Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky 2018-04-05 22:47:38 +02:00
commit fd34bab65a
11 changed files with 764 additions and 164 deletions

View File

@ -259,7 +259,7 @@ do -- CARGO
self.Type = Type
self.Name = Name
self.Weight = Weight
self.Weight = Weight or 0
self.CargoObject = nil
self.CargoCarrier = nil -- Wrapper.Client#CLIENT
self.Representable = false
@ -288,6 +288,34 @@ do -- CARGO
return CargoFound
end
--- Check if the cargo can be Boarded.
-- @param #CARGO self
function CARGO:CanBoard()
return true
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO self
function CARGO:CanUnboard()
return true
end
--- Check if the cargo can be Loaded.
-- @param #CARGO self
function CARGO:CanLoad()
return true
end
--- Check if the cargo can be Unloaded.
-- @param #CARGO self
function CARGO:CanUnload()
return true
end
--- Destroy the cargo.
-- @param #CARGO self
function CARGO:Destroy()
@ -315,6 +343,13 @@ do -- CARGO
end
end
--- Get the amount of Cargo.
-- @param #CARGO self
-- @return #number The amount of Cargo.
function CARGO:GetCount()
return 1
end
--- Get the type of the Cargo.
-- @param #CARGO self
-- @return #string The type of the Cargo.
@ -569,8 +604,11 @@ do -- CARGO_REPRESENTABLE
-- @param #number NearRadius (optional)
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight ) ) -- #CARGO_REPRESENTABLE
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self.ReportRadius = ReportRadius or 500
self.NearRadius = NearRadius or 25
return self
end

View File

@ -42,19 +42,25 @@ do -- CARGO_CRATE
-- @param Wrapper.Static#STATIC CargoStatic
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, NearRadius ) ) -- #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, ReportRadius, NearRadius ) ) -- #CARGO_CRATE
self:F( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic
self:T( self.ClassName )
self:SetEventPriority( 5 )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
return self
end
@ -116,5 +122,104 @@ do -- CARGO_CRATE
end
end
--- Check if the cargo can be Boarded.
-- @param #CARGO_CRATE self
function CARGO_CRATE:CanBoard()
return false
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO_CRATE self
function CARGO_CRATE:CanUnboard()
return false
end
--- Get the current Coordinate of the CargoGroup.
-- @param #CARGO_CRATE self
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_CRATE:GetCoordinate()
self:F()
return self.CargoObject:GetCoordinate()
end
--- Check if the CargoGroup is alive.
-- @param #CARGO_CRATE self
-- @return #boolean true if the CargoGroup is alive.
-- @return #boolean false if the CargoGroup is dead.
function CARGO_CRATE:IsAlive()
local Alive = true
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
if self:IsLoaded() then
Alive = Alive == true and self.CargoCarrier:IsAlive()
else
Alive = Alive == true and self.CargoObject:IsAlive()
end
return Alive
end
--- Route Cargo to Coordinate and randomize locations.
-- @param #CARGO_CRATE self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_CRATE:RouteTo( Coordinate )
self:F( {Coordinate = Coordinate } )
end
--- Check if Cargo is near to the Carrier.
-- The Cargo is near to the Carrier within NearRadius.
-- @param #CARGO_CRATE self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
--- Check if CargoGroup is in the ReportRadius for the Cargo to be Loaded.
-- @param #CARGO_CRATE self
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the CargoGroup is within the reporting radius.
function CARGO_CRATE:IsInRadius( Coordinate )
self:F( { Coordinate } )
local Distance = 0
if self:IsLoaded() then
Distance = Coordinate:DistanceFromPointVec2( self.CargoCarrier:GetPointVec2() )
else
Distance = Coordinate:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
end
self:T( Distance )
if Distance <= self.ReportRadius then
return true
else
return false
end
end
--- Respawn the CargoGroup.
-- @param #CARGO_CRATE self
function CARGO_CRATE:Respawn()
self:F( { "Respawning" } )
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
end
end

View File

@ -0,0 +1,180 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
--
-- ===
--
-- ![Banner Image](..\Presentations\CARGO\Dia1.JPG)
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module CargoCrate
do -- CARGO_SLINGLOAD
--- Models the behaviour of cargo crates, which can only be slingloaded.
-- @type CARGO_SLINGLOAD
-- @extends #CARGO_REPRESENTABLE
--- # CARGO\_CRATE class, extends @{#CARGO_REPRESENTABLE}
--
-- The CARGO\_CRATE class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--
-- ===
--
-- @field #CARGO_SLINGLOAD
CARGO_SLINGLOAD = {
ClassName = "CARGO_SLINGLOAD"
}
--- CARGO_SLINGLOAD Constructor.
-- @param #CARGO_SLINGLOAD self
-- @param Wrapper.Static#STATIC CargoStatic
-- @param #string Type
-- @param #string Name
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, ReportRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic
self:T( self.ClassName )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
return self
end
--- Check if the cargo can be Boarded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanBoard()
return false
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanUnboard()
return false
end
--- Check if the cargo can be Loaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanLoad()
return false
end
--- Check if the cargo can be Unloaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanUnload()
return false
end
--- Get the current Coordinate of the CargoGroup.
-- @param #CARGO_SLINGLOAD self
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_SLINGLOAD:GetCoordinate()
self:F()
return self.CargoObject:GetCoordinate()
end
--- Check if the CargoGroup is alive.
-- @param #CARGO_SLINGLOAD self
-- @return #boolean true if the CargoGroup is alive.
-- @return #boolean false if the CargoGroup is dead.
function CARGO_SLINGLOAD:IsAlive()
local Alive = true
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
if self:IsLoaded() then
Alive = Alive == true and self.CargoCarrier:IsAlive()
else
Alive = Alive == true and self.CargoObject:IsAlive()
end
return Alive
end
--- Route Cargo to Coordinate and randomize locations.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_SLINGLOAD:RouteTo( Coordinate )
self:F( {Coordinate = Coordinate } )
end
--- Check if Cargo is near to the Carrier.
-- The Cargo is near to the Carrier within NearRadius.
-- @param #CARGO_SLINGLOAD self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
self:F( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
--- Check if CargoGroup is in the ReportRadius for the Cargo to be Loaded.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the CargoGroup is within the reporting radius.
function CARGO_SLINGLOAD:IsInRadius( Coordinate )
self:F( { Coordinate } )
local Distance = 0
if self:IsLoaded() then
Distance = Coordinate:DistanceFromPointVec2( self.CargoCarrier:GetPointVec2() )
else
Distance = Coordinate:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
end
self:T( Distance )
if Distance <= self.ReportRadius then
return true
else
return false
end
end
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn()
self:F( { "Respawning" } )
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
end
end

View File

@ -450,8 +450,6 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name )
local TraceTable = {}
if not self.Templates.Groups[GroupTemplateName] then
self.Templates.Groups[GroupTemplateName] = {}
self.Templates.Groups[GroupTemplateName].Status = nil
@ -475,18 +473,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
TraceTable[#TraceTable+1] = "Group"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].GroupName
TraceTable[#TraceTable+1] = "Coalition"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CoalitionID
TraceTable[#TraceTable+1] = "Category"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CategoryID
TraceTable[#TraceTable+1] = "Country"
TraceTable[#TraceTable+1] = self.Templates.Groups[GroupTemplateName].CountryID
TraceTable[#TraceTable+1] = "Units"
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@ -510,10 +497,16 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
TraceTable[#TraceTable+1] = self.Templates.Units[UnitTemplate.name].UnitName
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
self:E( TraceTable )
self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
}
)
end
function DATABASE:GetGroupTemplate( GroupName )
@ -530,8 +523,6 @@ end
-- @return #DATABASE self
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local TraceTable = {}
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@ -547,28 +538,22 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
}
)
self:AddStatic( StaticTemplateName )
TraceTable[#TraceTable+1] = "Static"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].StaticName
TraceTable[#TraceTable+1] = "Coalition"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CoalitionID
TraceTable[#TraceTable+1] = "Category"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CategoryID
TraceTable[#TraceTable+1] = "Country"
TraceTable[#TraceTable+1] = self.Templates.Statics[StaticTemplateName].CountryID
self:E( TraceTable )
end
--- @param #DATABASE self
function DATABASE:GetStaticUnitTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].UnitTemplate
StaticTemplate.SpawnCoalitionID = self.Templates.Statics[StaticName].CoalitionID
StaticTemplate.SpawnCategoryID = self.Templates.Statics[StaticName].CategoryID
StaticTemplate.SpawnCountryID = self.Templates.Statics[StaticName].CountryID
return StaticTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
end

View File

@ -81,14 +81,16 @@ SPAWNSTATIC = {
-- @param #SPAWNSTATIC self
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
-- @return #SPAWNSTATIC
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, CountryID ) --R2.1
function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID ) --R2.1
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self:F( { SpawnTemplatePrefix } )
local TemplateStatic = StaticObject.getByName( SpawnTemplatePrefix )
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticUnitTemplate( SpawnTemplatePrefix )
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.CountryID = CountryID
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
@ -124,22 +126,28 @@ end
function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
self:F( { Heading, NewName } )
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
if StaticTemplate then
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local CountryID = self.CountryID
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
self.SpawnIndex = self.SpawnIndex + 1
self.SpawnIndex = self.SpawnIndex + 1
return Static
return Static
end
return nil
end
@ -153,30 +161,35 @@ end
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
self:F( { PointVec2, Heading, NewName } )
local CountryName = _DATABASE.COUNTRY_NAME[self.CountryID]
local StaticTemplate = _DATABASE:GetStaticUnitTemplate( self.SpawnTemplatePrefix )
StaticTemplate.x = PointVec2.x
StaticTemplate.y = PointVec2.z
if StaticTemplate then
StaticTemplate.units = nil
StaticTemplate.route = nil
StaticTemplate.groupId = nil
local CountryID = self.CountryID
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
StaticTemplate.x = PointVec2.x
StaticTemplate.y = PointVec2.z
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.units = nil
StaticTemplate.route = nil
StaticTemplate.groupId = nil
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
StaticTemplate.heading = ( Heading / 180 ) * math.pi
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
local Static = coalition.addStaticObject( CountryID, StaticTemplate )
self.SpawnIndex = self.SpawnIndex + 1
StaticTemplate.CountryID = nil
StaticTemplate.CoalitionID = nil
StaticTemplate.CategoryID = nil
return Static
end
local Static = coalition.addStaticObject( self.CountryID, StaticTemplate )
self.SpawnIndex = self.SpawnIndex + 1
return Static
return nil
end
--- Creates a new @{Static} from a @{Zone}.

View File

@ -13,6 +13,7 @@
-- The following classes are important to consider:
--
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
-- * @{#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots.
--
-- ===
--
@ -173,7 +174,7 @@ do -- TASK_CARGO
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
Fsm:AddTransition( { "Planned", "Assigned", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Landed", "Boarding" }, "SelectAction", "*" )
Fsm:AddTransition( { "Planned", "Assigned", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Loaded", "UnLoaded", "Landed", "Boarding" }, "SelectAction", "*" )
Fsm:AddTransition( "*", "RouteToPickup", "RoutingToPickup" )
Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup", Cancelled = "CancelRouteToPickup" } )
@ -191,10 +192,14 @@ do -- TASK_CARGO
Fsm:AddTransition( "*", "PrepareBoarding", "AwaitBoarding" )
Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" )
Fsm:AddTransition( "Boarding", "Boarded", "Boarded" )
Fsm:AddTransition( "*", "Load", "Loaded" )
Fsm:AddTransition( "*", "PrepareUnBoarding", "AwaitUnBoarding" )
Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" )
Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" )
Fsm:AddTransition( "*", "Unload", "Unloaded" )
Fsm:AddTransition( "*", "Planned", "Planned" )
@ -254,7 +259,13 @@ do -- TASK_CARGO
end
if NotInDeployZones then
if not TaskUnit:InAir() then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Board cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime)
if Cargo:CanBoard() == true then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Board cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime)
else
if Cargo:CanLoad() == true then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Load cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime)
end
end
TaskUnit.Menu:SetTime( MenuTime )
end
end
@ -267,7 +278,13 @@ do -- TASK_CARGO
if Cargo:IsLoaded() then
if not TaskUnit:InAir() then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unboard cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnBoardCargo, self, Cargo ):SetTime(MenuTime)
if Cargo:CanUnboard() == true then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unboard cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnboardCargo, self, Cargo ):SetTime(MenuTime)
else
if Cargo:CanUnload() == true then
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unload cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnloadCargo, self, Cargo ):SetTime(MenuTime)
end
end
TaskUnit.Menu:SetTime( MenuTime )
end
-- Deployzones are optional zones that can be selected to request routing information.
@ -305,10 +322,18 @@ do -- TASK_CARGO
self:__PrepareBoarding( 1.0, Cargo )
end
function Fsm:MenuUnBoardCargo( Cargo, DeployZone )
function Fsm:MenuLoadCargo( Cargo )
self:__Load( 1.0, Cargo )
end
function Fsm:MenuUnboardCargo( Cargo, DeployZone )
self:__PrepareUnBoarding( 1.0, Cargo, DeployZone )
end
function Fsm:MenuUnloadCargo( Cargo, DeployZone )
self:__Unload( 1.0, Cargo, DeployZone )
end
function Fsm:MenuRouteToPickup( Cargo )
self:__RouteToPickup( 1.0, Cargo )
end
@ -467,6 +492,7 @@ do -- TASK_CARGO
self:__Board( -0.1 )
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
@ -506,15 +532,31 @@ do -- TASK_CARGO
self.Cargo:MessageToGroup( "Boarded ...", TaskUnit:GetGroup() )
TaskUnit:AddCargo( self.Cargo )
self:Load( self.Cargo )
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterLoad( TaskUnit, Task, From, Event, To, Cargo )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
if not Cargo:IsLoaded() then
Cargo:Load( TaskUnit )
TaskUnit:AddCargo( Cargo )
end
self:__SelectAction( 1 )
-- TODO:I need to find a more decent solution for this.
Task:E( { CargoPickedUp = Task.CargoPickedUp } )
if self.Cargo:IsAlive() then
if Cargo:IsAlive() then
if Task.CargoPickedUp then
Task:CargoPickedUp( TaskUnit, self.Cargo )
Task:CargoPickedUp( TaskUnit, Cargo )
end
end
@ -530,7 +572,7 @@ do -- TASK_CARGO
-- @param To
-- @param Cargo
-- @param Core.Zone#ZONE_BASE DeployZone
function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo )
function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo } )
self.Cargo = Cargo
@ -586,33 +628,51 @@ do -- TASK_CARGO
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
self.Cargo:MessageToGroup( "UnBoarded ...", TaskUnit:GetGroup() )
self:Unload( self.Cargo )
end
TaskUnit:RemoveCargo( self.Cargo )
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterUnload( TaskUnit, Task, From, Event, To, Cargo, DeployZone )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
if not Cargo:IsUnLoaded() then
if DeployZone then
Cargo:UnLoad( DeployZone:GetPointVec2(), 400, self )
else
Cargo:UnLoad( TaskUnit:GetPointVec2():AddX(60), 400, self )
end
end
TaskUnit:RemoveCargo( Cargo )
local NotInDeployZones = true
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if self.Cargo:IsInZone( DeployZone ) then
if Cargo:IsInZone( DeployZone ) then
NotInDeployZones = false
end
end
if NotInDeployZones == false then
self.Cargo:SetDeployed( true )
Cargo:SetDeployed( true )
end
-- TODO:I need to find a more decent solution for this.
Task:E( { CargoDeployed = Task.CargoDeployed and "true" or "false" } )
Task:E( { CargoIsAlive = self.Cargo:IsAlive() and "true" or "false" } )
if self.Cargo:IsAlive() then
Task:E( { CargoIsAlive = Cargo:IsAlive() and "true" or "false" } )
if Cargo:IsAlive() then
if Task.CargoDeployed then
Task:CargoDeployed( TaskUnit, self.Cargo, self.DeployZone )
Task:CargoDeployed( TaskUnit, Cargo, self.DeployZone )
end
end
self:Planned()
self:__SelectAction( 1 )
end
return self

View File

@ -178,6 +178,9 @@ do -- TASK_CARGO_DISPATCHER
Tasks = {},
CSAR = {},
CSARSpawned = 0,
Transport = {},
TransportCount = 0,
}
@ -214,62 +217,163 @@ do -- TASK_CARGO_DISPATCHER
return self
end
--- Handle the event when a pilot ejects.
-- @param #TASK_CARGO_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function TASK_CARGO_DISPATCHER:OnEventEjection( EventData )
self:F( { EventData = EventData } )
if self.CSARTasks == true then
self:E( { EventData = EventData } )
self.CSARSpawned = self.CSARSpawned + 1
local PlaneUnit = EventData.IniUnit
local CSARName = EventData.IniUnitName
local CargoPointVec2 = EventData.IniUnit:GetPointVec2()
local CargoCoalition = EventData.IniUnit:GetCoalition()
local CargoCountry = EventData.IniUnit:GetCountry()
-- Only add a CSAR task if the coalition of the mission is equal to the coalition of the ejected unit.
if CargoCoalition == self.Mission:GetCommandCenter():GetCoalition() then
-- Create the CSAR Pilot SPAWN object.
-- Let us create the Template for the replacement Pilot :-)
local Template = {
["visible"] = false,
["hidden"] = false,
["task"] = "Ground Nothing",
["name"] = string.format( "CSAR Pilot#%03d", self.CSARSpawned ),
["x"] = CargoPointVec2:GetLat(),
["y"] = CargoPointVec2:GetLon(),
["units"] =
{
[1] =
{
["type"] = ( CargoCoalition == coalition.side.BLUE ) and "Soldier M4" or "Infantry AK",
["name"] = string.format( "CSAR Pilot#%03d-01", self.CSARSpawned ),
["skill"] = "Excellent",
["playerCanDrive"] = false,
["x"] = CargoPointVec2:GetLat(),
["y"] = CargoPointVec2:GetLon(),
["heading"] = EventData.IniUnit:GetHeading(),
}, -- end of [1]
}, -- end of ["units"]
}
local CargoGroup = GROUP:NewTemplate( Template, CargoCoalition, Group.Category.GROUND, CargoCountry )
self.CSAR[#self.CSAR+1] = {}
self.CSAR[#self.CSAR].PilotGroup = CargoGroup
self.CSAR[#self.CSAR].Task = nil
local CSARCoordinate = EventData.IniUnit:GetCoordinate()
local CSARCoalition = EventData.IniUnit:GetCoalition()
local CSARCountry = EventData.IniUnit:GetCountry()
local CSARHeading = EventData.IniUnit:GetHeading()
-- Only add a CSAR task if the coalition of the mission is equal to the coalition of the ejected unit.
if CSARCoalition == self.Mission:GetCommandCenter():GetCoalition() then
local CSARTaskName = self:AddCSARTask( self.CSARTaskName, CSARCoordinate, CSARHeading, CSARCountry, self.CSARBriefing )
self:SetCSARDeployZones( CSARTaskName, self.CSARDeployZones )
end
end
return self
end
--- Define one default deploy zone for all the cargo tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param DefaultDeployZone A default deploy zone.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetDefaultDeployZone( DefaultDeployZone )
self.DefaultDeployZones = { DefaultDeployZone }
return self
end
--- Define the deploy zones for all the cargo tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param DefaultDeployZones A list of the deploy zones.
-- @return #TASK_CARGO_DISPATCHER
--
function TASK_CARGO_DISPATCHER:SetDefaultDeployZones( DefaultDeployZones )
self.DefaultDeployZones = DefaultDeployZones
return self
end
--- Start the generation of CSAR tasks to retrieve a downed pilots.
-- You need to specify a task briefing, a task name, default deployment zone(s).
-- This method can only be used once!
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string CSARTaskName The CSAR task name.
-- @param #string CSARDeployZones The zones to where the CSAR deployment should be directed.
-- @param #string CSARBriefing The briefing of the CSAR tasks.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:StartCSARTasks( CSARTaskName, CSARDeployZones, CSARBriefing)
if not self.CSARTasks then
self.CSARTasks = true
self.CSARTaskName = CSARTaskName
self.CSARDeployZones = CSARDeployZones
self.CSARBriefing = CSARBriefing
else
error( "TASK_CARGO_DISPATCHER: The generation of CSAR tasks has already started." )
end
return self
end
--- Stop the generation of CSAR tasks to retrieve a downed pilots.
-- @param #TASK_CARGO_DISPATCHER self
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:StopCSARTasks()
if self.CSARTasks then
self.CSARTasks = nil
self.CSARTaskName = nil
self.CSARDeployZones = nil
self.CSARBriefing = nil
else
error( "TASK_CARGO_DISPATCHER: The generation of CSAR tasks was not yet started." )
end
return self
end
--- Add a CSAR task to retrieve a downed pilot.
-- You need to specify a coordinate from where the pilot will be spawned to be rescued.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task.
-- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned.
-- @param #number CSARHeading The heading of the pilot in degrees.
-- @param DCSCountry#Country CSARCountry The country ID of the pilot that will be spawned.
-- @param #string CSARBriefing The briefing of the CSAR task.
-- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu.
-- @usage
--
-- -- Add a CSAR task to rescue a downed pilot from within a coordinate.
-- local Coordinate = PlaneUnit:GetPointVec2()
-- TaskA2ADispatcher:AddCSARTask( Coordinate )
--
-- -- Add a CSAR task to rescue a downed pilot from within a coordinate of country RUSSIA, which is pointing to the west (270°).
-- local Coordinate = PlaneUnit:GetPointVec2()
-- TaskA2ADispatcher:AddCSARTask( Coordinate, 270, Country.RUSSIA )
--
function TASK_CARGO_DISPATCHER:AddCSARTask( CSARTaskPrefix, CSARCoordinate, CSARHeading, CSARCountry, CSARBriefing )
local CSARCoalition = self.Mission:GetCommandCenter():GetCoalition()
CSARHeading = CSARHeading or 0
CSARCountry = CSARCountry or self.Mission:GetCommandCenter():GetCountry()
self.CSARSpawned = self.CSARSpawned + 1
local CSARTaskName = string.format( ( CSARTaskPrefix or "CSAR" ) .. ".%03d", self.CSARSpawned )
-- Create the CSAR Pilot SPAWN object.
-- Let us create the Template for the replacement Pilot :-)
local Template = {
["visible"] = false,
["hidden"] = false,
["task"] = "Ground Nothing",
["name"] = string.format( "CSAR Pilot#%03d", self.CSARSpawned ),
["x"] = CSARCoordinate.x,
["y"] = CSARCoordinate.z,
["units"] =
{
[1] =
{
["type"] = ( CSARCoalition == coalition.side.BLUE ) and "Soldier M4" or "Infantry AK",
["name"] = string.format( "CSAR Pilot#%03d-01", self.CSARSpawned ),
["skill"] = "Excellent",
["playerCanDrive"] = false,
["x"] = CSARCoordinate.x,
["y"] = CSARCoordinate.z,
["heading"] = CSARHeading,
}, -- end of [1]
}, -- end of ["units"]
}
local CSARGroup = GROUP:NewTemplate( Template, CSARCoalition, Group.Category.GROUND, CSARCountry )
self.CSAR[CSARTaskName] = {}
self.CSAR[CSARTaskName].PilotGroup = CSARGroup
self.CSAR[CSARTaskName].Briefing = CSARBriefing
self.CSAR[CSARTaskName].Task = nil
return CSARTaskName
end
--- Define the radius to when a CSAR task will be generated for any downed pilot within range of the nearest CSAR airbase.
@ -294,11 +398,14 @@ do -- TASK_CARGO_DISPATCHER
--- Define one deploy zone for the CSAR tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param DeployZone A deploy zone.
-- @param #string CSARTaskName (optional) The name of the CSAR task.
-- @param CSARDeployZone A CSAR deploy zone.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetCSARDeployZone( CSARDeployZone )
function TASK_CARGO_DISPATCHER:SetCSARDeployZone( CSARTaskName, CSARDeployZone )
self.CSARDeployZones = { CSARDeployZone }
if CSARTaskName then
self.CSAR[CSARTaskName].DeployZones = { CSARDeployZone }
end
return self
end
@ -306,16 +413,73 @@ do -- TASK_CARGO_DISPATCHER
--- Define the deploy zones for the CSAR tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param CSARDeployZones A list of the deploy zones.
-- @param #string CSARTaskName (optional) The name of the CSAR task.
-- @param CSARDeployZones A list of the CSAR deploy zones.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetCSARDeployZones( CSARDeployZones )
--
function TASK_CARGO_DISPATCHER:SetCSARDeployZones( CSARTaskName, CSARDeployZones )
self.CSARDeployZones = CSARDeployZones
if CSARTaskName and self.CSAR[CSARTaskName] then
self.CSAR[CSARTaskName].DeployZones = CSARDeployZones
end
return self
end
--- Add a Transport task to transport cargo from fixed locations to a deployment zone.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TransportTaskName (optional) The name of the transport task.
-- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported.
-- @param #string Briefing The briefing of the task transport to be shown to the player.
-- @return #TASK_CARGO_DISPATCHER
-- @usage
--
-- -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone.
function TASK_CARGO_DISPATCHER:AddTransportTask( TransportTaskName, SetCargo, Briefing )
self.TransportCount = self.TransportCount + 1
local TaskName = string.format( ( TransportTaskName or "Transport" ) .. ".%03d", self.TransportCount )
self.Transport[TaskName] = {}
self.Transport[TaskName].SetCargo = SetCargo
self.Transport[TaskName].Briefing = Briefing
self.Transport[TaskName].Task = nil
return self
end
--- Define one deploy zone for the Transport tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TransportTaskName (optional) The name of the Transport task.
-- @param TransportDeployZone A Transport deploy zone.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetTransportDeployZone( TransportTaskName, TransportDeployZone )
if TransportTaskName then
self.Transport[TransportTaskName].DeployZones = { TransportDeployZone }
end
return self
end
--- Define the deploy zones for the Transport tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TransportTaskName (optional) The name of the Transport task.
-- @param TransportDeployZones A list of the Transport deploy zones.
-- @return #TASK_CARGO_DISPATCHER
--
function TASK_CARGO_DISPATCHER:SetTransportDeployZones( TransportTaskName, TransportDeployZones )
if TransportTaskName then
self.Transport[TransportTaskName].DeployZones = TransportDeployZones
end
return self
end
--- Evaluates of a CSAR task needs to be started.
-- @param #TASK_CARGO_DISPATCHER self
-- @return Set#SET_CARGO The SetCargo to be rescued.
@ -368,17 +532,36 @@ do -- TASK_CARGO_DISPATCHER
end
-- Now that all obsolete tasks are removed, loop through the CSAR pilots.
for CSARID, CSARData in pairs( self.CSAR ) do
for CSARName, CSAR in pairs( self.CSAR ) do
if CSARData.Task then
else
if not CSAR.Task then
-- New CSAR Task
local SetCargo = self:EvaluateCSAR( CSARData.PilotGroup )
local CSARTask = TASK_CARGO_CSAR:New( Mission, self.SetGroup, string.format( "CSAR.%03d", CSARID ), SetCargo )
CSARTask:SetDeployZones( self.CSARDeployZones or {} )
Mission:AddTask( CSARTask )
TaskReport:Add( CSARTask:GetName() )
CSARData.Task = CSARTask
local SetCargo = self:EvaluateCSAR( CSAR.PilotGroup )
CSAR.Task = TASK_CARGO_CSAR:New( Mission, self.SetGroup, CSARName, SetCargo, CSAR.Briefing )
Mission:AddTask( CSAR.Task )
TaskReport:Add( CSARName )
if CSAR.DeployZones then
CSAR.Task:SetDeployZones( CSAR.DeployZones or {} )
else
CSAR.Task:SetDeployZones( self.DefaultDeployZones or {} )
end
end
end
-- Now that all obsolete tasks are removed, loop through the Transport tasks.
for TransportName, Transport in pairs( self.Transport ) do
if not Transport.Task then
-- New Transport Task
Transport.Task = TASK_CARGO_TRANSPORT:New( Mission, self.SetGroup, TransportName, Transport.SetCargo, Transport.Briefing )
Mission:AddTask( Transport.Task )
TaskReport:Add( TransportName )
if Transport.DeployZones then
Transport.Task:SetDeployZones( Transport.DeployZones or {} )
else
Transport.Task:SetDeployZones( self.DefaultDeployZones or {} )
end
end
end

View File

@ -2783,16 +2783,6 @@ function CONTROLLABLE:IsAirPlane()
return nil
end
function CONTROLLABLE:GetSize()
local DCSObject = self:GetDCSObject()
if DCSObject then
return 1
else
return 0
end
end
-- Message APIs

View File

@ -129,7 +129,7 @@ function POSITIONABLE:GetPointVec2()
local PositionablePointVec2 = POINT_VEC2:NewFromVec3( PositionableVec3 )
self:T2( PositionablePointVec2 )
self:T( PositionablePointVec2 )
return PositionablePointVec2
end
@ -309,6 +309,18 @@ function POSITIONABLE:IsAboveRunway()
end
function POSITIONABLE:GetSize()
local DCSObject = self:GetDCSObject()
if DCSObject then
return 1
else
return 0
end
end
--- Returns the POSITIONABLE heading in degrees.
-- @param Wrapper.Positionable#POSITIONABLE self

View File

@ -48,6 +48,24 @@ STATIC = {
}
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
return self
end
--- Finds a STATIC from the _DATABASE using a DCSStatic object.
-- @param #STATIC self
-- @param Dcs.DCSWrapper.Static#Static DCSStatic An existing DCS Static object reference.
-- @return #STATIC self
function STATIC:Find( DCSStatic )
local StaticName = DCSStatic:getName()
local StaticFound = _DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Finds a STATIC from the _DATABASE using the relevant Static Name.
-- As an optional parameter, a briefing text can be given also.
-- @param #STATIC self
@ -71,12 +89,6 @@ function STATIC:FindByName( StaticName, RaiseError )
return nil
end
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
return self
end
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )
@ -88,6 +100,27 @@ function STATIC:GetDCSObject()
return nil
end
--- Returns a list of one @{Static}.
-- @param #STATIC self
-- @return #list<Wrapper.Static#STATIC> A list of one @{Static}.
function STATIC:GetUnits()
self:F2( { self.StaticName } )
local DCSStatic = self:GetDCSObject()
local Statics = {}
if DCSStatic then
Statics[1] = STATIC:Find( DCSStatic )
self:T3( Statics )
return Statics
end
return nil
end
function STATIC:GetThreatLevel()
return 1, "Static"
@ -101,7 +134,7 @@ function STATIC:ReSpawn( Coordinate, Heading )
-- todo: need to fix country
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, country.id.USA )
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
end

View File

@ -36,6 +36,7 @@ Wrapper/Scenery.lua
Cargo/Cargo.lua
Cargo/CargoUnit.lua
Cargo/CargoSlingload.lua
Cargo/CargoCrate.lua
Cargo/CargoGroup.lua