Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky 2018-09-09 00:04:25 +02:00
commit 3ec2d525a9
6 changed files with 146 additions and 127 deletions

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@ -23,11 +23,13 @@
-- --
-- ## Cargo loading. -- ## Cargo loading.
-- --
-- The module will load automatically cargo when the APCs are within boarding or loading range. -- The module will load automatically cargo when the APCs are within boarding or loading radius.
-- The boarding or loading range is specified when the cargo is created in the simulation, and therefore, this range depends on the type of cargo -- The boarding or loading radius is specified when the cargo is created in the simulation, and therefore, this radius depends on the type of cargo
-- and the specified boarding range. -- and the specified boarding radius.
-- --
-- ## Enemies nearby. -- ## **Defending** the APCs when enemies nearby.
--
-- Cargo will defend the carrier with its available arms, and to avoid cargo being lost within the battlefield.
-- --
-- When the APCs are approaching enemy units, something special is happening. -- When the APCs are approaching enemy units, something special is happening.
-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group. -- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
@ -35,13 +37,17 @@
-- to ensure that the APCs are not too far away from the following running infantry. -- to ensure that the APCs are not too far away from the following running infantry.
-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route. -- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
-- --
-- A combat range needs to be specified in meters at the @{#AI_CARGO_APC.New}() method. -- A combat radius needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
-- This combat range will trigger the unboarding of troops when enemies are within the combat range around the APCs. -- This combat radius will trigger the unboarding of troops when enemies are within the combat radius around the APCs.
-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit range (effectiveness) versus -- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit radius (effectiveness) versus
-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered. -- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
-- A combat range of 350 meters to 500 meters has been proven to be the most effective and efficient. -- A combat radius of 350 meters to 500 meters has been proven to be the most effective and efficient.
-- --
-- ## Infantry health. -- However, when the defense of the carrier, is not required, it must be switched off.
-- This is done by disabling the defense of the carrier using the method @{#AI_CARGO_APC.SetCombatRadius}(), and providing a combat radius of 0 meters.
-- It can be switched on later when required by reenabling the defense using the method and providing a combat radius larger than 0.
--
-- ## Infantry or cargo **health**.
-- --
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield. -- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards. -- As a result, the unboarding infantry is very _healthy_ every time it unboards.
@ -79,16 +85,14 @@ AI_CARGO_APC = {
--- Creates a new AI_CARGO_APC object. --- Creates a new AI_CARGO_APC object.
-- @param #AI_CARGO_APC self -- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC -- @param Wrapper.Group#GROUP APC The carrier APC group.
-- @param Core.Set#SET_CARGO CargoSet -- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported.
-- @param #number CombatRadius -- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier.
-- @return #AI_CARGO_APC -- @return #AI_CARGO_APC
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius ) function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC
self.CombatRadius = CombatRadius
self:AddTransition( "*", "Monitor", "*" ) self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" ) self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Unloaded" ) self:AddTransition( "*", "Guard", "Unloaded" )
@ -96,7 +100,7 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:AddTransition( "*", "Destroyed", "Destroyed" ) self:AddTransition( "*", "Destroyed", "Destroyed" )
self:__Monitor( 1 ) self:SetCombatRadius( CombatRadius )
self:SetCarrier( APC ) self:SetCarrier( APC )
@ -123,7 +127,7 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
if AICargoTroops then if AICargoTroops then
self:F({}) self:F({})
if not AICargoTroops:Is( "Loaded" ) then if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier. -- There are enemies within combat radius. Unload the CargoCarrier.
AICargoTroops:Destroyed() AICargoTroops:Destroyed()
end end
end end
@ -135,7 +139,7 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
if AICargoTroops then if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } ) self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the CargoCarrier. -- There are enemies within combat radius. Unload the CargoCarrier.
AICargoTroops:Unload( false ) AICargoTroops:Unload( false )
end end
end end
@ -152,7 +156,7 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
end end
--- Find a free Carrier within a range. --- Find a free Carrier within a radius.
-- @param #AI_CARGO_APC self -- @param #AI_CARGO_APC self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius -- @param #number Radius
@ -177,6 +181,30 @@ function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
end end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoAPC:SetCombatRadius( true )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoAPC:SetCombatRadius( false )
function AI_CARGO_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
if self.CombatRadius > 0 then
self:__Monitor( -5 )
end
return self
end
--- Follow Infantry to the Carrier. --- Follow Infantry to the Carrier.
@ -243,38 +271,40 @@ end
function AI_CARGO_APC:onafterMonitor( APC, From, Event, To ) function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
self:F( { APC, From, Event, To } ) self:F( { APC, From, Event, To } )
if APC and APC:IsAlive() then if self.CombatRadius > 0 then
if self.CarrierCoordinate then if APC and APC:IsAlive() then
if self:IsTransporting() == true then if self.CarrierCoordinate then
local Coordinate = APC:GetCoordinate() if self:IsTransporting() == true then
self.Zone:Scan( { Object.Category.UNIT } ) local Coordinate = APC:GetCoordinate()
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then self.Zone:Scan( { Object.Category.UNIT } )
if self:Is( "Unloaded" ) or self:Is( "Following" ) then if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
-- There are no enemies within combat range. Load the CargoCarrier. if self:Is( "Unloaded" ) or self:Is( "Following" ) then
self:Load() -- There are no enemies within combat radius. Load the CargoCarrier.
end self:Load()
else
if self:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
self:__Unload( 1 )
else
if self:Is( "Unloaded" ) then
self:Follow()
end end
self:F( "I am here" .. self:GetCurrentState() ) else
if self:Is( "Following" ) then if self:Is( "Loaded" ) then
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do -- There are enemies within combat radius. Unload the CargoCarrier.
local Cargo = Cargo -- Cargo.Cargo#CARGO self:__Unload( 1 )
local APCUnit = APCUnit -- Wrapper.Unit#UNIT else
if Cargo:IsAlive() then if self:Is( "Unloaded" ) then
if not Cargo:IsNear( APCUnit, 40 ) then self:Follow()
APCUnit:RouteStop() end
self.CarrierStopped = true self:F( "I am here" .. self:GetCurrentState() )
else if self:Is( "Following" ) then
if self.CarrierStopped then for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
if Cargo:IsNear( APCUnit, 25 ) then local Cargo = Cargo -- Cargo.Cargo#CARGO
APCUnit:RouteResume() local APCUnit = APCUnit -- Wrapper.Unit#UNIT
self.CarrierStopped = nil if Cargo:IsAlive() then
if not Cargo:IsNear( APCUnit, 40 ) then
APCUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( APCUnit, 25 ) then
APCUnit:RouteResume()
self.CarrierStopped = nil
end
end end
end end
end end
@ -283,14 +313,14 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
end end
end end
end end
end end
self.CarrierCoordinate = APC:GetCoordinate()
end end
self.CarrierCoordinate = APC:GetCoordinate()
self:__Monitor( -5 )
end end
self:__Monitor( -5 )
end end

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@ -141,12 +141,6 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
-- Set carrier. -- Set carrier.
self:SetCarrier( Airplane ) self:SetCarrier( Airplane )
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
AirplaneUnit:SetCargoBayWeightLimit()
end
self.Relocating = true
return self return self
end end

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@ -115,18 +115,39 @@ function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZon
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC
self.CombatRadius = CombatRadius or 500
self:SetDeploySpeed( 120, 70 ) self:SetDeploySpeed( 120, 70 )
self:SetPickupSpeed( 120, 70 ) self:SetPickupSpeed( 120, 70 )
self:SetPickupRadius( 0, 0 ) self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 ) self:SetDeployRadius( 0, 0 )
self:SetCombatRadius( CombatRadius )
return self return self
end end
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet ) function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius ) return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
end end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( true )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( false )
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
return self
end

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@ -171,13 +171,6 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
end end
) )
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
HelicopterUnit:SetCargoBayWeightLimit()
end
self.Relocating = false
self.Transporting = false
self:SetCarrier( Helicopter ) self:SetCarrier( Helicopter )
return self return self

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@ -69,25 +69,25 @@ do -- CARGO_GROUP
local WeightGroup = 0 local WeightGroup = 0
local VolumeGroup = 0 local VolumeGroup = 0
self.CargoGroup:Destroy() self.CargoGroup:Destroy( true ) -- generate the crash events, so that the database gets cleaned, and the linked sets get properly cleaned.
local GroupName = CargoGroup:GetName() local GroupName = CargoGroup:GetName()
self.CargoName = Name self.CargoName = Name
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) ) self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate ) self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
GroupTemplate.name = self.CargoName .. "#CARGO" self.GroupTemplate.name = self.CargoName .. "#CARGO"
GroupTemplate.groupId = nil self.GroupTemplate.groupId = nil
GroupTemplate.units = {} self.GroupTemplate.units = {}
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
UnitTemplate.name = UnitTemplate.name .. "#CARGO" UnitTemplate.name = UnitTemplate.name .. "#CARGO"
local CargoUnitName = UnitTemplate.name local CargoUnitName = UnitTemplate.name
self.CargoUnitTemplate[CargoUnitName] = UnitTemplate self.CargoUnitTemplate[CargoUnitName] = UnitTemplate
GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName] self.GroupTemplate.units[#self.GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName]
GroupTemplate.units[#GroupTemplate.units].unitId = nil self.GroupTemplate.units[#self.GroupTemplate.units].unitId = nil
-- And we register the spawned unit as part of the CargoSet. -- And we register the spawned unit as part of the CargoSet.
local Unit = UNIT:Register( CargoUnitName ) local Unit = UNIT:Register( CargoUnitName )
@ -95,10 +95,10 @@ do -- CARGO_GROUP
end end
-- Then we register the new group in the database -- Then we register the new group in the database
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID ) self.CargoGroup = GROUP:NewTemplate( self.GroupTemplate, self.GroupTemplate.CoalitionID, self.GroupTemplate.CategoryID, self.GroupTemplate.CountryID )
-- Now we spawn the new group based on the template created. -- Now we spawn the new group based on the template created.
self.CargoObject = _DATABASE:Spawn( GroupTemplate ) self.CargoObject = _DATABASE:Spawn( self.GroupTemplate )
for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
@ -109,7 +109,6 @@ do -- CARGO_GROUP
self.CargoSet:Add( CargoUnitName, Cargo ) self.CargoSet:Add( CargoUnitName, Cargo )
WeightGroup = WeightGroup + Cargo:GetWeight() WeightGroup = WeightGroup + Cargo:GetWeight()
--VolumeGroup = VolumeGroup + VolumeUnit
end end
@ -129,6 +128,35 @@ do -- CARGO_GROUP
return self return self
end end
--- Respawn the CargoGroup.
-- @param #CARGO_GROUP self
function CARGO_GROUP:Respawn()
self:F( { "Respawning" } )
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO
Cargo:Destroy()
Cargo:SetStartState( "UnLoaded" )
end
-- Now we spawn the new group based on the template created.
_DATABASE:Spawn( self.GroupTemplate )
for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do
local CargoUnitName = CargoUnit:GetName()
local Cargo = CARGO_UNIT:New( CargoUnit, self.Type, CargoUnitName, self.LoadRadius )
self.CargoSet:Add( CargoUnitName, Cargo )
end
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
end
--- Ungroup the cargo group into individual groups with one unit. --- Ungroup the cargo group into individual groups with one unit.
-- This is required because by default a group will move in formation and this is really an issue for group control. -- This is required because by default a group will move in formation and this is really an issue for group control.
@ -678,53 +706,6 @@ do -- CARGO_GROUP
end end
--- Respawn the CargoGroup.
-- @param #CARGO_GROUP self
function CARGO_GROUP:Respawn()
self:F( { "Respawning" } )
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
local Cargo = CargoData -- Cargo.Cargo#CARGO
Cargo:Destroy()
Cargo:SetStartState( "UnLoaded" )
end
-- We iterate through the group template and for each unit in the template, we create a new group with one unit.
for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do
local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
local GroupName = env.getValueDictByKey( GroupTemplate.name )
-- We create a new group object with one unit...
-- First we prepare the template...
GroupTemplate.name = GroupName .. "#CARGO#" .. UnitID
GroupTemplate.groupId = nil
GroupTemplate.units = {}
GroupTemplate.units[1] = UnitTemplate
local UnitName = UnitTemplate.name .. "#CARGO"
GroupTemplate.units[1].name = UnitTemplate.name .. "#CARGO"
-- Then we register the new group in the database
local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID)
-- Now we spawn the new group based on the template created.
_DATABASE:Spawn( GroupTemplate )
-- And we register the spawned unit as part of the CargoSet.
local Unit = UNIT:FindByName( UnitName )
--local WeightUnit = Unit:GetDesc().massEmpty
--WeightGroup = WeightGroup + WeightUnit
local CargoUnit = CARGO_UNIT:New( Unit, Type, UnitName, 10 )
self.CargoSet:Add( UnitName, CargoUnit )
end
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
end
--- Signal a flare at the position of the CargoGroup. --- Signal a flare at the position of the CargoGroup.
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self

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@ -297,7 +297,7 @@ do -- CARGO_UNIT
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
self:__Load( 1, CargoCarrier, ... ) self:__Load( 1, CargoCarrier, ... )
else else
self:__Boarding( -5, CargoCarrier, NearRadius, ... ) self:__Boarding( -1, CargoCarrier, NearRadius, ... )
self.RunCount = self.RunCount + 1 self.RunCount = self.RunCount + 1
if self.RunCount >= 40 then if self.RunCount >= 40 then
self.RunCount = 0 self.RunCount = 0