Sven Van de Velde cf9bbc9ba7 Progress
2016-08-11 10:08:22 +02:00

1285 lines
34 KiB
Lua

--- This module contains the CARGO classes.
--
-- ===
--
-- 1) @{Cargo#CARGO_BASE} class, extends @{Base#BASE}
-- ==================================================
-- The @{#CARGO_BASE} class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined within a @{Mission}, that is available for transport, and has a life status within a simulation.
--
-- Cargo can be of various forms:
--
-- * CARGO_UNIT, represented by a @{Unit} in a @{Group}: Cargo can be represented by a Unit in a Group. Destruction of the Unit will mean that the cargo is lost.
-- * CARGO_STATIC, represented by a @{Static}: Cargo can be represented by a Static. Destruction of the Static will mean that the cargo is lost.
-- * CARGO_PACKAGE, contained in a @{Unit} of a @{Group}: Cargo can be contained within a Unit of a Group. The cargo can be **delivered** by the @{Unit}. If the Unit is destroyed, the cargo will be destroyed also.
-- * CARGO_PACKAGE, Contained in a @{Static}: Cargo can be contained within a Static. The cargo can be **collected** from the @Static. If the @{Static} is destroyed, the cargo will be destroyed.
-- * CARGO_SLINGLOAD, represented by a @{Cargo} that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost.
--
-- @module Cargo
CARGOS = {}
do -- CARGO
--- @type CARGO
-- @extends Base#BASE
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
-- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg.
-- @field #number ReportRadius (optional) A number defining the radius in meters when the cargo is signalling or reporting to a Carrier.
-- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
-- @field Controllable#CONTROLLABLE CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
-- @field Positionable#POSITIONABLE CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
-- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded.
-- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
CARGO = {
ClassName = "CARGO",
Type = nil,
Name = nil,
Weight = nil,
CargoObject = nil,
CargoCarrier = nil,
Representable = false,
Slingloadable = false,
Moveable = false,
Containable = false,
}
--- @type CARGO.CargoObjects
-- @map < #string, Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor.
-- @param #CARGO self
-- @param Mission#MISSION Mission
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO
function CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, BASE:New() ) -- #CARGO
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self.Type = Type
self.Name = Name
self.Weight = Weight
self.ReportRadius = ReportRadius
self.NearRadius = NearRadius
self.CargoObject = nil
self.CargoCarrier = nil
self.Representable = false
self.Slingloadable = false
self.Moveable = false
self.Containable = false
self.CargoScheduler = SCHEDULER:New()
CARGOS[self.Name] = self
return self
end
--- Template method to spawn a new representation of the CARGO in the simulator.
-- @param #CARGO self
-- @return #CARGO
function CARGO:Spawn( PointVec2 )
self:F()
end
--- Load Cargo to a Carrier.
-- @param #CARGO self
-- @param Unit#UNIT CargoCarrier
function CARGO:Load( CargoCarrier )
self:F()
self:_NextEvent( self.FsmP.Load, CargoCarrier )
end
--- UnLoad Cargo from a Carrier with a UnLoadDistance and an Angle.
-- @param #CARGO self
-- @param #number UnLoadDistance
-- @param #number Angle
function CARGO:UnLoad( CargoCarrier )
self:F()
self:_NextEvent( self.FsmP.Board, CargoCarrier )
end
--- Board Cargo to a Carrier with a defined Speed.
-- @param #CARGO self
-- @param Unit#UNIT CargoCarrier
function CARGO:Board( CargoCarrier )
self:F()
self:_NextEvent( self.FsmP.Board, CargoCarrier )
end
--- UnLoad Cargo from a Carrier.
-- @param #CARGO self
function CARGO:UnLoad()
self:F()
self:_NextEvent( self.FsmP.UnLoad )
end
--- Check if CargoCarrier is near the Cargo to be Loaded.
-- @param #CARGO self
-- @param Point#POINT_VEC2 PointVec2
-- @return #boolean
function CARGO:IsNear( PointVec2 )
self:F()
local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
self:T( Distance )
if Distance <= self.NearRadius then
return true
else
return false
end
end
--- On Loaded callback function.
function CARGO:OnLoaded( CallBackFunction, ... )
self:F()
self.OnLoadedCallBack = CallBackFunction
self.OnLoadedParameters = arg
end
--- On UnLoaded callback function.
function CARGO:OnUnLoaded( CallBackFunction, ... )
self:F()
self.OnUnLoadedCallBack = CallBackFunction
self.OnUnLoadedParameters = arg
end
--- @param #CARGO self
function CARGO:_NextEvent( NextEvent, ... )
self:F( self.Name )
SCHEDULER:New( self.FsmP, NextEvent, arg, 1 ) -- This schedules the next event, but only if scheduling is activated.
end
--- @param #CARGO self
function CARGO:_Next( NextEvent, ... )
self:F( self.Name )
self.FsmP.NextEvent( self, unpack(arg) ) -- This calls the next event...
end
end
do -- CARGO_REPRESENTABLE
--- @type CARGO_REPRESENTABLE
-- @extends #CARGO
CARGO_REPRESENTABLE = {
ClassName = "CARGO_REPRESENTABLE"
}
--- CARGO_REPRESENTABLE Constructor.
-- @param #CARGO_REPRESENTABLE self
-- @param Mission#MISSION Mission
-- @param Controllable#Controllable CargoObject
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( Mission, CargoObject, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
return self
end
end
do -- CARGO_UNIT
--- @type CARGO_UNIT
-- @extends #CARGO_REPRESENTABLE
CARGO_UNIT = {
ClassName = "CARGO_UNIT"
}
--- CARGO_UNIT Constructor.
-- @param #CARGO_UNIT self
-- @param Mission#MISSION Mission
-- @param Unit#UNIT CargoUnit
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_UNIT
function CARGO_UNIT:New( Mission, CargoUnit, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( Mission, CargoUnit, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self:T( CargoUnit )
self.CargoObject = CargoUnit
self.FsmP = STATEMACHINE_PROCESS:New( self, {
initial = 'UnLoaded',
events = {
{ name = 'Board', from = 'UnLoaded', to = 'Boarding' },
{ name = 'Load', from = 'Boarding', to = 'Loaded' },
{ name = 'UnLoad', from = 'Loaded', to = 'UnBoarding' },
{ name = 'UnBoard', from = 'UnBoarding', to = 'UnLoaded' },
{ name = 'Load', from = 'UnLoaded', to = 'Loaded' },
},
callbacks = {
onafterBoard = self.EventBoard,
onafterLoad = self.EventLoad,
onafterUnBoard = self.EventUnBoard,
onafterUnLoad = self.EventUnLoad,
onenterBoarding = self.EnterStateBoarding,
onleaveBoarding = self.LeaveStateBoarding,
onenterLoaded = self.EnterStateLoaded,
onenterUnBoarding = self.EnterStateUnBoarding,
onleaveUnBoarding = self.LeaveStateUnBoarding,
onenterUnLoaded = self.EnterStateUnLoaded,
},
} )
self:T( self.ClassName )
return self
end
--- Enter UnBoarding State.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Point#POINT_VEC2 ToPointVec2
function CARGO_UNIT:EnterStateUnBoarding( FsmP, Event, From, To, ToPointVec2 )
self:F()
local Angle = 180
local Speed = 10
local DeployDistance = 5
local RouteDistance = 60
if From == "Loaded" then
local CargoCarrierPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, CargoDeployHeading )
local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading )
if not ToPointVec2 then
ToPointVec2 = CargoRoutePointVec2
end
local FromPointVec2 = CargoCarrierPointVec2
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn( CargoDeployPointVec2:GetVec3(), CargoDeployHeading )
self.CargoCarrier = nil
local Points = {}
Points[#Points+1] = FromPointVec2:RoutePointGround( Speed )
Points[#Points+1] = ToPointVec2:RoutePointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 1 )
self:_NextEvent( FsmP.UnBoard, ToPointVec2 )
end
end
end
--- Leave UnBoarding State.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Point#POINT_VEC2 ToPointVec2
function CARGO_UNIT:LeaveStateUnBoarding( FsmP, Event, From, To, ToPointVec2 )
self:F()
local Angle = 180
local Speed = 10
local Distance = 5
if From == "UnBoarding" then
if self:IsNear( ToPointVec2 ) then
return true
else
self:_NextEvent( FsmP.UnBoard, ToPointVec2 )
end
return false
end
end
--- Enter UnLoaded State.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
function CARGO_UNIT:EnterStateUnLoaded( FsmP, Event, From, To, ToPointVec2 )
self:F()
local Angle = 180
local Speed = 10
local Distance = 5
if From == "Loaded" then
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn( ToPointVec2:GetVec3(), 0 )
self.CargoCarrier = nil
end
end
if self.OnUnLoadedCallBack then
self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) )
self.OnUnLoadedCallBack = nil
end
end
--- Enter Boarding State.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
function CARGO_UNIT:EnterStateBoarding( FsmP, Event, From, To, CargoCarrier )
self:F()
local Speed = 10
local Angle = 180
local Distance = 5
if From == "UnLoaded" then
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
local Points = {}
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 2 )
end
end
--- Leave Boarding State.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
function CARGO_UNIT:LeaveStateBoarding( FsmP, Event, From, To, CargoCarrier )
self:F()
if self:IsNear( CargoCarrier:GetPointVec2() ) then
return true
else
self:_NextEvent( FsmP.Load, CargoCarrier )
end
return false
end
--- Loaded State.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
function CARGO_UNIT:EnterStateLoaded( FsmP, Event, From, To, CargoCarrier )
self:F()
self.CargoCarrier = CargoCarrier
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
if self.CargoObject then
self.CargoObject:Destroy()
end
if self.OnLoadedCallBack then
self.OnLoadedCallBack( self, unpack( self.OnLoadedParameters ) )
self.OnLoadedCallBack = nil
end
end
--- Board Event.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
function CARGO_UNIT:EventBoard( FsmP, Event, From, To, CargoCarrier )
self:F()
self.CargoInAir = self.CargoObject:InAir()
self:T( self.CargoInAir )
-- Only move the group to the carrier when the cargo is not in the air
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
self:_NextEvent( FsmP.Load, CargoCarrier )
end
end
--- UnBoard Event.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
function CARGO_UNIT:EventUnBoard( FsmP, Event, From, To )
self:F()
self.CargoInAir = self.CargoObject:InAir()
self:T( self.CargoInAir )
-- Only unboard the cargo when the carrier is not in the air.
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
end
self:_NextEvent( FsmP.UnLoad )
end
--- Load Event.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
function CARGO_UNIT:EventLoad( FsmP, Event, From, To, CargoCarrier )
self:F()
self:T( self.ClassName )
end
--- UnLoad Event.
-- @param #CARGO_UNIT self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
function CARGO_UNIT:EventUnLoad( FsmP, Event, From, To )
self:F()
end
end
do -- CARGO_PACKAGE
--- @type CARGO_PACKAGE
-- @extends #CARGO_REPRESENTABLE
CARGO_PACKAGE = {
ClassName = "CARGO_PACKAGE"
}
--- CARGO_PACKAGE Constructor.
-- @param #CARGO_PACKAGE self
-- @param Mission#MISSION Mission
-- @param Unit#UNIT CargoCarrier The UNIT carrying the package.
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_PACKAGE
function CARGO_PACKAGE:New( Mission, CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( Mission, CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self:T( CargoCarrier )
self.CargoCarrier = CargoCarrier
self.FsmP = STATEMACHINE_PROCESS:New( self, {
initial = 'UnLoaded',
events = {
{ name = 'Board', from = 'UnLoaded', to = 'Boarding' },
{ name = 'Boarded', from = 'Boarding', to = 'Boarding' },
{ name = 'Load', from = 'Boarding', to = 'Loaded' },
{ name = 'Load', from = 'UnLoaded', to = 'Loaded' },
{ name = 'UnBoard', from = 'Loaded', to = 'UnBoarding' },
{ name = 'UnBoarded', from = 'UnBoarding', to = 'UnBoarding' },
{ name = 'UnLoad', from = 'UnBoarding', to = 'UnLoaded' },
{ name = 'UnLoad', from = 'Loaded', to = 'UnLoaded' },
},
callbacks = {
onBoard = self.OnBoard,
onBoarded = self.OnBoarded,
onLoad = self.OnLoad,
onUnBoard = self.OnUnBoard,
onUnBoarded = self.OnUnBoarded,
onUnLoad = self.OnUnLoad,
onLoaded = self.OnLoaded,
onUnLoaded = self.OnUnLoaded,
},
} )
return self
end
--- Board Event.
-- @param #CARGO_PACKAGE self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
-- @param #number Speed
-- @param #number BoardDistance
-- @param #number Angle
function CARGO_PACKAGE:OnBoard( FsmP, Event, From, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:F()
self.CargoInAir = self.CargoCarrier:InAir()
self:T( self.CargoInAir )
-- Only move the CargoCarrier to the New CargoCarrier when the New CargoCarrier is not in the air.
if not self.CargoInAir then
local Points = {}
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployPointVec2 = CargoCarrier:GetPointVec2():Translate( BoardDistance, CargoDeployHeading )
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
self.CargoCarrier:SetTask( TaskRoute, 1 )
end
self:_NextEvent( FsmP.Boarded, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
end
--- Check if CargoCarrier is near the Cargo to be Loaded.
-- @param #CARGO_PACKAGE self
-- @param Unit#UNIT CargoCarrier
-- @return #boolean
function CARGO_PACKAGE:IsNear( CargoCarrier )
self:F()
local CargoCarrierPoint = CargoCarrier:GetPointVec2()
local Distance = CargoCarrierPoint:DistanceFromPointVec2( self.CargoCarrier:GetPointVec2() )
self:T( Distance )
if Distance <= self.NearRadius then
return true
else
return false
end
end
--- Boarded Event.
-- @param #CARGO_PACKAGE self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
function CARGO_PACKAGE:OnBoarded( FsmP, Event, From, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:F()
if self:IsNear( CargoCarrier ) then
self:_NextEvent( FsmP.Load, CargoCarrier, Speed, LoadDistance, Angle )
else
self:_NextEvent( FsmP.Boarded, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
end
end
--- UnBoard Event.
-- @param #CARGO_PACKAGE self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param #number Speed
-- @param #number UnLoadDistance
-- @param #number UnBoardDistance
-- @param #number Radius
-- @param #number Angle
function CARGO_PACKAGE:OnUnBoard( FsmP, Event, From, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle )
self:F()
self.CargoInAir = self.CargoCarrier:InAir()
self:T( self.CargoInAir )
-- Only unboard the cargo when the carrier is not in the air.
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
self:_Next( self.FsmP.UnLoad, UnLoadDistance, Angle )
local Points = {}
local StartPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployPointVec2 = StartPointVec2:Translate( UnBoardDistance, CargoDeployHeading )
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
local TaskRoute = CargoCarrier:TaskRoute( Points )
CargoCarrier:SetTask( TaskRoute, 1 )
end
self:_NextEvent( FsmP.UnBoarded, CargoCarrier, Speed )
end
--- UnBoarded Event.
-- @param #CARGO_PACKAGE self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
function CARGO_PACKAGE:OnUnBoarded( FsmP, Event, From, To, CargoCarrier, Speed )
self:F()
if self:IsNear( CargoCarrier ) then
self:_NextEvent( FsmP.UnLoad, CargoCarrier, Speed )
else
self:_NextEvent( FsmP.UnBoarded, CargoCarrier, Speed )
end
end
--- Load Event.
-- @param #CARGO_PACKAGE self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT CargoCarrier
-- @param #number Speed
-- @param #number LoadDistance
-- @param #number Angle
function CARGO_PACKAGE:OnLoad( FsmP, Event, From, To, CargoCarrier, Speed, LoadDistance, Angle )
self:F()
self.CargoCarrier = CargoCarrier
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading )
local Points = {}
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
self.CargoCarrier:SetTask( TaskRoute, 1 )
end
--- UnLoad Event.
-- @param #CARGO_PACKAGE self
-- @param StateMachine#STATEMACHINE_PROCESS FsmP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param #number Distance
-- @param #number Angle
function CARGO_PACKAGE:OnUnLoad( FsmP, Event, From, To, CargoCarrier, Speed, Distance, Angle )
self:F()
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading )
self.CargoCarrier = CargoCarrier
local Points = {}
Points[#Points+1] = StartPointVec2:RoutePointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:RoutePointGround( Speed )
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
self.CargoCarrier:SetTask( TaskRoute, 1 )
end
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:F( { 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:F()
return false
end
function CARGO_SLINGLOAD:IsSlingLoad()
self:F()
return true
end
function CARGO_SLINGLOAD:Spawn( Client )
self:F( { self, Client } )
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:F()
local Near = false
return Near
end
function CARGO_SLINGLOAD:IsInLandingZone( Client, LandingZone )
self:F()
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:F()
local Valid = true
return Valid
end
function CARGO_SLINGLOAD:OnBoarded( Client, LandingZone )
self:F()
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:F()
self:T( 'self.CargoName = ' .. self.CargoName )
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
self:StatusUnLoaded()
return Cargo
end
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" }
}
}
}
--- Creates a new zone where cargo can be collected or deployed.
-- The zone functionality is useful to smoke or indicate routes for cargo pickups or deployments.
-- Provide the zone name as declared in the mission file into the CargoZoneName in the :New method.
-- An optional parameter is the CargoHostName, which is a Group declared with Late Activation switched on in the mission file.
-- The CargoHostName is the "host" of the cargo zone:
--
-- * It will smoke the zone position when a client is approaching the zone.
-- * Depending on the cargo type, it will assist in the delivery of the cargo by driving to and from the client.
--
-- @param #CARGO_ZONE self
-- @param #string CargoZoneName The name of the zone as declared within the mission editor.
-- @param #string CargoHostName The name of the Group "hosting" the zone. The Group MUST NOT be a static, and must be a "mobile" unit.
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, ZONE:New( CargoZoneName ) )
self:F( { CargoZoneName, CargoHostName } )
self.CargoZoneName = CargoZoneName
self.SignalHeight = 2
--self.CargoZone = trigger.misc.getZone( CargoZoneName )
if CargoHostName then
self.CargoHostName = CargoHostName
end
self:T( self.CargoZoneName )
return self
end
function CARGO_ZONE:Spawn()
self:F( self.CargoHostName )
if self.CargoHostName then -- Only spawn a host in the zone when there is one given as a parameter in the New function.
if self.CargoHostSpawn then
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
if CargoHostGroup and CargoHostGroup:IsAlive() then
else
self.CargoHostSpawn:ReSpawn( 1 )
end
else
self:T( "Initialize CargoHostSpawn" )
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
self.CargoHostSpawn:ReSpawn( 1 )
end
end
return self
end
function CARGO_ZONE:GetHostUnit()
self:F( self )
if self.CargoHostName then
-- A Host has been given, signal the host
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
local CargoHostUnit
if CargoHostGroup and CargoHostGroup:IsAlive() then
CargoHostUnit = CargoHostGroup:GetUnit(1)
else
CargoHostUnit = StaticObject.getByName( self.CargoHostName )
end
return CargoHostUnit
end
return nil
end
function CARGO_ZONE:ReportCargosToClient( Client, CargoType )
self:F()
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, SignalUnitTypeName .. ": Reporting Cargo", 10 )
end
end
function CARGO_ZONE:Signal()
self:F()
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 SignalVehicleVec3 = SignalUnit:GetVec3()
SignalVehicleVec3.y = SignalVehicleVec3.y + 2
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( SignalVehicleVec3, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( SignalVehicleVec3, self.SignalColor.TRIGGERCOLOR , 0 )
Signalled = false
end
end
else
local ZoneVec3 = self:GetPointVec3( self.SignalHeight ) -- Get the zone position + the landheight + 2 meters
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( ZoneVec3, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( ZoneVec3, self.SignalColor.TRIGGERCOLOR, 0 )
Signalled = false
end
end
end
return Signalled
end
function CARGO_ZONE:WhiteSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:BlueSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:RedSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:OrangeSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GreenSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:WhiteFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:RedFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GreenFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:YellowFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GetCargoHostUnit()
self:F( self )
if self.CargoHostSpawn then
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex(1)
if CargoHostGroup and CargoHostGroup:IsAlive() then
local CargoHostUnit = CargoHostGroup:GetUnit(1)
if CargoHostUnit and CargoHostUnit:IsAlive() then
return CargoHostUnit
end
end
end
return nil
end
function CARGO_ZONE:GetCargoZoneName()
self:F()
return self.CargoZoneName
end