mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now.
This commit is contained in:
commit
f0ac7818b3
@ -307,7 +307,7 @@ function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, Pi
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if Carrier and Carrier:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
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if not Cargo:IsLoaded() then
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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self:__Board( -10, Cargo, CarrierUnit, PickupZone )
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return
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end
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@ -487,6 +487,7 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
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self.Transporting = false
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else
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self:F( "Defending" )
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end
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end
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@ -276,34 +276,36 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = APC:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat radius. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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self:Follow()
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-- There are no enemies within combat radius. Load the CargoCarrier.
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self:Load()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( APCUnit, 40 ) then
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APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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APCUnit:RouteResume()
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self.CarrierStopped = nil
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) then
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--self:Follow()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( APCUnit, 40 ) then
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APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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APCUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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@ -455,6 +457,30 @@ function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend
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self:__Guard( 0.1 )
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self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
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-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
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if Defend == true then
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self.Zone:Scan( { Object.Category.UNIT } )
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if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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-- OK, enemies nearby, now find the enemies and attack them.
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local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
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local Move = {}
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for CargoId, CargoData in pairs( self.CargoSet:GetSet() ) do
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local CargoGroup = CargoData.CargoObject -- Wrapper.Group#GROUP
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Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
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for UnitId, AttackUnit in pairs( AttackUnits ) do
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local MooseUnit = UNIT:Find( AttackUnit )
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if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
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Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
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--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
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self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
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end
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end
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CargoGroup:RoutePush( Move, 0.1 )
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end
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end
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end
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end
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@ -1143,7 +1143,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
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LargestLoadCapacity = LoadCapacity
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end
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end
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-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
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-- So if there is a carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
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-- Otherwise break and go to the next carrier.
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-- This will skip cargo which is too large to be able to be loaded by carriers
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-- and will secure an efficient dispatching scheme.
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@ -20,9 +20,9 @@
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do -- CARGO_GROUP
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--- @type CARGO_GROUP
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-- @extends Cargo.Cargo#CARGO_REPORTABLE
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-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
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-- @field #string GroupName The name of the CargoGroup.
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-- @extends Cargo.Cargo#CARGO_REPORTABLE
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--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
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-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
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@ -291,29 +291,27 @@ do -- CARGO_GROUP
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end
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--- Enter Boarding State.
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--- After Board Event.
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-- @param #CARGO_GROUP self
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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 #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
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NearRadius = NearRadius or self.NearRadius
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoSet:ForEach(
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function( Cargo, ... )
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Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
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end, ...
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)
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self:__Boarding( 1, CargoCarrier, NearRadius, ... )
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end
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoSet:ForEach(
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function( Cargo, ... )
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self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
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Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
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end, ...
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)
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self:__Boarding( -1, CargoCarrier, NearRadius, ... )
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end
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@ -323,13 +321,15 @@ do -- CARGO_GROUP
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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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function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
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function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
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--self:F( { From, Event, To, CargoCarrier, ...} )
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
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for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
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Cargo:Load( CargoCarrier )
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if not Cargo:IsDestroyed() then
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Cargo:Load( CargoCarrier )
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end
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end
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end
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@ -360,7 +360,7 @@ do -- CARGO_GROUP
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--self:T( { Cargo:GetName(), Cargo.current } )
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if not Cargo:is( "Loaded" )
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if not Cargo:is( "Loaded" )
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and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
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Boarded = false
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end
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@ -400,7 +400,7 @@ do -- CARGO_GROUP
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-- @param #string To
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-- @param Core.Point#POINT_VEC2 ToPointVec2
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
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self:F( {From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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@ -443,7 +443,7 @@ do -- CARGO_GROUP
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-- @param #string To
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-- @param Core.Point#POINT_VEC2 ToPointVec2
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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--self:F( { From, Event, To, ToPointVec2, NearRadius } )
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--local NearRadius = NearRadius or 25
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@ -464,7 +464,7 @@ do -- CARGO_GROUP
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end
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if UnBoarded then
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return true
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self:__UnLoad( 1, ToPointVec2, ... )
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else
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self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
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end
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@ -474,30 +474,13 @@ do -- CARGO_GROUP
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end
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--- UnBoard Event.
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-- @param #CARGO_GROUP self
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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 Core.Point#POINT_VEC2 ToPointVec2
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-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
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function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
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--self:F( { From, Event, To, ToPointVec2, NearRadius } )
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--local NearRadius = NearRadius or 25
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self:__UnLoad( 1, ToPointVec2, ... )
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end
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--- Enter UnLoaded State.
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-- @param #CARGO_GROUP self
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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 Core.Point#POINT_VEC2
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function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
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function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
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--self:F( { From, Event, To, ToPointVec2 } )
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if From == "Loaded" then
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@ -507,7 +490,7 @@ do -- CARGO_GROUP
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function( Cargo )
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--Cargo:UnLoad( ToPointVec2 )
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local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
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Cargo:UnLoad( RandomVec2 )
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Cargo:UnBoard( RandomVec2 )
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end
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)
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@ -233,46 +233,47 @@ do -- CARGO_UNIT
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--self:F({Unit=self.CargoObject:GetName()})
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-- Only move the group to the carrier when the cargo is not in the air
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-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
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if not self.CargoInAir then
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-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
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-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:Load( CargoCarrier, NearRadius, ... )
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else
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if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
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-- A cargo unit can only be boarded if it is not dead
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-- Only move the group to the carrier when the cargo is not in the air
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-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
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if not self.CargoInAir then
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-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
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-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:Load( CargoCarrier, NearRadius, ... )
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else
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if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
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self:Load( CargoCarrier, NearRadius, ... )
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else
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local Speed = 90
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local Angle = 180
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local Distance = 0
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
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-- Set the CargoObject to state Green to ensure it is boarding!
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self.CargoObject:OptionAlarmStateGreen()
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local Points = {}
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local Speed = 90
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local Angle = 180
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local Distance = 0
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local PointStartVec2 = self.CargoObject:GetPointVec2()
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
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-- Set the CargoObject to state Green to ensure it is boarding!
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self.CargoObject:OptionAlarmStateGreen()
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local Points = {}
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local PointStartVec2 = self.CargoObject:GetPointVec2()
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Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
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Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 2 )
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self:__Boarding( -5, CargoCarrier, NearRadius, ... )
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self.RunCount = 0
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Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
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Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 2 )
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self:__Boarding( -5, CargoCarrier, NearRadius, ... )
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self.RunCount = 0
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end
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end
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end
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end
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end
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@ -286,53 +287,53 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
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--self:F({Unit=self.CargoObject:GetName()})
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self:F( { IsAlive=self.CargoObject:IsAlive() } )
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if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
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if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:__Load( 1, CargoCarrier, ... )
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else
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if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
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self:__Boarding( 1, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 1
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if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
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if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
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local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
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if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
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self:__Load( -1, CargoCarrier, ... )
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else
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self:__Boarding( 2, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 2
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end
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if self.RunCount >= 40 then
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self.RunCount = 0
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local Speed = 90
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local Angle = 180
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local Distance = 0
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if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
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self:__Boarding( -1, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 1
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else
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self:__Boarding( -2, CargoCarrier, NearRadius, ... )
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self.RunCount = self.RunCount + 2
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end
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if self.RunCount >= 40 then
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self.RunCount = 0
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local Speed = 90
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local Angle = 180
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local Distance = 0
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--self:F({Unit=self.CargoObject:GetName()})
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
|
||||
@ -12,7 +12,7 @@
|
||||
-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
|
||||
-- * Intelligent spawning of aircraft on airports (only if enough parking spots are available).
|
||||
-- * Possibility to hook into events and customize actions.
|
||||
-- * Persistance of assets. Warehouse assets can be saved and loaded from file.
|
||||
-- * Persistence of assets. Warehouse assets can be saved and loaded from file.
|
||||
-- * Can be easily interfaced to other MOOSE classes.
|
||||
--
|
||||
-- ===
|
||||
@ -66,6 +66,9 @@
|
||||
-- @field #table offroadpaths Table holding user defined paths from one warehouse to another.
|
||||
-- @field #boolean autodefence When the warehouse is under attack, automatically spawn assets to defend the warehouse.
|
||||
-- @field #number spawnzonemaxdist Max distance between warehouse and spawn zone. Default 5000 meters.
|
||||
-- @field #boolean autosave Automatically save assets to file when mission ends.
|
||||
-- @field #string autosavepath Path where the asset file is saved on auto save.
|
||||
-- @field #string autosavefilename File name of the auto asset save file. Default is auto generated from warehouse id and name.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- Have your assets at the right place at the right time - or not!
|
||||
@ -677,7 +680,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Persistance of Assets
|
||||
-- # Persistence of Assets
|
||||
--
|
||||
-- Assets in stock of a warehouse can be saved to a file on your hard drive and then loaded from that file at a later point. This enables to restart the mission
|
||||
-- and restore the warehouse stock.
|
||||
@ -696,7 +699,7 @@
|
||||
--
|
||||
-- in the file "MissionScripting.lua", which is located in the subdirectory "Scripts" of your DCS installation root directory.
|
||||
--
|
||||
-- ### Don'ts
|
||||
-- ### Don't!
|
||||
--
|
||||
-- Do not use **semi-colons** or **equal signs** in the group names of your assets as these are used as separators in the saved and loaded files texts.
|
||||
-- If you do, it will cause problems and give you a headache!
|
||||
@ -708,10 +711,16 @@
|
||||
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
|
||||
-- "Warehouse-1234_Batumi.txt".
|
||||
--
|
||||
-- warehouseBatumi:Save("D:\\My Warehouse Data\\")
|
||||
-- warehouseBatumi:Save("D:\\My Warehouse Data\\")
|
||||
--
|
||||
-- This will save all asset data to in "D:\\My Warehouse Data\\Warehouse-1234_Batumi.txt".
|
||||
--
|
||||
-- ### Automatic Save at Mission End
|
||||
--
|
||||
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
|
||||
--
|
||||
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
|
||||
--
|
||||
-- ## Load Assets
|
||||
--
|
||||
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
|
||||
@ -724,9 +733,9 @@
|
||||
--
|
||||
-- Loading the assets is done by
|
||||
--
|
||||
-- warehouseBatumi:New(STATIC:FindByName("Warehouse Batumi"))
|
||||
-- warehouseBatumi:Load("D:\\My Warehouse Data\\")
|
||||
-- warehouseBatumi:Start()
|
||||
-- warehouseBatumi:New(STATIC:FindByName("Warehouse Batumi"))
|
||||
-- warehouseBatumi:Load("D:\\My Warehouse Data\\")
|
||||
-- warehouseBatumi:Start()
|
||||
--
|
||||
-- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton.
|
||||
-- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
|
||||
@ -1543,6 +1552,9 @@ WAREHOUSE = {
|
||||
offroadpaths = {},
|
||||
autodefence = false,
|
||||
spawnzonemaxdist = 5000,
|
||||
autosave = false,
|
||||
autosavepath = nil,
|
||||
autosavefile = nil,
|
||||
}
|
||||
|
||||
--- Item of the warehouse stock table.
|
||||
@ -1714,7 +1726,7 @@ WAREHOUSE.db = {
|
||||
|
||||
--- Warehouse class version.
|
||||
-- @field #string version
|
||||
WAREHOUSE.version="0.6.3"
|
||||
WAREHOUSE.version="0.6.4"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO: Warehouse todo list.
|
||||
@ -2397,6 +2409,18 @@ function WAREHOUSE:SetAutoDefenceOff()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set auto defence off. This is the default.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string path Path where to save the asset data file.
|
||||
-- @param #string filename File name. Default is generated automatically from warehouse id.
|
||||
-- @return #WAREHOUSE self
|
||||
function WAREHOUSE:SetSaveOnMissionEnd(path, filename)
|
||||
self.autosave=true
|
||||
self.autosavepath=path
|
||||
self.autosavefile=filename
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the airbase belonging to this warehouse.
|
||||
-- Note that it has to be of the same coalition as the warehouse.
|
||||
@ -3042,6 +3066,7 @@ function WAREHOUSE:onafterStart(From, Event, To)
|
||||
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
|
||||
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
|
||||
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
|
||||
self:HandleEvent(EVENTS.MissionEnd, self._OnEventMissionEnd)
|
||||
|
||||
-- This event triggers the arrived event for air assets.
|
||||
-- TODO Might need to make this landing or optional!
|
||||
@ -4925,6 +4950,7 @@ function WAREHOUSE:onbeforeLoad(From, Event, To, path, filename)
|
||||
return true
|
||||
else
|
||||
self:_ErrorMessage(string.format("ERROR: file %s does not exist! Cannot load assets.", filename), 60)
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
@ -4977,6 +5003,7 @@ function WAREHOUSE:onafterLoad(From, Event, To, path, filename)
|
||||
local descriptors=UTILS.Split(asset,";")
|
||||
|
||||
local asset={}
|
||||
local isasset=false
|
||||
for _,descriptor in pairs(descriptors) do
|
||||
|
||||
local keyval=UTILS.Split(descriptor,"=")
|
||||
@ -4989,15 +5016,20 @@ function WAREHOUSE:onafterLoad(From, Event, To, path, filename)
|
||||
elseif keyval[1]=="country" then
|
||||
-- Get country id.
|
||||
Country=tonumber(keyval[2])
|
||||
elseif #keyval==2 then
|
||||
else
|
||||
|
||||
-- This is an asset.
|
||||
isasset=true
|
||||
|
||||
local key=keyval[1]
|
||||
local val=keyval[2]
|
||||
local val=keyval[2]
|
||||
|
||||
--env.info(string.format("FF asset key=%s val=%s", key, val))
|
||||
|
||||
-- Livery or skill could be "nil".
|
||||
if val=="nil" then
|
||||
val=nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Convert string to number where necessary.
|
||||
if key=="cargobay" or key=="weight" or key=="loadradius" then
|
||||
@ -5011,13 +5043,14 @@ function WAREHOUSE:onafterLoad(From, Event, To, path, filename)
|
||||
end
|
||||
|
||||
-- Add to table.
|
||||
table.insert(assets, asset)
|
||||
if isasset then
|
||||
table.insert(assets, asset)
|
||||
end
|
||||
end
|
||||
|
||||
-- Respawn warehouse with prev coalition if necessary.
|
||||
self:E(string.format("Changing country %d-->%d (before)", self:GetCountry(), Country))
|
||||
if Country~=self:GetCountry() then
|
||||
self:E(string.format("Changing country %d-->%d (after)", self:GetCountry(), Country))
|
||||
self:T(self.wid..string.format("Changing warehouse country %d-->%d on loading assets.", self:GetCountry(), Country))
|
||||
self:ChangeCountry(Country)
|
||||
end
|
||||
|
||||
@ -5960,6 +5993,18 @@ function WAREHOUSE:_OnEventBaseCaptured(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
--- Warehouse event handling function.
|
||||
-- Handles the case when the mission is ended.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param Core.Event#EVENTDATA EventData Event data.
|
||||
function WAREHOUSE:_OnEventMissionEnd(EventData)
|
||||
self:T3(self.wid..string.format("Warehouse %s captured event mission end!",self.alias))
|
||||
|
||||
if self.autosave then
|
||||
self:Save(self.autosavepath, self.autosavefile)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Helper functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@ -7712,7 +7757,7 @@ end
|
||||
function WAREHOUSE:_ErrorMessage(text, duration)
|
||||
duration=duration or 20
|
||||
if duration>0 then
|
||||
MESSAGE:New(text, duration):ToAllIf()
|
||||
MESSAGE:New(text, duration):ToAll()
|
||||
end
|
||||
self:E(self.wid..text)
|
||||
end
|
||||
|
||||
@ -1975,6 +1975,24 @@ do -- Route methods
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Make the controllable to push follow a given route.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #table Route A table of Route Points.
|
||||
-- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second.
|
||||
-- @return #CONTROLLABLE The CONTROLLABLE.
|
||||
function CONTROLLABLE:RoutePush( Route, DelaySeconds )
|
||||
self:F2( Route )
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
if DCSControllable then
|
||||
local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route.
|
||||
self:PushTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1).
|
||||
return self
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Stops the movement of the vehicle on the route.
|
||||
-- @param #CONTROLLABLE self
|
||||
|
||||
@ -908,16 +908,23 @@ function UNIT:InAir()
|
||||
-- Implementation of workaround. The original code is below.
|
||||
-- This to simulate the landing on buildings.
|
||||
|
||||
-- local UnitInAir = DCSUnit:inAir()
|
||||
local UnitInAir = true
|
||||
local VelocityVec3 = DCSUnit:getVelocity()
|
||||
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
||||
local Coordinate = DCSUnit:getPoint()
|
||||
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
|
||||
local Height = Coordinate.y - LandHeight
|
||||
if Velocity < 1 and Height <= 60 then
|
||||
UnitInAir = false
|
||||
|
||||
local UnitCategory = DCSUnit:getDesc().category
|
||||
if UnitCategory == Unit.Category.HELICOPTER then
|
||||
local VelocityVec3 = DCSUnit:getVelocity()
|
||||
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
||||
local Coordinate = DCSUnit:getPoint()
|
||||
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
|
||||
local Height = Coordinate.y - LandHeight
|
||||
if Velocity < 1 and Height <= 60 then
|
||||
UnitInAir = false
|
||||
end
|
||||
else
|
||||
UnitInAir = DCSUnit:inAir()
|
||||
end
|
||||
|
||||
|
||||
self:T3( UnitInAir )
|
||||
return UnitInAir
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user