MOOSE/Moose Development/Moose/AI/AI_Cargo_Troops.lua
FlightControl_Master b6fc46fdd0 Cargo Troops
2018-03-26 17:53:23 +02:00

174 lines
4.6 KiB
Lua

--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI_Cargo_Troops
--- @type AI_CARGO_TROOPS
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
--
-- ===
--
-- @field #AI_CARGO_TROOPS
AI_CARGO_TROOPS = {
ClassName = "AI_CARGO_TROOPS",
Coordinate = nil -- Core.Point#COORDINATE,
}
--- Creates a new AI_CARGO_TROOPS object
-- @param #AI_CARGO_TROOPS self
-- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
self.CargoGroup = CargoGroup -- Core.Cargo#CARGO_GROUP
self.CombatRadius = CombatRadius
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
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( "*", "Monitor", "*" )
self:__Monitor( 1 )
self:__Load( 1 )
return self
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
if self.Coordinate then
local Coordinate = CargoCarrier:GetCoordinate()
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
-- if self:Is( "Unloaded" ) then
-- -- There are no enemies within combat range. Load the CargoCarrier.
-- self:__Load( 1 )
-- end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
self:__Unload( 1 )
end
end
if self:Is( "Unloaded" ) then
if not Coordinate:IsAtCoordinate2D( self.Coordinate, 2 ) then
--self.CargoGroup:RouteTo( Coordinate, 30 )
end
end
else
self.Coordinate = CargoCarrier:GetCoordinate()
end
end
self:__Monitor( 1 )
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteStop()
self:Board()
self.CargoGroup:Board( CargoCarrier, 100 )
end
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterBoard( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
self:F({ IsLoaded = self.CargoGroup:IsLoaded() } )
if not self.CargoGroup:IsLoaded() then
self:__Board( 1 )
else
self:__Loaded( 1 )
end
end
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterLoaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteResume()
end
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterUnload( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteStop()
self.CargoGroup:UnBoard( )
self:__Unboard( 1 )
end
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterUnboard( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
if not self.CargoGroup:IsUnLoaded() then
self:__Unboard( 1 )
else
self:Unloaded()
end
end
end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteResume()
end
end