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