MOOSE/Moose/Cargo.lua
svenvandevelde c7d3e44a57 Optimization of Cargo Loading behaviour
Cargo loading is a bit complex.
- Cargo should only respawn if it is not existing, and if it is not
loading to another client.
- The pickup menu should allow Cargo that was loading (but for some
reason it did not load), to retry the loading process, but only when the
Client is the Client of the active player.
- When the menus are removed, any unit that was loading but not loaded,
should become back to status none, but only when the Client is the
Client of the active player.
- Fixed a couple of errors with the Pickup-menu function.
2016-02-26 10:15:03 +01:00

993 lines
23 KiB
Lua

--- CARGO Classes
-- @classmod CARGO
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Message" )
--- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
-- These clients are defined within the Mission Orchestration Framework (MOF)
CARGOS = {}
CARGO_ZONE = {
ClassName="CARGO_ZONE",
CargoZoneName = '',
CargoHostUnitName = '',
SIGNAL = {
TYPE = {
SMOKE = { ID = 1, TEXT = "smoke" },
FLARE = { ID = 2, TEXT = "flare" }
},
COLOR = {
GREEN = { ID = 1, TRIGGERCOLOR = trigger.smokeColor.Green, TEXT = "A green" },
RED = { ID = 2, TRIGGERCOLOR = trigger.smokeColor.Red, TEXT = "A red" },
WHITE = { ID = 3, TRIGGERCOLOR = trigger.smokeColor.White, TEXT = "A white" },
ORANGE = { ID = 4, TRIGGERCOLOR = trigger.smokeColor.Orange, TEXT = "An orange" },
BLUE = { ID = 5, TRIGGERCOLOR = trigger.smokeColor.Blue, TEXT = "A blue" },
YELLOW = { ID = 6, TRIGGERCOLOR = trigger.flareColor.Yellow, TEXT = "A yellow" }
}
}
}
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, BASE:New() )
self:T( { CargoZoneName, CargoHostName } )
self.CargoZoneName = CargoZoneName
self.CargoZone = trigger.misc.getZone( CargoZoneName )
if CargoHostName then
self.CargoHostName = CargoHostName
self.CargoHostSpawn = SPAWN:New( CargoHostName )
end
self:T( self.CargoZone )
return self
end
function CARGO_ZONE:Spawn()
self:T( CargoHostSpawn )
if self.CargoHostSpawn then
local CargoHostGroup = Group.getByName( self.CargoHostSpawn:SpawnGroupName() )
if CargoHostGroup then
if not CargoHostGroup:isExist() then
self.CargoHostSpawn:ReSpawn()
end
else
self.CargoHostSpawn:ReSpawn()
end
end
return self
end
function CARGO_ZONE:GetHostUnit()
if self.CargoHostName then
-- A Host has been given, signal the host
local CargoHostGroup = Group.getByName( self.CargoHostSpawn:SpawnGroupName() )
local CargoHostUnit
if CargoHostGroup == nil then
CargoHostUnit = StaticObject.getByName( self.CargoHostName )
else
CargoHostUnit = CargoHostGroup:getUnits()[1]
end
return CargoHostUnit
end
return nil
end
function CARGO_ZONE:ReportCargosToClient( Client, CargoType )
self:T()
local SignalUnit = self:GetHostUnit()
if SignalUnit then
local SignalUnitTypeName = SignalUnit:getTypeName()
local HostMessage = ""
local IsCargo = false
for CargoID, Cargo in pairs( CARGOS ) do
if Cargo.CargoType == Task.CargoType then
if Cargo:IsStatusNone() then
HostMessage = HostMessage .. " - " .. Cargo.CargoName .. " - " .. Cargo.CargoType .. " (" .. Cargo.Weight .. "kg)" .. "\n"
IsCargo = true
end
end
end
if not IsCargo then
HostMessage = "No Cargo Available."
end
Client:Message( HostMessage, 20, Mission.Name .. "/StageHosts." .. SignalUnitTypeName, SignalUnitTypeName .. ": Reporting Cargo", 10 )
end
end
function CARGO_ZONE:Signal()
self:T()
local Signalled = false
if self.SignalType then
if self.CargoHostName then
-- A Host has been given, signal the host
local SignalUnit = self:GetHostUnit()
if SignalUnit then
self:T( 'Signalling Unit' )
local SignalVehiclePos = SignalUnit:getPosition().p
SignalVehiclePos.y = SignalVehiclePos.y + 2
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR , 0 )
Signalled = false
end
end
else
local CurrentPosition = { x = self.CargoZone.point.x, y = self.CargoZone.point.z }
self.CargoZone.point.y = land.getHeight( CurrentPosition ) + 2
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR, 0 )
Signalled = false
end
end
end
return Signalled
end
function CARGO_ZONE:WhiteSmoke()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
return self
end
function CARGO_ZONE:BlueSmoke()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE
return self
end
function CARGO_ZONE:RedSmoke()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
return self
end
function CARGO_ZONE:OrangeSmoke()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE
return self
end
function CARGO_ZONE:GreenSmoke()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
return self
end
function CARGO_ZONE:WhiteFlare()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
return self
end
function CARGO_ZONE:RedFlare()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
return self
end
function CARGO_ZONE:GreenFlare()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
return self
end
function CARGO_ZONE:YellowFlare()
self:T()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW
return self
end
function CARGO_ZONE:GetCargoHostUnit()
self:T()
local CargoHostUnit = Group.getByName( self.CargoHostSpawn:SpawnGroupName() ):getUnit(1)
if CargoHostUnit and CargoHostUnit:isExist() then
return CargoHostUnit
end
return nil
end
function CARGO_ZONE:GetCargoZoneName()
self:T()
return self.CargoZoneName
end
CARGO = {
ClassName = "CARGO",
STATUS = {
NONE = 0,
LOADED = 1,
UNLOADED = 2,
LOADING = 3
},
CargoClient = nil
}
--- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class...
function CARGO:New( CargoType, CargoName, CargoWeight ) local self = BASE:Inherit( self, BASE:New() )
self:T( { CargoType, CargoName, CargoWeight } )
self.CargoType = CargoType
self.CargoName = CargoName
self.CargoWeight = CargoWeight
self:StatusNone()
return self
end
function CARGO:Spawn()
self:T()
return self
end
function CARGO:IsNear( Client, LandingZone )
self:T()
local Near = true
return Near
end
function CARGO:IsLoadingToClient()
self:T()
if self:IsStatusLoading() then
return self.CargoClient
end
return nil
end
function CARGO:IsLoadedInClient()
self:T()
if self:IsStatusLoaded() then
return self.CargoClient
end
return nil
end
function CARGO:UnLoad( Client, TargetZoneName )
self:T()
self:StatusUnLoaded()
return self
end
function CARGO:OnBoard( Client, LandingZone )
self:T()
local Valid = true
self.CargoClient = Client
local ClientUnit = Client:GetClientGroupUnit()
return Valid
end
function CARGO:OnBoarded( Client, LandingZone )
self:T()
local OnBoarded = true
return OnBoarded
end
function CARGO:Load( Client )
self:T()
self:StatusLoaded( Client )
return self
end
function CARGO:IsLandingRequired()
self:T()
return true
end
function CARGO:IsSlingLoad()
self:T()
return false
end
function CARGO:StatusNone()
self:T()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.NONE
return self
end
function CARGO:StatusLoading( Client )
self:T()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADING
self:T( "Cargo " .. self.CargoName .. " loading to Client: " .. CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusLoaded( Client )
self:T()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADED
self:T( "Cargo " .. self.CargoName .. " loaded in Client: " .. CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusUnLoaded()
self:T()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.UNLOADED
return self
end
function CARGO:IsStatusNone()
self:T()
return self.CargoStatus == CARGO.STATUS.NONE
end
function CARGO:IsStatusLoading()
self:T()
return self.CargoStatus == CARGO.STATUS.LOADING
end
function CARGO:IsStatusLoaded()
self:T()
return self.CargoStatus == CARGO.STATUS.LOADED
end
function CARGO:IsStatusUnLoaded()
self:T()
return self.CargoStatus == CARGO.STATUS.UNLOADED
end
CARGO_GROUP = {
ClassName = "CARGO_GROUP"
}
function CARGO_GROUP:New( CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
self:T( { CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone } )
self.CargoSpawn = SPAWN:New( CargoGroupTemplate )
self.CargoZone = CargoZone
CARGOS[self.CargoName] = self
return self
end
function CARGO_GROUP:Spawn()
self:T()
local SpawnCargo = true
if self:IsStatusNone() then
local CargoGroup = Group.getByName( self.CargoSpawn:SpawnGroupName() )
if CargoGroup then
SpawnCargo = false
end
elseif self:IsStatusLoading() then
local Client = self:IsLoadingToClient()
if Client and Client:ClientGroup() then
SpawnCargo = false
else
local CargoGroup = Group.getByName( self.CargoSpawn:SpawnGroupName() )
if CargoGroup then
SpawnCargo = false
end
end
elseif self:IsStatusLoaded() then
local Client = self:IsLoadedInClient()
if Client and Client:ClientGroup() then
SpawnCargo = false
end
elseif self:IsStatusUnLoaded() then
SpawnCargo = false
end
if SpawnCargo then
if self.CargoZone:GetCargoHostUnit() then
--- ReSpawn the Cargo from the CargoHost
self.CargoGroupName = self.CargoSpawn:FromHost( self.CargoZone:GetCargoHostUnit(), 60, 30, self.CargoName, false ).name
else
--- ReSpawn the Cargo in the CargoZone without a host ...
self.CargoGroupName = self.CargoSpawn:InZone( self.CargoZone:GetCargoZoneName(), self.CargoName ).name
end
self:StatusNone()
end
self:T( { self.CargoGroupName, CARGOS[self.CargoName].CargoGroupName } )
return self
end
function CARGO_GROUP:IsNear( Client, LandingZone )
self:T()
local Near = false
if self.CargoGroupName then
local CargoGroup = Group.getByName( self.CargoGroupName )
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 250 ) then
Near = true
end
end
return Near
end
function CARGO_GROUP:OnBoard( Client, LandingZone, OnBoardSide )
self:T()
local Valid = true
local ClientUnit = Client:GetClientGroupUnit()
local CarrierPos = ClientUnit:getPoint()
local CarrierPosMove = ClientUnit:getPoint()
local CarrierPosOnBoard = ClientUnit:getPoint()
local CargoGroup = Group.getByName( self.CargoGroupName )
local CargoUnits = CargoGroup:getUnits()
local CargoPos = CargoUnits[1]:getPoint()
local Points = {}
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
if OnBoardSide == nil then
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
end
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
CarrierPosMove.z = CarrierPosMove.z - 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
CarrierPosMove.z = CarrierPosMove.z + 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
self:T( "TransportCargoOnBoard: Onboarding BACK" )
CarrierPosMove.x = CarrierPosMove.x - 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
end
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
self:StatusLoading( Client )
return Valid
end
function CARGO_GROUP:OnBoarded( Client, LandingZone )
self:T()
local OnBoarded = false
local CargoGroup = Group.getByName( self.CargoGroupName )
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
end
return OnBoarded
end
function CARGO_GROUP:UnLoad( Client, TargetZoneName )
self:T()
self:T( 'self.CargoName = ' .. self.CargoName )
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
self.CargoSpawn:FromCarrier( Client:GetClientGroupUnit(), TargetZoneName, self.CargoGroupName )
self:StatusUnLoaded()
return self
end
CARGO_PACKAGE = {
ClassName = "CARGO_PACKAGE"
}
function CARGO_PACKAGE:New( CargoType, CargoName, CargoWeight, CargoClient ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
self:T( { CargoType, CargoName, CargoWeight, CargoClient.ClientName } )
self.CargoClient = CargoClient
CARGOS[self.CargoName] = self
return self
end
function CARGO_PACKAGE:Spawn()
self:T()
-- this needs to be checked thoroughly
local CargoClientInitGroup = self.CargoClient:ClientGroup()
if not CargoClientInitGroup then
if not self.CargoClientInitGroupSpawn then
self.CargoClientInitGroupSpawn = SPAWN:New( self.CargoClient:GetClientGroupName() )
end
self.CargoClientInitGroupSpawn:Spawn( self.CargoClient:GetClientGroupName() )
end
local SpawnCargo = true
if self:IsStatusNone() then
elseif self:IsStatusLoading() or self:IsStatusLoaded() then
local CargoClientLoaded = self:IsLoadedInClient()
if CargoClientLoaded and CargoClientLoaded:ClientGroup() then
SpawnCargo = false
end
elseif self:IsStatusUnLoaded() then
SpawnCargo = false
else
end
if SpawnCargo then
self:StatusLoaded( self.CargoClient )
end
return self
end
function CARGO_PACKAGE:IsNear( Client, LandingZone )
self:T()
local Near = false
if self.CargoClient and self.CargoClient:ClientGroup() then
self:T( self.CargoClient.ClientName )
self:T( 'Client Exists.' )
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupUnit(), Client:ClientPosition(), 150 ) then
Near = true
end
end
return Near
end
function CARGO_PACKAGE:OnBoard( Client, LandingZone, OnBoardSide )
self:T()
local Valid = true
local ClientUnit = Client:GetClientGroupUnit()
local CarrierPos = ClientUnit:getPoint()
local CarrierPosMove = ClientUnit:getPoint()
local CarrierPosOnBoard = ClientUnit:getPoint()
local CarrierPosMoveAway = ClientUnit:getPoint()
local CargoHostGroup = self.CargoClient:ClientGroup()
local CargoHostName = self.CargoClient:ClientGroup():getName()
local CargoHostUnits = CargoHostGroup:getUnits()
local CargoPos = CargoHostUnits[1]:getPoint()
local Points = {}
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
if OnBoardSide == nil then
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
end
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
CarrierPosMove.z = CarrierPosMove.z - 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
CarrierPosMoveAway.z = CarrierPosMoveAway.z - 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
CarrierPosMove.z = CarrierPosMove.z + 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
CarrierPosMoveAway.z = CarrierPosMoveAway.z + 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
self:T( "TransportCargoOnBoard: Onboarding BACK" )
CarrierPosMove.x = CarrierPosMove.x - 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
CarrierPosMoveAway.x = CarrierPosMoveAway.x - 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
end
self:T( "Routing " .. CargoHostName )
routines.scheduleFunction( routines.goRoute, { CargoHostName, Points}, timer.getTime() + 4 )
return Valid
end
function CARGO_PACKAGE:OnBoarded( Client, LandingZone )
self:T()
local OnBoarded = false
if self.CargoClient and self.CargoClient:ClientGroup() then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupUnit(), self.CargoClient:ClientPosition(), 10 ) then
-- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough.
self:StatusLoaded( Client )
-- All done, onboarded the Cargo to the new Client.
OnBoarded = true
end
end
return OnBoarded
end
function CARGO_PACKAGE:UnLoad( Client, TargetZoneName )
self:T()
self:T( 'self.CargoName = ' .. self.CargoName )
--self:T( 'self.CargoHostName = ' .. self.CargoHostName )
--self.CargoSpawn:FromCarrier( Client:ClientGroup(), TargetZoneName, self.CargoHostName )
self:StatusUnLoaded()
return Cargo
end
CARGO_SLINGLOAD = {
ClassName = "CARGO_SLINGLOAD"
}
function CARGO_SLINGLOAD:New( CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID )
local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
self:T( { CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID } )
self.CargoHostName = CargoHostName
-- Cargo will be initialized around the CargoZone position.
self.CargoZone = CargoZone
self.CargoCount = 0
self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount )
-- The country ID needs to be correctly set.
self.CargoCountryID = CargoCountryID
CARGOS[self.CargoName] = self
return self
end
function CARGO_SLINGLOAD:IsLandingRequired()
self:T()
return false
end
function CARGO_SLINGLOAD:IsSlingLoad()
self:T()
return true
end
function CARGO_SLINGLOAD:Spawn()
self:T()
local Zone = trigger.misc.getZone( self.CargoZone )
local ZonePos = {}
ZonePos.x = Zone.point.x + math.random( Zone.radius / 2 * -1, Zone.radius / 2 )
ZonePos.y = Zone.point.z + math.random( Zone.radius / 2 * -1, Zone.radius / 2 )
self:T( "Cargo Location = " .. ZonePos.x .. ", " .. ZonePos.y )
--[[
-- This does not work in 1.5.2.
CargoStatic = StaticObject.getByName( self.CargoName )
if CargoStatic then
CargoStatic:destroy()
end
--]]
CargoStatic = StaticObject.getByName( self.CargoStaticName )
if CargoStatic and CargoStatic:isExist() then
CargoStatic:destroy()
end
-- I need to make every time a new cargo due to bugs in 1.5.2.
self.CargoCount = self.CargoCount + 1
self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount )
local CargoTemplate = {
["category"] = "Cargo",
["shape_name"] = "ab-212_cargo",
["type"] = "Cargo1",
["x"] = ZonePos.x,
["y"] = ZonePos.y,
["mass"] = self.CargoWeight,
["name"] = self.CargoStaticName,
["canCargo"] = true,
["heading"] = 0,
}
coalition.addStaticObject( self.CargoCountryID, CargoTemplate )
-- end
return self
end
function CARGO_SLINGLOAD:IsNear( Client, LandingZone )
self:T()
local Near = false
return Near
end
function CARGO_SLINGLOAD:IsInLandingZone( Client, LandingZone )
self:T()
local Near = false
local CargoStaticUnit = StaticObject.getByName( self.CargoName )
if CargoStaticUnit then
if routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then
Near = true
end
end
return Near
end
function CARGO_SLINGLOAD:OnBoard( Client, LandingZone, OnBoardSide )
self:T()
local Valid = true
return Valid
end
function CARGO_SLINGLOAD:OnBoarded( Client, LandingZone )
self:T()
local OnBoarded = false
local CargoStaticUnit = StaticObject.getByName( self.CargoName )
if CargoStaticUnit then
if not routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then
OnBoarded = true
end
end
return OnBoarded
end
function CARGO_SLINGLOAD:UnLoad( Client, TargetZoneName )
self:T()
self:T( 'self.CargoName = ' .. self.CargoName )
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
self:StatusUnLoaded()
return Cargo
end