--- This module contains the CARGO classes. -- -- === -- -- 1) @{Cargo#CARGO_BASE} class, extends @{Base#BASE} -- ================================================== -- The @{#CARGO_BASE} class defines the core functions that defines a cargo object within MOOSE. -- A cargo is a logical object defined within a @{Mission}, that is available for transport, and has a life status within a simulation. -- -- Cargo can be of various forms: -- -- * CARGO_UNIT, represented by a @{Unit} in a @{Group}: Cargo can be represented by a Unit in a Group. Destruction of the Unit will mean that the cargo is lost. -- * CARGO_STATIC, represented by a @{Static}: Cargo can be represented by a Static. Destruction of the Static will mean that the cargo is lost. -- * CARGO_PACKAGE, contained in a @{Unit} of a @{Group}: Cargo can be contained within a Unit of a Group. The cargo can be **delivered** by the @{Unit}. If the Unit is destroyed, the cargo will be destroyed also. -- * CARGO_PACKAGE, Contained in a @{Static}: Cargo can be contained within a Static. The cargo can be **collected** from the @Static. If the @{Static} is destroyed, the cargo will be destroyed. -- * CARGO_SLINGLOAD, represented by a @{Cargo} that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost. -- -- @module Cargo CARGOS = {} do -- CARGO --- @type CARGO -- @extends Base#BASE -- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers. -- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo. -- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg. -- @field #number ReportRadius (optional) A number defining the radius in meters when the cargo is signalling or reporting to a Carrier. -- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded. -- @field Controllable#CONTROLLABLE CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere... -- @field Positionable#POSITIONABLE CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere... -- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded. -- @field #boolean Moveable This flag defines if the cargo is moveable. -- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit. -- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit. CARGO = { ClassName = "CARGO", Type = nil, Name = nil, Weight = nil, CargoObject = nil, CargoCarrier = nil, Representable = false, Slingloadable = false, Moveable = false, Containable = false, } --- @type CARGO.CargoObjects -- @map < #string, Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo. --- CARGO Constructor. -- @param #CARGO self -- @param Mission#MISSION Mission -- @param #string Type -- @param #string Name -- @param #number Weight -- @param #number ReportRadius (optional) -- @param #number NearRadius (optional) -- @return #CARGO function CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius ) local self = BASE:Inherit( self, BASE:New() ) -- #CARGO self:F( { Type, Name, Weight, ReportRadius, NearRadius } ) self.Type = Type self.Name = Name self.Weight = Weight self.ReportRadius = ReportRadius self.NearRadius = NearRadius self.CargoObjects = nil self.CargoCarrier = nil self.Representable = false self.Slingloadable = false self.Moveable = false self.Containable = false self.CargoScheduler = SCHEDULER:New() CARGOS[self.Name] = self return self end --- Template method to spawn a new representation of the CARGO in the simulator. -- @param #CARGO self -- @return #CARGO function CARGO:Spawn( PointVec2 ) self:F() end --- Board Cargo to a Carrier with a defined Speed. -- @param #CARGO self -- @param Unit#UNIT CargoCarrier -- @param #number Speed function CARGO:Board( CargoCarrier, Speed ) self:F() self:_NextEvent( self.FsmP.Board, CargoCarrier, Speed ) end --- UnBoard Cargo from a Carrier with a defined Speed. -- @param #CARGO self -- @param Unit#UNIT CargoCarrier -- @param #number Speed function CARGO:UnBoard( Speed, Distance, Angle ) self:F() self:_NextEvent( self.FsmP.UnBoard, Speed, Distance, Angle ) end --- Load Cargo to a Carrier. -- @param #CARGO self -- @param Unit#UNIT CargoCarrier -- @param #number Speed function CARGO:Load( CargoCarrier ) self:F() self:_NextEvent( self.FsmP.Load, CargoCarrier ) end --- UnLoad Cargo from a Carrier. -- @param #CARGO self -- @param Unit#UNIT CargoCarrier -- @param #number Speed function CARGO:UnLoad() self:F() self:_NextEvent( self.FsmP.UnLoad ) end --- Check if CargoCarrier is near the Cargo to be Loaded. -- @param #CARGO self -- @param Unit#UNIT CargoCarrier -- @return #boolean function CARGO:IsNear( CargoCarrier ) self:F() local CargoCarrierPoint = CargoCarrier:GetPointVec2() local Distance = CargoCarrierPoint:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) self:T( Distance ) if Distance <= self.NearRadius then return true else return false end end --- Loaded State. -- @param #CARGO self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To -- @param Unit#UNIT CargoCarrier function CARGO:OnLoaded( FsmP, Event, From, To, CargoCarrier ) self:F() self.CargoCarrier = CargoCarrier self:T( "Cargo " .. self.Name .. " loaded in " .. self.CargoCarrier:GetName() ) end --- UnLoaded State. -- @param #CARGO self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To function CARGO:OnUnLoaded( FsmP, Event, From, To ) self:F() self:T( "Cargo " .. self.Name .. " unloaded from " .. self.CargoCarrier:GetName() ) end --- @param #CARGO self function CARGO:_NextEvent( NextEvent, ... ) self:F( self.Name ) SCHEDULER:New( self.FsmP, NextEvent, arg, 1 ) -- This schedules the next event, but only if scheduling is activated. end end do -- CARGO_REPRESENTABLE --- @type CARGO_REPRESENTABLE -- @extends #CARGO CARGO_REPRESENTABLE = { ClassName = "CARGO_REPRESENTABLE" } --- CARGO_REPRESENTABLE Constructor. -- @param #CARGO_REPRESENTABLE self -- @param Mission#MISSION Mission -- @param Controllable#Controllable CargoObject -- @param #string Type -- @param #string Name -- @param #number Weight -- @param #number ReportRadius (optional) -- @param #number NearRadius (optional) -- @return #CARGO_REPRESENTABLE function CARGO_REPRESENTABLE:New( Mission, CargoObject, Type, Name, Weight, ReportRadius, NearRadius ) local self = BASE:Inherit( self, CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO self:F( { Type, Name, Weight, ReportRadius, NearRadius } ) self:T( CargoObject ) self.CargoObject = CargoObject self.FsmP = STATEMACHINE_PROCESS:New( self, { initial = 'UnLoaded', events = { { name = 'Board', from = 'UnLoaded', to = 'Boarding' }, { name = 'Boarded', from = 'Boarding', to = 'Boarding' }, { name = 'Load', from = 'Boarding', to = 'Loaded' }, { name = 'Load', from = 'UnLoaded', to = 'Loaded' }, { name = 'UnBoard', from = 'Loaded', to = 'UnBoarding' }, { name = 'UnBoarded', from = 'UnBoarding', to = 'UnBoarding' }, { name = 'UnLoad', from = 'UnBoarding', to = 'UnLoaded' }, { name = 'UnLoad', from = 'Loaded', to = 'UnLoaded' }, }, callbacks = { onBoard = self.OnBoard, onBoarded = self.OnBoarded, onLoad = self.OnLoad, onUnBoard = self.OnUnBoard, onUnBoarded = self.OnUnBoarded, onUnLoad = self.OnUnLoad, onLoaded = self.OnLoaded, onUnLoaded = self.OnUnLoaded, }, } ) return self end --- Board Event. -- @param #CARGO_REPRESENTABLE self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To -- @param Unit#UNIT CargoCarrier function CARGO_REPRESENTABLE:OnBoard( FsmP, Event, From, To, CargoCarrier, Speed ) self:F() self.CargoInAir = self.CargoObject:InAir() self:T( self.CargoInAir ) -- Only move the group to the carrier when the cargo is not in the air -- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea). if not self.CargoInAir then local Points = {} local PointStartVec2 = self.CargoObject:GetPointVec2() local PointEndVec2 = CargoCarrier:GetPointVec2() Points[#Points+1] = PointStartVec2:RoutePointGround( Speed ) Points[#Points+1] = PointEndVec2:RoutePointGround( Speed ) local TaskRoute = self.CargoObject:TaskRoute( Points ) self.CargoObject:SetTask( TaskRoute, 4 ) end self:_NextEvent( FsmP.Boarded, CargoCarrier ) end --- Boarded Event. -- @param #CARGO self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To -- @param Unit#UNIT CargoCarrier function CARGO_REPRESENTABLE:OnBoarded( FsmP, Event, From, To, CargoCarrier ) self:F() if self:IsNear( CargoCarrier ) then self:_NextEvent( FsmP.Load, CargoCarrier ) else self:_NextEvent( FsmP.Boarded, CargoCarrier ) end end --- UnBoard Event. -- @param #CARGO_REPRESENTABLE self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To -- @param Unit#UNIT CargoCarrier function CARGO_REPRESENTABLE:OnUnBoard( FsmP, Event, From, To, Speed, Distance, Angle ) self:F() self.CargoInAir = self.CargoObject:InAir() self:T( self.CargoInAir ) -- Only unboard the cargo when the carrier is not in the air. -- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea). if not self.CargoInAir then if self.FsmP:is( "UnLoading" ) then self:_NextEvent( FsmP.UnLoad, 3, Angle ) self:_NextEvent( FsmP.UnBoard, Speed, Distance, Angle ) else local Points = {} local StartPointVec2 = self.CargoCarrier:GetPointVec2() local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) self:T( { CargoCarrierHeading, CargoDeployHeading } ) local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading ) local CargoDeployPointVec2 = CargoDeployPointVec2:GetRandomPointVec2InRadius( self.NearRadius ) Points[#Points+1] = StartPointVec2:RoutePointGround( Speed ) Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed ) local TaskRoute = self.CargoObject:TaskRoute( Points ) self.CargoObject:SetTask( TaskRoute, 1 ) end end end --- Load Event. -- @param #CARGO self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To -- @param Unit#UNIT CargoCarrier function CARGO_REPRESENTABLE:OnLoad( FsmP, Event, From, To, CargoCarrier ) self:F() self.CargoCarrier = CargoCarrier self.CargoObject:Destroy() end --- UnLoad Event. -- @param #CARGO self -- @param StateMachine#STATEMACHINE_PROCESS FsmP -- @param #string Event -- @param #string From -- @param #string To -- @param Unit#UNIT CargoCarrier function CARGO_REPRESENTABLE:OnUnLoad( FsmP, Event, From, To, Distance, Angle ) self:F() local StartPointVec2 = self.CargoCarrier:GetPointVec2() local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading ) -- Respawn the group... self.CargoObject:ReSpawn( CargoDeployPointVec2:GetVec3(), CargoDeployHeading ) end end do -- CARGO_UNIT --- @type CARGO_UNIT -- @extends #CARGO_REPRESENTABLE CARGO_UNIT = { ClassName = "CARGO_UNIT" } --- CARGO_UNIT Constructor. -- @param #CARGO_UNIT self -- @param Mission#MISSION Mission -- @param Unit#UNIT CargoUnit -- @param #string Type -- @param #string Name -- @param #number Weight -- @param #number ReportRadius (optional) -- @param #number NearRadius (optional) -- @return #CARGO_UNIT function CARGO_UNIT:New( Mission, CargoUnit, Type, Name, Weight, ReportRadius, NearRadius ) local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( Mission, CargoUnit, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO self:F( { Type, Name, Weight, ReportRadius, NearRadius } ) return self end end CARGO_PACKAGE = { ClassName = "CARGO_PACKAGE" } function CARGO_PACKAGE:New( CargoType, CargoName, CargoWeight, CargoClient ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) ) self:F( { CargoType, CargoName, CargoWeight, CargoClient } ) self.CargoClient = CargoClient CARGOS[self.CargoName] = self return self end function CARGO_PACKAGE:Spawn( Client ) self:F( { self, Client } ) -- this needs to be checked thoroughly local CargoClientGroup = self.CargoClient:GetDCSGroup() if not CargoClientGroup then if not self.CargoClientSpawn then self.CargoClientSpawn = SPAWN:New( self.CargoClient:GetClientGroupName() ):Limit( 1, 1 ) end self.CargoClientSpawn:ReSpawn( 1 ) end local SpawnCargo = true if self:IsStatusNone() then elseif self:IsStatusLoading() or self:IsStatusLoaded() then local CargoClientLoaded = self:IsLoadedInClient() if CargoClientLoaded and CargoClientLoaded:GetDCSGroup() then SpawnCargo = false end elseif self:IsStatusUnLoaded() then SpawnCargo = false else end if SpawnCargo then self:StatusLoaded( self.CargoClient ) end return self end function CARGO_PACKAGE:IsNear( Client, LandingZone ) self:F() local Near = false if self.CargoClient and self.CargoClient:GetDCSGroup() then self:T( self.CargoClient.ClientName ) self:T( 'Client Exists.' ) if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:GetPositionVec3(), 150 ) then Near = true end end return Near end function CARGO_PACKAGE:OnBoard( Client, LandingZone, OnBoardSide ) self:F() local Valid = true local ClientUnit = Client:GetClientGroupDCSUnit() local CarrierPos = ClientUnit:getPoint() local CarrierPosMove = ClientUnit:getPoint() local CarrierPosOnBoard = ClientUnit:getPoint() local CarrierPosMoveAway = ClientUnit:getPoint() local CargoHostGroup = self.CargoClient:GetDCSGroup() local CargoHostName = self.CargoClient:GetDCSGroup():getName() local CargoHostUnits = CargoHostGroup:getUnits() local CargoPos = CargoHostUnits[1]:getPoint() local Points = {} self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z ) self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z ) Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 ) self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y ) if OnBoardSide == nil then OnBoardSide = CLIENT.ONBOARDSIDE.NONE end if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then self:T( "TransportCargoOnBoard: Onboarding LEFT" ) CarrierPosMove.z = CarrierPosMove.z - 25 CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5 CarrierPosMoveAway.z = CarrierPosMoveAway.z - 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then self:T( "TransportCargoOnBoard: Onboarding RIGHT" ) CarrierPosMove.z = CarrierPosMove.z + 25 CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5 CarrierPosMoveAway.z = CarrierPosMoveAway.z + 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then self:T( "TransportCargoOnBoard: Onboarding BACK" ) CarrierPosMove.x = CarrierPosMove.x - 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5 CarrierPosMoveAway.x = CarrierPosMoveAway.x - 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then self:T( "TransportCargoOnBoard: Onboarding FRONT" ) CarrierPosMove.x = CarrierPosMove.x + 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5 CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then self:T( "TransportCargoOnBoard: Onboarding FRONT" ) CarrierPosMove.x = CarrierPosMove.x + 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5 CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) end self:T( "Routing " .. CargoHostName ) SCHEDULER:New( self, routines.goRoute, { CargoHostName, Points }, 4 ) return Valid end function CARGO_PACKAGE:OnBoarded( Client, LandingZone ) self:F() local OnBoarded = false if self.CargoClient and self.CargoClient:GetDCSGroup() then if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:GetPositionVec3(), 10 ) then -- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough. self:StatusLoaded( Client ) -- All done, onboarded the Cargo to the new Client. OnBoarded = true end end return OnBoarded end function CARGO_PACKAGE:UnLoad( Client, TargetZoneName ) self:F() self:T( 'self.CargoName = ' .. self.CargoName ) --self:T( 'self.CargoHostName = ' .. self.CargoHostName ) --self.CargoSpawn:FromCarrier( Client:GetDCSGroup(), TargetZoneName, self.CargoHostName ) self:StatusUnLoaded() return Cargo end CARGO_SLINGLOAD = { ClassName = "CARGO_SLINGLOAD" } function CARGO_SLINGLOAD:New( CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) ) self:F( { CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID } ) self.CargoHostName = CargoHostName -- Cargo will be initialized around the CargoZone position. self.CargoZone = CargoZone self.CargoCount = 0 self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount ) -- The country ID needs to be correctly set. self.CargoCountryID = CargoCountryID CARGOS[self.CargoName] = self return self end function CARGO_SLINGLOAD:IsLandingRequired() self:F() return false end function CARGO_SLINGLOAD:IsSlingLoad() self:F() return true end function CARGO_SLINGLOAD:Spawn( Client ) self:F( { self, Client } ) local Zone = trigger.misc.getZone( self.CargoZone ) local ZonePos = {} ZonePos.x = Zone.point.x + math.random( Zone.radius / 2 * -1, Zone.radius / 2 ) ZonePos.y = Zone.point.z + math.random( Zone.radius / 2 * -1, Zone.radius / 2 ) self:T( "Cargo Location = " .. ZonePos.x .. ", " .. ZonePos.y ) --[[ -- This does not work in 1.5.2. CargoStatic = StaticObject.getByName( self.CargoName ) if CargoStatic then CargoStatic:destroy() end --]] CargoStatic = StaticObject.getByName( self.CargoStaticName ) if CargoStatic and CargoStatic:isExist() then CargoStatic:destroy() end -- I need to make every time a new cargo due to bugs in 1.5.2. self.CargoCount = self.CargoCount + 1 self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount ) local CargoTemplate = { ["category"] = "Cargo", ["shape_name"] = "ab-212_cargo", ["type"] = "Cargo1", ["x"] = ZonePos.x, ["y"] = ZonePos.y, ["mass"] = self.CargoWeight, ["name"] = self.CargoStaticName, ["canCargo"] = true, ["heading"] = 0, } coalition.addStaticObject( self.CargoCountryID, CargoTemplate ) -- end return self end function CARGO_SLINGLOAD:IsNear( Client, LandingZone ) self:F() local Near = false return Near end function CARGO_SLINGLOAD:IsInLandingZone( Client, LandingZone ) self:F() local Near = false local CargoStaticUnit = StaticObject.getByName( self.CargoName ) if CargoStaticUnit then if routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then Near = true end end return Near end function CARGO_SLINGLOAD:OnBoard( Client, LandingZone, OnBoardSide ) self:F() local Valid = true return Valid end function CARGO_SLINGLOAD:OnBoarded( Client, LandingZone ) self:F() local OnBoarded = false local CargoStaticUnit = StaticObject.getByName( self.CargoName ) if CargoStaticUnit then if not routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then OnBoarded = true end end return OnBoarded end function CARGO_SLINGLOAD:UnLoad( Client, TargetZoneName ) self:F() self:T( 'self.CargoName = ' .. self.CargoName ) self:T( 'self.CargoGroupName = ' .. self.CargoGroupName ) self:StatusUnLoaded() return Cargo end CARGO_ZONE = { ClassName="CARGO_ZONE", CargoZoneName = '', CargoHostUnitName = '', SIGNAL = { TYPE = { SMOKE = { ID = 1, TEXT = "smoke" }, FLARE = { ID = 2, TEXT = "flare" } }, COLOR = { GREEN = { ID = 1, TRIGGERCOLOR = trigger.smokeColor.Green, TEXT = "A green" }, RED = { ID = 2, TRIGGERCOLOR = trigger.smokeColor.Red, TEXT = "A red" }, WHITE = { ID = 3, TRIGGERCOLOR = trigger.smokeColor.White, TEXT = "A white" }, ORANGE = { ID = 4, TRIGGERCOLOR = trigger.smokeColor.Orange, TEXT = "An orange" }, BLUE = { ID = 5, TRIGGERCOLOR = trigger.smokeColor.Blue, TEXT = "A blue" }, YELLOW = { ID = 6, TRIGGERCOLOR = trigger.flareColor.Yellow, TEXT = "A yellow" } } } } --- Creates a new zone where cargo can be collected or deployed. -- The zone functionality is useful to smoke or indicate routes for cargo pickups or deployments. -- Provide the zone name as declared in the mission file into the CargoZoneName in the :New method. -- An optional parameter is the CargoHostName, which is a Group declared with Late Activation switched on in the mission file. -- The CargoHostName is the "host" of the cargo zone: -- -- * It will smoke the zone position when a client is approaching the zone. -- * Depending on the cargo type, it will assist in the delivery of the cargo by driving to and from the client. -- -- @param #CARGO_ZONE self -- @param #string CargoZoneName The name of the zone as declared within the mission editor. -- @param #string CargoHostName The name of the Group "hosting" the zone. The Group MUST NOT be a static, and must be a "mobile" unit. function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, ZONE:New( CargoZoneName ) ) self:F( { CargoZoneName, CargoHostName } ) self.CargoZoneName = CargoZoneName self.SignalHeight = 2 --self.CargoZone = trigger.misc.getZone( CargoZoneName ) if CargoHostName then self.CargoHostName = CargoHostName end self:T( self.CargoZoneName ) return self end function CARGO_ZONE:Spawn() self:F( self.CargoHostName ) if self.CargoHostName then -- Only spawn a host in the zone when there is one given as a parameter in the New function. if self.CargoHostSpawn then local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex() if CargoHostGroup and CargoHostGroup:IsAlive() then else self.CargoHostSpawn:ReSpawn( 1 ) end else self:T( "Initialize CargoHostSpawn" ) self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 ) self.CargoHostSpawn:ReSpawn( 1 ) end end return self end function CARGO_ZONE:GetHostUnit() self:F( self ) if self.CargoHostName then -- A Host has been given, signal the host local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex() local CargoHostUnit if CargoHostGroup and CargoHostGroup:IsAlive() then CargoHostUnit = CargoHostGroup:GetUnit(1) else CargoHostUnit = StaticObject.getByName( self.CargoHostName ) end return CargoHostUnit end return nil end function CARGO_ZONE:ReportCargosToClient( Client, CargoType ) self:F() local SignalUnit = self:GetHostUnit() if SignalUnit then local SignalUnitTypeName = SignalUnit:getTypeName() local HostMessage = "" local IsCargo = false for CargoID, Cargo in pairs( CARGOS ) do if Cargo.CargoType == Task.CargoType then if Cargo:IsStatusNone() then HostMessage = HostMessage .. " - " .. Cargo.CargoName .. " - " .. Cargo.CargoType .. " (" .. Cargo.Weight .. "kg)" .. "\n" IsCargo = true end end end if not IsCargo then HostMessage = "No Cargo Available." end Client:Message( HostMessage, 20, SignalUnitTypeName .. ": Reporting Cargo", 10 ) end end function CARGO_ZONE:Signal() self:F() local Signalled = false if self.SignalType then if self.CargoHostName then -- A Host has been given, signal the host local SignalUnit = self:GetHostUnit() if SignalUnit then self:T( 'Signalling Unit' ) local SignalVehicleVec3 = SignalUnit:GetVec3() SignalVehicleVec3.y = SignalVehicleVec3.y + 2 if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then trigger.action.smoke( SignalVehicleVec3, self.SignalColor.TRIGGERCOLOR ) Signalled = true elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then trigger.action.signalFlare( SignalVehicleVec3, self.SignalColor.TRIGGERCOLOR , 0 ) Signalled = false end end else local ZoneVec3 = self:GetPointVec3( self.SignalHeight ) -- Get the zone position + the landheight + 2 meters if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then trigger.action.smoke( ZoneVec3, self.SignalColor.TRIGGERCOLOR ) Signalled = true elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then trigger.action.signalFlare( ZoneVec3, self.SignalColor.TRIGGERCOLOR, 0 ) Signalled = false end end end return Signalled end function CARGO_ZONE:WhiteSmoke( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:BlueSmoke( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:RedSmoke( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:OrangeSmoke( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:GreenSmoke( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:WhiteFlare( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:RedFlare( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:GreenFlare( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:YellowFlare( SignalHeight ) self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW if SignalHeight then self.SignalHeight = SignalHeight end return self end function CARGO_ZONE:GetCargoHostUnit() self:F( self ) if self.CargoHostSpawn then local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex(1) if CargoHostGroup and CargoHostGroup:IsAlive() then local CargoHostUnit = CargoHostGroup:GetUnit(1) if CargoHostUnit and CargoHostUnit:IsAlive() then return CargoHostUnit end end end return nil end function CARGO_ZONE:GetCargoZoneName() self:F() return self.CargoZoneName end