--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo. -- @field #AI_CARGO_SHIP AI_CARGO_SHIP = { ClassName = "AI_CARGO_SHIP", Coordinate = nil -- Core.Point#COORDINATE } --- Creates a new AI_CARGO_SHIP object. function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane ) local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP self:AddTransition( "*", "Monitor", "*" ) self:AddTransition( "*", "Destroyed", "Destroyed" ) self:AddTransition( "*", "Home", "*" ) self:SetCombatRadius( CombatRadius ) self:SetShippingLane ( ShippingLane ) self:SetCarrier( Ship ) return self end --- Set the Carrier -- @param #AI_CARGO_SHIP self -- @param Wrapper.Group#GROUP CargoCarrier -- @return #AI_CARGO_SHIP function AI_CARGO_SHIP:SetCarrier( CargoCarrier ) self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self ) CargoCarrier:HandleEvent( EVENTS.Dead ) function CargoCarrier:OnEventDead( EventData ) self:F({"dead"}) local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" ) self:F({AICargoTroops=AICargoTroops}) if AICargoTroops then self:F({}) if not AICargoTroopsIs( "Loaded" ) then -- Better hope they can swim! AICargoTroops:Destroyed() end end end self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius ) self.Coalition = self.CargoCarrier:GetCoalition() self:SetControllable( CargoCarrier ) return self end --- FInd a free Carrier within a radius -- @param #AI_CARGO_SHIP self -- @param Core.Point#COORDINATE Coordinate -- @param #number Radius -- @return Wrapper.Group#GROUP NewCarrier function AI_CARGO_SHIP: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_SHIP" ) then local Attributes = NearUnit:GetDesc() self:F({Desc=Attributes}) if NearUnit:HasAttributes( "Trucks" ) then return NearUnit:GetGroup() end end end return nil end function AI_CARGO_SHIP:SetShippingLane( ShippingLane ) self.ShippingLane = ShippingLane return self end function AI_CARGO_SHIP:SetCombatRadius( CombatRadius ) self.CombatRadius = CombatRadius or 0 return self end --- Follow Infantry to the Carrier -- @param #AI_CARGO_SHIP self -- @param #AI_CARGO_SHIP Me -- @param Wrapper.Unit#UNIT ShipUnit -- @param Cargo.CargoGroup#CARGO_GROUP Cargo -- @return #AI_CARGO_SHIP function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup ) local InfantryGroup = CargoGroup:GetGroup() self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } ) if ShipUnit:IsAlive() then -- Check if the Cargo is near the CargoCarrier if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then -- Cargo does not need to navigate to Carrier Me:Guard() else self:F( { InfantryGroup = InfantryGroup:GetName() } ) if InfantryGroup:IsAlive() then self:F( { InfantryGroup = InfantryGroup:GetName() } ) local Waypoints = {} -- Calculate new route local FromCoord = InfantryGroup:GetCoordinate() local FromGround = FromCoord:WaypointGround( 10, "Diamond" ) self:F({FromGround=FromGround}) table.insert( Waypoints, FromGround ) local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 ) local ToGround = ToCoord:WaypointGround( 10, "Diamond" ) self:F({ToGround=ToGround}) table.insert( Waypoints, ToGround ) local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup ) self:F({Waypoints=Waypoints}) local Waypoint = Waypoints[#Waypoints] InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details end end end end function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To ) self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } ) if self.CombatRadius > 0 then if Ship and Ship:IsAlive() then if self.CarrierCoordinate then if self:IsTransporting() == true then local Coordinate = Ship:GetCoordinate() if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then self.Zone:Scan( { Object.Category.UNIT } ) if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then if self:Is( "Unloaded" ) then -- There are no enemies within combat radius. Reload the CargoCarrier. self:Reload() end else if self:Is( "Loaded" ) then -- There are enemies within combat radius. Unload the CargoCarrier. self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy! else if self:Is( "Unloaded" ) then --self:Follow() end self:F( "I am here" .. self:GetCurrentState() ) if self:Is( "Following" ) then for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do local Cargo = Cargo -- Cargo.Cargo#CARGO local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT if Cargo:IsAlive() then if not Cargo:IsNear( ShipUnit, 40 ) then ShipUnit:RouteStop() self.CarrierStopped = true else if self.CarrierStopped then if Cargo:IsNear( ShipUnit, 25 ) then ShipUnit:RouteResume() self.CarrierStopped = nil end end end end end end end end end end end self.CarrierCoordinate = Ship:GetCoordinate() end self:__Monitor( -5 ) end end function AI_CARGO_SHIP:onafterFollow( Ship, From, Event, To ) self:F( { Ship, From, Event, To } ) self:F( "Follow" ) if Ship and Ship:IsAlive() then for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do local Cargo = Cargo -- Cargo.Cargo#CARGO if Cargo:IsUnLoaded() then self:FollowToCarrier( self, ShipUnit, Cargo ) ShipUnit:RouteResume() end end end end function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone ) Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } ) if Ship:IsAlive() then self:Load( PickupZone ) end end function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone ) Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } ) if Ship:IsAlive() then self:Unload( DeployZone ) end end function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone ) if Ship and Ship:IsAlive() then self.RouteHome = true Speed = Speed or Ship:GetSpeedMax()*0.8 local lane = self.ShippingLane if lane then local Waypoints = {} for i=1, #lane do local coord = lane[i] local Waypoint = coord:WaypointGround(_speed) table.insert(Waypoints, Waypoint) end --local TaskFunction = self:_SimpleTaskFunction( "warehouse:_Arrived", Ship ) local Waypoint = Waypoints[#Waypoints] --Ship:SetTaskWaypoint( Waypoint, TaskFunction ) Ship:Route(Waypoints, 1) else BASE:T("ERROR: No shipping lane defined for Naval Transport!") end end end