FlightControl_Master 269b52fd0e Fixed slingload deploy problem.
Fixed messaging. Now a message is shown when cargo reports itself when in LoadRange and when near, it will allow for loading of cargo.
Fixed the perception that cargo can be boarded when loaded in an other carrier, which is totally wrong.
2018-04-06 21:28:43 +02:00

225 lines
6.4 KiB
Lua

--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
--
-- ===
--
-- ![Banner Image](..\Presentations\CARGO\Dia1.JPG)
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module CargoCrate
do -- CARGO_CRATE
--- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters.
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#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.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
-- ===
--
-- @field #CARGO_CRATE
CARGO_CRATE = {
ClassName = "CARGO_CRATE"
}
--- CARGO_CRATE Constructor.
-- @param #CARGO_CRATE self
-- @param Wrapper.Static#STATIC CargoStatic
-- @param #string Type
-- @param #string Name
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_CRATE
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
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
--- Enter UnLoaded State.
-- @param #CARGO_CRATE self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:F( { ToPointVec2, From, Event, To } )
local Angle = 180
local Speed = 10
local Distance = 10
if From == "Loaded" then
local StartCoordinate = self.CargoCarrier:GetCoordinate()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployCoord = StartCoordinate:Translate( Distance, CargoDeployHeading )
ToPointVec2 = ToPointVec2 or COORDINATE:NewFromVec2( { x= CargoDeployCoord.x, y = CargoDeployCoord.z } )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn( ToPointVec2, 0 )
self.CargoCarrier = nil
end
end
if self.OnUnLoadedCallBack then
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
self.OnUnLoadedCallBack = nil
end
end
--- Loaded State.
-- @param #CARGO_CRATE self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
self:F( { From, Event, To, CargoCarrier } )
self.CargoCarrier = CargoCarrier
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then
self:T("Destroying")
self.CargoObject:Destroy()
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
--- Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded.
-- @param #CARGO self
-- @param Core.Point#Coordinate Coordinate
-- @return #boolean true if the Cargo Crate is within the loading radius.
function CARGO_CRATE:IsInLoadRadius( Coordinate )
self:F( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
self:T( Distance )
if Distance <= self.NearRadius then
return true
end
end
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
--- Respawn the CargoGroup.
-- @param #CARGO_CRATE self
function CARGO_CRATE:Respawn()
self:F( { "Respawning" } )
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
end
end