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New AI_CARGO_DISPATCHER_APC
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Moose Development/Moose/AI/AI_Cargo_Dispatcher_APC.lua
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158
Moose Development/Moose/AI/AI_Cargo_Dispatcher_APC.lua
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@ -0,0 +1,158 @@
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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI_Cargo_Dispatcher
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--- @type AI_CARGO_DISPATCHER_APC
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # AI\_CARGO\_DISPATCHER\_APC class, extends @{Core.Base#BASE}
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--
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-- ===
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--
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-- AI\_CARGO\_DISPATCHER\_APC brings a dynamic cargo handling capability for AI groups.
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--
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-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
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-- The AI\_CARGO\_DISPATCHER\_APC module uses the @{Cargo} capabilities within the MOOSE framework.
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-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_APC object recognize the cargo.
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-- Please consult the @{Cargo} module for more information.
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--
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--
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--
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-- @field #AI_CARGO_DISPATCHER_APC
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AI_CARGO_DISPATCHER_APC = {
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ClassName = "AI_CARGO_DISPATCHER_APC",
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SetAPC = nil,
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SetDeployZones = nil,
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AI_CARGO_APC = {}
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}
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--- @type AI_CARGO_DISPATCHER_APC.AI_CARGO_APC
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-- @map <Wrapper.Group#GROUP, AI.AI_Cargo_APC#AI_CARGO_APC>
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--- @field #AI_CARGO_DISPATCHER_APC.AI_CARGO_APC
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AI_CARGO_DISPATCHER_APC.AICargoAPC = {}
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--- Creates a new AI_CARGO_DISPATCHER_APC object.
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-- @param #AI_CARGO_DISPATCHER_APC self
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-- @param Core.Set#SET_GROUP SetAPC
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-- @param Core.Set#SET_CARGO SetCargo
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-- @param Core.Set#SET_ZONE SetDeployZone
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-- @return #AI_CARGO_DISPATCHER_APC
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-- @usage
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--
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-- -- Create a new cargo dispatcher
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-- SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
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-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
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-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
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-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo )
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--
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function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZones )
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local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER_APC
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self.SetAPC = SetAPC -- Core.Set#SET_GROUP
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self.SetCargo = SetCargo -- Core.Set#SET_CARGO
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self.SetDeployZones = SetDeployZones -- Core.Set#SET_ZONE
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self:SetStartState( "APC" )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Pickup", "*" )
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self:AddTransition( "*", "Loading", "*" )
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self:AddTransition( "*", "Loaded", "*" )
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self:AddTransition( "*", "Deploy", "*" )
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self:AddTransition( "*", "Unloading", "*" )
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self:AddTransition( "*", "Unloaded", "*" )
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self.PickupTimeInterval = 120
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self.DeployRadiusInner = 200
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self.DeployRadiusOuter = 500
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return self
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end
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--- The Start trigger event, which actually takes action at the specified time interval.
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-- @param #AI_CARGO_DISPATCHER_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @return #AI_CARGO_DISPATCHER_APC
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function AI_CARGO_DISPATCHER_APC:onafterMonitor()
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for APCGroupName, APC in pairs( self.SetAPC:GetSet() ) do
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local APC = APC -- Wrapper.Group#GROUP
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local AICargoAPC = self.AICargoAPC[APC]
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if not AICargoAPC then
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-- ok, so this APC does not have yet an AI_CARGO_APC object...
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-- let's create one and also declare the Loaded and UnLoaded handlers.
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self.AICargoAPC[APC] = AI_CARGO_APC:New( APC, self.SetCargo, self.CombatRadius )
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AICargoAPC = self.AICargoAPC[APC]
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function AICargoAPC.OnAfterPickup( AICargoAPC, APC )
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self.AICargoAPC = AICargoAPC
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self:Pickup( APC )
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end
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function AICargoAPC.OnAfterLoad( AICargoAPC, APC )
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self.AICargoAPC = AICargoAPC
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self:Load( APC )
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end
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function AICargoAPC.OnAfterLoaded( AICargoAPC, APC )
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self.AICargoAPC = AICargoAPC
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self:Loaded( APC )
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end
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function AICargoAPC.OnAfterDeploy( AICargoAPC, APC )
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self.AICargoAPC = AICargoAPC
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self:Deploy( APC )
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end
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function AICargoAPC.OnAfterUnload( AICargoAPC, APC )
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self.AICargoAPC = AICargoAPC
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self:Unload( APC )
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end
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function AICargoAPC.OnAfterUnloaded( AICargoAPC, APC )
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self.AICargoAPC = AICargoAPC
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self:Unloaded( APC )
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end
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end
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-- The Pickup sequence ...
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-- Check if this APC need to go and Pickup something...
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if not AICargoAPC:IsTransporting() == true then
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-- ok, so there is a free APC
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-- now find the first cargo that is Unloaded
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local FirstCargoUnloaded = self.SetCargo:FirstCargoUnLoaded()
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if FirstCargoUnloaded then
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AICargoAPC:Pickup( FirstCargoUnloaded:GetCoordinate() )
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break
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end
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end
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end
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return self
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end
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--- Make a APC run for a cargo deploy action after the cargo has been loaded, by default.
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-- @param #AI_CARGO_DISPATCHER_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @return #AI_CARGO_DISPATCHER_APC
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function AI_CARGO_DISPATCHER_APC:OnAfterLoaded( APC )
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self:Deploy( self.SetDeployZones:GetRandomZone():GetCoordinate():GetRandomCoordinateInRadius( self.DeployRadiusInner, self.DeployRadiusOuter ) )
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return self
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end
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@ -58,6 +58,7 @@ DATABASE = {
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ZONENAMES = {},
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HITS = {},
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DESTROYS = {},
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ZONES = {},
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}
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local _DATABASECoalition =
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@ -1075,7 +1076,6 @@ function DATABASE:_RegisterTemplates()
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local CoalitionSide = coalition.side[string.upper(CoalitionName)]
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----------------------------------------------
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-- build nav points DB
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self.Navpoints[CoalitionName] = {}
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if coa_data.nav_points then --navpoints
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@ -1090,8 +1090,9 @@ function DATABASE:_RegisterTemplates()
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self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0
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self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y
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end
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end
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end
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end
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-------------------------------------------------
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if coa_data.country then --there is a country table
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for cntry_id, cntry_data in pairs(coa_data.country) do
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@ -1147,6 +1148,7 @@ function DATABASE:_RegisterTemplates()
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for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
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local ZoneName = ZoneData.name
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self.ZONENAMES[ZoneName] = ZoneName
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self.ZONES[ZoneName] = ZONE:New( ZoneName )
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end
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return self
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@ -4336,6 +4336,48 @@ function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) --R2.1
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return NearestCargo
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end
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function SET_CARGO:FirstCargoWithState( State )
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local FirstCargo = nil
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for CargoName, Cargo in pairs( self.Set ) do
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if Cargo:Is( State ) then
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FirstCargo = Cargo
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break
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end
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end
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return FirstCargo
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end
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--- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is UnLoaded.
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-- @param #SET_CARGO self
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-- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}.
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function SET_CARGO:FirstCargoUnLoaded()
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local FirstCargo = self:FirstCargoWithState( "UnLoaded" )
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return FirstCargo
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end
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--- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is Loaded.
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-- @param #SET_CARGO self
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-- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}.
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function SET_CARGO:FirstCargoLoaded()
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local FirstCargo = self:FirstCargoWithState( "Loaded" )
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return FirstCargo
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end
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--- Iterate the SET_CARGO while identifying the first @{Cargo#CARGO} that is Deployed.
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-- @param #SET_CARGO self
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-- @return Cargo.Cargo#CARGO The first @{Cargo#CARGO}.
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function SET_CARGO:FirstCargoDeployed()
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local FirstCargo = self:FirstCargoWithState( "Deployed" )
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return FirstCargo
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end
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--- (R2.1)
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@ -4431,3 +4473,233 @@ function SET_CARGO:OnEventDeleteCargo( EventData ) --R2.1
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end
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end
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--- @type SET_ZONE
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-- @extends Core.Set#SET_BASE
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--- # SET_ZONE class, extends @{Set#SET_BASE}
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--
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-- Mission designers can use the @{Set#SET_ZONE} class to build sets of zones of various types.
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--
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-- ## SET_ZONE constructor
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--
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-- Create a new SET_ZONE object with the @{#SET_ZONE.New} method:
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--
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-- * @{#SET_ZONE.New}: Creates a new SET_ZONE object.
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--
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-- ## Add or Remove ZONEs from SET_ZONE
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--
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-- ZONEs can be added and removed using the @{Set#SET_ZONE.AddZonesByName} and @{Set#SET_ZONE.RemoveZonesByName} respectively.
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-- These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE.
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--
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-- ## 5.3) SET_ZONE filter criteria
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--
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-- You can set filter criteria to build the collection of zones in SET_ZONE.
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-- Filter criteria are defined by:
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--
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-- * @{#SET_ZONE.FilterPrefixes}: Builds the SET_ZONE with the zones having a certain text pattern of prefix.
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--
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-- Once the filter criteria have been set for the SET_ZONE, you can start filtering using:
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--
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-- * @{#SET_ZONE.FilterStart}: Starts the filtering of the zones within the SET_ZONE.
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--
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-- ## 5.4) SET_ZONE iterators
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--
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-- Once the filters have been defined and the SET_ZONE has been built, you can iterate the SET_ZONE with the available iterator methods.
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-- The iterator methods will walk the SET_ZONE set, and call for each airbase within the set a function that you provide.
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-- The following iterator methods are currently available within the SET_ZONE:
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--
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-- * @{#SET_ZONE.ForEachZone}: Calls a function for each zone it finds within the SET_ZONE.
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--
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-- ===
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-- @field #SET_ZONE SET_ZONE
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SET_ZONE = {
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ClassName = "SET_ZONE",
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Zones = {},
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Filter = {
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Prefixes = nil,
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},
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FilterMeta = {
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},
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}
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--- Creates a new SET_ZONE object, building a set of zones.
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-- @param #SET_ZONE self
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-- @return #SET_ZONE self
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-- @usage
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-- -- Define a new SET_ZONE Object. The DatabaseSet will contain a reference to all Zones.
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-- DatabaseSet = SET_ZONE:New()
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function SET_ZONE:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.ZONES ) )
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return self
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end
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--- Add ZONEs to SET_ZONE.
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-- @param Core.Set#SET_ZONE self
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-- @param #string AddZoneNames A single name or an array of ZONE_BASE names.
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-- @return self
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function SET_ZONE:AddZonesByName( AddZoneNames )
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local AddZoneNamesArray = ( type( AddZoneNames ) == "table" ) and AddZoneNames or { AddZoneNames }
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for AddAirbaseID, AddZoneName in pairs( AddZoneNamesArray ) do
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self:Add( AddZoneName, ZONE:FindByName( AddZoneName ) )
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end
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return self
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end
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--- Remove ZONEs from SET_ZONE.
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-- @param Core.Set#SET_ZONE self
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-- @param Core.Zone#ZONE_BASE RemoveZoneNames A single name or an array of ZONE_BASE names.
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-- @return self
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function SET_ZONE:RemoveZonesByName( RemoveZoneNames )
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local RemoveZoneNamesArray = ( type( RemoveZoneNames ) == "table" ) and RemoveZoneNames or { RemoveZoneNames }
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for RemoveZoneID, RemoveZoneName in pairs( RemoveZoneNamesArray ) do
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self:Remove( RemoveZoneName )
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end
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return self
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end
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--- Finds a Zone based on the Zone Name.
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-- @param #SET_ZONE self
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-- @param #string ZoneName
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-- @return Core.Zone#ZONE_BASE The found Zone.
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function SET_ZONE:FindZone( ZoneName )
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local ZoneFound = self.Set[ZoneName]
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return ZoneFound
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end
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--- Get a random zone from the set.
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-- @param #SET_ZONE self
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-- @return Core.Zone#ZONE_BASE The random Zone.
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function SET_ZONE:GetRandomZone()
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local Index = self.Index
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local ZoneFound = nil
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while not ZoneFound do
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local ZoneRandom = math.random( 1, #Index )
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ZoneFound = self.Set[Index[ZoneRandom]]
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end
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return ZoneFound
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end
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--- Builds a set of zones of defined zone prefixes.
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-- All the zones starting with the given prefixes will be included within the set.
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-- @param #SET_ZONE self
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-- @param #string Prefixes The prefix of which the zone name starts with.
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-- @return #SET_ZONE self
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function SET_ZONE:FilterPrefixes( Prefixes )
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if not self.Filter.Prefixes then
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self.Filter.Prefixes = {}
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end
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if type( Prefixes ) ~= "table" then
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Prefixes = { Prefixes }
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end
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for PrefixID, Prefix in pairs( Prefixes ) do
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self.Filter.Prefixes[Prefix] = Prefix
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end
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return self
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end
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--- Starts the filtering.
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-- @param #SET_ZONE self
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-- @return #SET_ZONE self
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function SET_ZONE:FilterStart()
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if _DATABASE then
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-- We initialize the first set.
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for ObjectName, Object in pairs( self.Database ) do
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if self:IsIncludeObject( Object ) then
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self:Add( ObjectName, Object )
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else
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self:RemoveZonesByName( ObjectName )
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end
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end
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end
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return self
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end
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--- Handles the Database to check on an event (birth) that the Object was added in the Database.
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-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
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-- @param #SET_ZONE self
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-- @param Core.Event#EVENTDATA Event
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-- @return #string The name of the AIRBASE
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-- @return #table The AIRBASE
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function SET_ZONE:AddInDatabase( Event )
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self:F3( { Event } )
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return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
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end
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--- Handles the Database to check on any event that Object exists in the Database.
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-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
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-- @param #SET_ZONE self
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-- @param Core.Event#EVENTDATA Event
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-- @return #string The name of the AIRBASE
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-- @return #table The AIRBASE
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function SET_ZONE:FindInDatabase( Event )
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self:F3( { Event } )
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return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
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end
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--- Iterate the SET_ZONE and call an interator function for each ZONE, providing the ZONE and optional parameters.
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-- @param #SET_ZONE self
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-- @param #function IteratorFunction The function that will be called when there is an alive ZONE in the SET_ZONE. The function needs to accept a AIRBASE parameter.
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-- @return #SET_ZONE self
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function SET_ZONE:ForEachZone( IteratorFunction, ... )
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self:F2( arg )
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self:ForEach( IteratorFunction, arg, self:GetSet() )
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return self
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end
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---
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-- @param #SET_ZONE self
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-- @param Core.Zone#ZONE_BASE MZone
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-- @return #SET_ZONE self
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function SET_ZONE:IsIncludeObject( MZone )
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self:F2( MZone )
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local MZoneInclude = true
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if MZone then
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local MZoneName = MZone:GetName()
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if self.Filter.Prefixes then
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local MZonePrefix = false
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||||
for ZonePrefixId, ZonePrefix in pairs( self.Filter.Prefixes ) do
|
||||
self:T3( { "Prefix:", string.find( MZoneName, ZonePrefix, 1 ), ZonePrefix } )
|
||||
if string.find( MZoneName, ZonePrefix, 1 ) then
|
||||
MZonePrefix = true
|
||||
end
|
||||
end
|
||||
self:T( { "Evaluated Prefix", MZonePrefix } )
|
||||
MZoneInclude = MZoneInclude and MZonePrefix
|
||||
end
|
||||
end
|
||||
|
||||
self:T2( MZoneInclude )
|
||||
return MZoneInclude
|
||||
end
|
||||
|
||||
|
||||
@ -67,6 +67,7 @@ AI/AI_Cas.lua
|
||||
AI/AI_Bai.lua
|
||||
AI/AI_Formation.lua
|
||||
AI/AI_Cargo_APC.lua
|
||||
AI/AI_Cargo_Dispatcher_APC.lua
|
||||
AI/AI_Cargo_Helicopter.lua
|
||||
AI/AI_Cargo_Airplane.lua
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user