Finish Cargo/AI_Cargo_APC

This commit is contained in:
FlightControl_Master 2018-04-13 20:35:38 +02:00
parent b33dd94fa0
commit f01b2c9149
3 changed files with 251 additions and 41 deletions

View File

@ -6,9 +6,9 @@
--
-- ===
--
-- @module AI_Cargo_Troops
-- @module AI_Cargo_APC
--- @type AI_CARGO_TROOPS
--- @type AI_CARGO_APC
-- @extends Core.Fsm#FSM_CONTROLLABLE
@ -16,21 +16,21 @@
--
-- ===
--
-- @field #AI_CARGO_TROOPS
AI_CARGO_TROOPS = {
ClassName = "AI_CARGO_TROOPS",
-- @field #AI_CARGO_APC
AI_CARGO_APC = {
ClassName = "AI_CARGO_APC",
Coordinate = nil -- Core.Point#COORDINATE,
}
--- Creates a new AI_CARGO_TROOPS object.
-- @param #AI_CARGO_TROOPS self
--- Creates a new AI_CARGO_APC object.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Cargo.CargoGroup#CARGO_GROUP CargoGroup
-- @param #number CombatRadius
-- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
-- @return #AI_CARGO_APC
function AI_CARGO_APC:New( CargoCarrier, CargoGroup, CombatRadius )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_APC
self.CargoGroup = CargoGroup -- Cargo.CargoGroup#CARGO_GROUP
self.CombatRadius = CombatRadius
@ -59,20 +59,20 @@ end
--- Set the Carrier.
-- @param #AI_CARGO_TROOPS self
-- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:SetCarrier( CargoCarrier )
-- @return #AI_CARGO_APC
function AI_CARGO_APC:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_TROOPS", self )
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
CargoCarrier:HandleEvent( EVENTS.Hit )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
@ -85,7 +85,7 @@ function AI_CARGO_TROOPS:SetCarrier( CargoCarrier )
function CargoCarrier:OnEventHit( EventData )
self:F({"hit"})
local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
@ -107,18 +107,18 @@ end
--- Find a free Carrier within a range.
-- @param #AI_CARGO_TROOPS self
-- @param #AI_CARGO_APC self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Unit#UNIT NewCarrier
function AI_CARGO_TROOPS:FindCarrier( Coordinate, Radius )
function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_TROOPS" ) then
if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
@ -133,12 +133,12 @@ end
--- Follow Infantry to the Carrier.
-- @param #AI_CARGO_TROOPS self
-- @param #AI_CARGO_TROOPS Me
-- @param #AI_CARGO_APC self
-- @param #AI_CARGO_APC Me
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Wrapper.Group#GROUP InfantryGroup
-- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
-- @return #AI_CARGO_APC
function AI_CARGO_APC:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
@ -172,7 +172,7 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
@ -185,9 +185,9 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterMonitor( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -235,9 +235,9 @@ function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterLoad( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -248,9 +248,9 @@ function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterBoard( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterBoard( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -264,9 +264,9 @@ function AI_CARGO_TROOPS:onafterBoard( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterLoaded( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterLoaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -276,9 +276,9 @@ function AI_CARGO_TROOPS:onafterLoaded( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterUnload( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterUnload( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -289,9 +289,9 @@ function AI_CARGO_TROOPS:onafterUnload( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterUnboard( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterUnboard( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -304,9 +304,9 @@ function AI_CARGO_TROOPS:onafterUnboard( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterUnloaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
@ -318,9 +318,9 @@ function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To )
end
--- @param #AI_CARGO_TROOPS self
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To )
function AI_CARGO_APC:onafterFollow( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
self:F( "Follow" )

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@ -0,0 +1,209 @@
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI_Cargo_Helicopter
--- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER
AI_CARGO_HELICOPTER = {
ClassName = "AI_CARGO_HELICOPTER",
Coordinate = nil -- Core.Point#COORDINATE,
}
--- Creates a new AI_CARGO_HELICOPTER object.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Cargo.CargoGroup#CARGO_GROUP CargoGroup
-- @param #number CombatRadius
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:New( CargoCarrier, CargoGroup )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER
self.CargoGroup = CargoGroup -- Cargo.CargoGroup#CARGO_GROUP
self:SetStartState( "UnLoaded" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:__Monitor( 1 )
self:SetCarrier( CargoCarrier )
return self
end
--- Set the Carrier.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_HELICOPTER", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
CargoCarrier:HandleEvent( EVENTS.Hit )
CargoCarrier:HandleEvent( EVENTS.Land )
function CargoCarrier:OnEventDead( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Destroyed()
end
end
end
function CargoCarrier:OnEventHit( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Unload()
end
end
end
function CargoCarrier:OnEventLand( EventData )
self:Landed()
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, 500 )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:Guard()
return self
end
--- Find a free Carrier within a range.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Unit#UNIT NewCarrier
function AI_CARGO_HELICOPTER:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_HELICOPTER" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
self:SetCarrier( NearUnit )
break
end
end
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_HELICOPTER:onafterLoad( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then
self:__Board( 10 )
self.CargoGroup:Board( CargoCarrier, 10 )
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_HELICOPTER:onafterBoard( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then
self:F({ IsLoaded = self.CargoGroup:IsLoaded() } )
if not self.CargoGroup:IsLoaded() then
self:__Board( 10 )
else
self:__Loaded( 1 )
end
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_HELICOPTER:onafterLoaded( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteResume()
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_HELICOPTER:onafterUnload( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteStop()
self.CargoGroup:UnBoard( )
self:__Unboard( 10 )
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_HELICOPTER:onafterUnboard( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then
if not self.CargoGroup:IsUnLoaded() then
self:__Unboard( 10 )
else
self:__Unloaded( 1 )
end
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_HELICOPTER:onafterUnloaded( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then
self.CargoCarrier = CargoCarrier
end
end

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@ -66,7 +66,8 @@ AI/AI_Cap.lua
AI/AI_Cas.lua
AI/AI_Bai.lua
AI/AI_Formation.lua
AI/AI_Cargo_Troops.lua
AI/AI_Cargo_APC.lua
AI/AI_Cargo_Helicopter.lua
Actions/Act_Assign.lua
Actions/Act_Route.lua