MOOSE/Moose Development/Moose/Cargo/CargoSlingload.lua
TommyC81 0441acf101
Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00

271 lines
7.4 KiB
Lua

--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Cargo.CargoSlingload
-- @image Cargo_Slingload.JPG
do -- CARGO_SLINGLOAD
--- Models the behaviour of cargo crates, which can only be slingloaded.
-- @type CARGO_SLINGLOAD
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--
-- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- ===
--
-- @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 LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic
-- 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.RemoveUnit, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
self.NearRadius = NearRadius or 25
return self
end
--- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() then
if self.CargoObject:GetName() == EventData.IniUnitName then
if not self.NoDestroy then
Destroyed = true
end
end
end
if Destroyed then
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
self:Destroyed()
end
end
--- Check if the cargo can be Slingloaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanSlingload()
return true
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
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
if Distance <= self.LoadRadius then
return true
end
end
return false
end
--- Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Slingload is within the loading radius.
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
if Distance <= self.NearRadius then
return true
end
end
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
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn()
--self:F( { "Respawning slingload " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
self:__Reset( -0.1 )
end
end
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:onafterReset()
--self:F( { "Reset slingload " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
self.CargoCarrier = nil
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
end
end
--- Get the transportation method of the Cargo.
-- @param #CARGO_SLINGLOAD self
-- @return #string The transportation method of the Cargo.
function CARGO_SLINGLOAD:GetTransportationMethod()
if self:IsLoaded() then
return "for sling loading"
else
if self:IsUnLoaded() then
return "for sling loading"
else
if self:IsDeployed() then
return "delivered"
end
end
end
return ""
end
end