self:Unloading( Carrier, Cargo, CarrierUnit, DeployZone )
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end
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--- UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloading
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
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-- @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.
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function AI_Cargo.OnAfterUnboard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, DeployZone )
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self:Unloading( CarrierGroup, Cargo, CarrierUnit, DeployZone )
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end
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--- Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
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-- A CarrierUnit can be part of the larger CarrierGroup.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Cargo.Cargo#CARGO Cargo The cargo object.
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-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
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-- @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.
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function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
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self:Unloaded( Carrier, Cargo, CarrierUnit, DeployZone )
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end
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--- Deployed event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
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-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @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.
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function AI_Cargo.OnAfterDeployed( AI_Cargo, Carrier, From, Event, To, DeployZone )
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self:Deployed( Carrier, DeployZone )
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end
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--- Home event handler OnAfter for AI_CARGO_DISPATCHER.
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-- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
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-- You can use this event handler to post messages to players, or provide status updates etc.
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-- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo.
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-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterHome
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-- @param #AI_CARGO_DISPATCHER self
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-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
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||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
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||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
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-- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
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-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
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||||
-- @param #number Height Height in meters to move to the home coordinate.
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-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
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||||
function AI_Cargo.OnAfterHome( AI_Cargo, Carrier, From, Event, To, Coordinate, Speed, Height, HomeZone )
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self:Home( Carrier, Coordinate, Speed, Height, HomeZone )
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||||
end
|
||||
end
|
||||
|
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--- Load event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoad
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterLoad( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
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self:Load( CarrierGroup, PickupZone )
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end
|
||||
|
||||
--- Loading event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoading
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterBoard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
||||
self:Loading( CarrierGroup, Cargo, CarrierUnit, PickupZone )
|
||||
end
|
||||
|
||||
--- Loaded event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
-- A CarrierUnit can be part of the larger CarrierGroup.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterLoaded( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
||||
self:Loaded( CarrierGroup, Cargo, CarrierUnit, PickupZone )
|
||||
end
|
||||
|
||||
--- PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickedUp
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterPickedUp( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
|
||||
self:PickedUp( CarrierGroup, PickupZone )
|
||||
self:Transport( CarrierGroup )
|
||||
end
|
||||
|
||||
|
||||
--- Deploy event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeploy
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
|
||||
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
|
||||
-- @param #number Height Height in meters to move to the deploy coordinate.
|
||||
-- @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.OnAfterDeploy( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
||||
self:Deploy( CarrierGroup, Coordinate, Speed, Height, DeployZone )
|
||||
end
|
||||
|
||||
|
||||
--- Unload event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnload
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @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.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloading( Carrier, Cargo, CarrierUnit, DeployZone )
|
||||
end
|
||||
|
||||
--- UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloading
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
|
||||
-- @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.OnAfterUnboard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloading( CarrierGroup, Cargo, CarrierUnit, DeployZone )
|
||||
end
|
||||
|
||||
|
||||
--- Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
-- A CarrierUnit can be part of the larger CarrierGroup.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
|
||||
-- @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.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloaded( Carrier, Cargo, CarrierUnit, DeployZone )
|
||||
end
|
||||
|
||||
--- Deployed event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @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.OnAfterDeployed( AI_Cargo, Carrier, From, Event, To, DeployZone )
|
||||
self:Deployed( Carrier, DeployZone )
|
||||
end
|
||||
|
||||
--- Home event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterHome
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
|
||||
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
|
||||
-- @param #number Height Height in meters to move to the home coordinate.
|
||||
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
function AI_Cargo.OnAfterHome( AI_Cargo, Carrier, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
||||
self:Home( Carrier, Coordinate, Speed, Height, HomeZone )
|
||||
end
|
||||
end
|
||||
|
||||
-- The Pickup sequence ...
|
||||
-- Check if this Carrier need to go and Pickup something...
|
||||
-- So, if the cargo bay is not full yet with cargo to be loaded ...
|
||||
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
|
||||
-- ok, so there is a free Carrier
|
||||
-- now find the first cargo that is Unloaded
|
||||
|
||||
local PickupCargo = nil
|
||||
local PickupZone = nil
|
||||
|
||||
--self.SetCargo:Flush()
|
||||
for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
local CoordinateFree = true
|
||||
--self.PickupZoneSet:Flush()
|
||||
--PickupZone = self.PickupZoneSet:GetRandomZone()
|
||||
PickupZone = self.PickupZoneSet and self.PickupZoneSet:IsCoordinateInZone( CargoCoordinate )
|
||||
if not self.PickupZoneSet or PickupZone then
|
||||
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
|
||||
if CarrierPickup:IsAlive() == true then
|
||||
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
|
||||
self:F( { "Coordinate not free for ", Cargo = Cargo:GetName(), Carrier:GetName(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
CoordinateFree = false
|
||||
|
||||
-- The Pickup sequence ...
|
||||
-- Check if this Carrier need to go and Pickup something...
|
||||
-- So, if the cargo bay is not full yet with cargo to be loaded ...
|
||||
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
|
||||
-- ok, so there is a free Carrier
|
||||
-- now find the first cargo that is Unloaded
|
||||
|
||||
local PickupCargo = nil
|
||||
local PickupZone = nil
|
||||
|
||||
self.SetCargo:Flush()
|
||||
for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
local CoordinateFree = true
|
||||
--self.PickupZoneSet:Flush()
|
||||
--PickupZone = self.PickupZoneSet:GetRandomZone()
|
||||
PickupZone = self.PickupZoneSet and self.PickupZoneSet:IsCoordinateInZone( CargoCoordinate )
|
||||
if not self.PickupZoneSet or PickupZone then
|
||||
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
|
||||
if CarrierPickup:IsAlive() == true then
|
||||
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
|
||||
self:F( { "Coordinate not free for ", Cargo = Cargo:GetName(), Carrier:GetName(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
CoordinateFree = false
|
||||
break
|
||||
end
|
||||
else
|
||||
self.PickupCargo[CarrierPickup] = nil
|
||||
end
|
||||
end
|
||||
if CoordinateFree == true then
|
||||
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
|
||||
local LargestLoadCapacity = 0
|
||||
for _, Carrier in pairs( Carrier:GetUnits() ) do
|
||||
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
|
||||
if LargestLoadCapacity < LoadCapacity then
|
||||
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.
|
||||
-- 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.
|
||||
if LargestLoadCapacity >= Cargo:GetWeight() then
|
||||
self.PickupCargo[Carrier] = CargoCoordinate
|
||||
PickupCargo = Cargo
|
||||
break
|
||||
end
|
||||
else
|
||||
self.PickupCargo[CarrierPickup] = nil
|
||||
end
|
||||
end
|
||||
if CoordinateFree == true then
|
||||
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
|
||||
local LargestLoadCapacity = 0
|
||||
for _, Carrier in pairs( Carrier:GetUnits() ) do
|
||||
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
|
||||
if LargestLoadCapacity < LoadCapacity then
|
||||
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.
|
||||
-- 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.
|
||||
if LargestLoadCapacity >= Cargo:GetWeight() then
|
||||
self.PickupCargo[Carrier] = CargoCoordinate
|
||||
PickupCargo = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if PickupCargo then
|
||||
self.CarrierHome[Carrier] = nil
|
||||
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), PickupZone )
|
||||
break
|
||||
else
|
||||
if self.HomeZone then
|
||||
if not self.CarrierHome[Carrier] then
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), self.HomeZone )
|
||||
|
||||
if PickupCargo then
|
||||
self.CarrierHome[Carrier] = nil
|
||||
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), PickupZone )
|
||||
break
|
||||
else
|
||||
if self.HomeZone then
|
||||
if not self.CarrierHome[Carrier] then
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), self.HomeZone )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user