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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
First working prototype of AI_CARGO_TROOPS.
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@ -48,6 +48,8 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Guarding" )
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self:__Monitor( 1 )
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self:__Load( 1 )
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@ -56,38 +58,94 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO_TROOPS self
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:FollowToCarrier( Me )
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self = Me
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self:F( { self = self:GetClassNameAndID(), CargoGroup = self.CargoGroup:GetName() } )
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-- We check if the Cargo is near to the CargoCarrier.
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if self.CargoGroup:IsNear( self.CargoCarrier, 5 ) then
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-- The Cargo does not need to follow the Carrier.
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self:Guard()
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else
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-- The Cargo needs to continue to follow the Carrier.
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if self:Is( "Following" ) then
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoGroup.CargoSet:ForEach(
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--- @param Core.Cargo#CARGO Cargo
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function( Cargo )
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local CargoUnit = Cargo.CargoObject -- Wrapper.Unit#UNIT
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self:F( { UnitName = CargoUnit:GetName() } )
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if CargoUnit:IsAlive() then
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local InfantryGroup = CargoUnit:GetGroup()
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self:F( { GroupName = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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table.insert( Waypoints, FromGround )
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local ToCoord = self.CargoCarrier:GetCoordinate()
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", self )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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)
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end
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if self.Coordinate then
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if self.CarrierCoordinate then
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local Coordinate = CargoCarrier:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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-- if self:Is( "Unloaded" ) then
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-- -- There are no enemies within combat range. Load the CargoCarrier.
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-- self:__Load( 1 )
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-- end
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if self:Is( "Unloaded" ) or self:Is( "Guarding" ) then
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-- There are no enemies within combat range. Load the CargoCarrier.
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self:__Load( 1 )
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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self:__Unload( 1 )
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end
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end
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if self:Is( "Unloaded" ) then
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if not Coordinate:IsAtCoordinate2D( self.Coordinate, 2 ) then
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--self.CargoGroup:RouteTo( Coordinate, 30 )
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if self:Is( "Guarding" ) then
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if not self.CargoGroup:IsNear( CargoCarrier, 5 ) then
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self:Follow()
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end
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end
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else
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self.Coordinate = CargoCarrier:GetCoordinate()
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end
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self.CarrierCoordinate = CargoCarrier:GetCoordinate()
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end
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self:__Monitor( 1 )
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self:__Monitor( -5 )
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end
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@ -167,7 +225,23 @@ function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:Guard()
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self.CargoCarrier = CargoCarrier
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CargoCarrier:RouteResume()
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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self:F( "Follow" )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self:FollowToCarrier( self )
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end
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end
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@ -491,17 +491,22 @@ end
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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-- @return #boolean
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function CARGO:IsNear( PointVec2, NearRadius )
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self:F( { PointVec2, NearRadius } )
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self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } )
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--local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
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local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
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self:T( Distance )
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if Distance <= NearRadius then
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return true
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else
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return false
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if self.CargoObject:IsAlive() then
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--local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
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self:F( { CargoObjectName = self.CargoObject:GetName() } )
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self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
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self:F( { PointVec2 = PointVec2:GetVec2() } )
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local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
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self:T( Distance )
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if Distance <= NearRadius then
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return true
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end
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end
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return false
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end
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--- Get the current PointVec2 of the cargo.
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@ -746,7 +751,7 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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NearRadius = NearRadius or 100
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local Angle = 180
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local Speed = 60
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@ -804,7 +809,7 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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NearRadius = NearRadius or 100
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local Angle = 180
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local Speed = 10
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@ -831,7 +836,7 @@ do -- CARGO_UNIT
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function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
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self:F( { From, Event, To, ToPointVec2, NearRadius } )
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NearRadius = NearRadius or 25
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NearRadius = NearRadius or 100
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self.CargoInAir = self.CargoObject:InAir()
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@ -1149,299 +1154,299 @@ do -- CARGO_GROUP
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ClassName = "CARGO_GROUP",
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}
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--- CARGO_GROUP constructor.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Group#GROUP CargoGroup
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-- @param #string Type
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-- @param #string Name
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-- @param #number ReportRadius (optional)
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-- @param #number NearRadius (optional)
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-- @return #CARGO_GROUP
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function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
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self:F( { Type, Name, ReportRadius } )
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self.CargoObject = CargoGroup
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self:SetDeployed( false )
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self.CargoGroup = CargoGroup
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--- CARGO_GROUP constructor.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Group#GROUP CargoGroup
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-- @param #string Type
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-- @param #string Name
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-- @param #number ReportRadius (optional)
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-- @param #number NearRadius (optional)
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-- @return #CARGO_GROUP
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function CARGO_GROUP:New( CargoGroup, Type, Name, ReportRadius )
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local self = BASE:Inherit( self, CARGO_REPORTABLE:New( CargoGroup, Type, Name, 0, ReportRadius ) ) -- #CARGO_GROUP
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self:F( { Type, Name, ReportRadius } )
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local WeightGroup = 0
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self.CargoObject = CargoGroup
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self:SetDeployed( false )
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self.CargoGroup = CargoGroup
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local WeightGroup = 0
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for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do
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local Unit = UnitData -- Wrapper.Unit#UNIT
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local WeightUnit = Unit:GetDesc().massEmpty
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WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit )
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self.CargoSet:Add( CargoUnit:GetName(), CargoUnit )
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end
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for UnitID, UnitData in pairs( CargoGroup:GetUnits() ) do
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local Unit = UnitData -- Wrapper.Unit#UNIT
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local WeightUnit = Unit:GetDesc().massEmpty
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WeightGroup = WeightGroup + WeightUnit
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local CargoUnit = CARGO_UNIT:New( Unit, Type, Unit:GetName(), WeightUnit )
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self.CargoSet:Add( CargoUnit:GetName(), CargoUnit )
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self:SetWeight( WeightGroup )
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self:T( { "Weight Cargo", WeightGroup } )
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-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
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_EVENTDISPATCHER:CreateEventNewCargo( self )
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self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
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self:SetEventPriority( 4 )
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return self
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end
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self:SetWeight( WeightGroup )
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--- @param #CARGO_GROUP self
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-- @param Core.Event#EVENTDATA EventData
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function CARGO_GROUP:OnEventCargoDead( EventData )
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self:T( { "Weight Cargo", WeightGroup } )
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-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
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_EVENTDISPATCHER:CreateEventNewCargo( self )
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self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
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self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
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self:SetEventPriority( 4 )
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return self
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end
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--- @param #CARGO_GROUP self
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-- @param Core.Event#EVENTDATA EventData
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function CARGO_GROUP:OnEventCargoDead( EventData )
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local Destroyed = false
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if self:IsDestroyed() or self:IsUnLoaded() then
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Destroyed = true
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for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
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local Cargo = CargoData -- #CARGO
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if Cargo:IsAlive() then
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Destroyed = false
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else
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Cargo:Destroyed()
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end
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end
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else
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local CarrierName = self.CargoCarrier:GetName()
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if CarrierName == EventData.IniDCSUnitName then
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MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
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local Destroyed = false
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if self:IsDestroyed() or self:IsUnLoaded() then
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Destroyed = true
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self.CargoCarrier:ClearCargo()
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for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
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local Cargo = CargoData -- #CARGO
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if Cargo:IsAlive() then
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Destroyed = false
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else
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Cargo:Destroyed()
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end
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end
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else
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local CarrierName = self.CargoCarrier:GetName()
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if CarrierName == EventData.IniDCSUnitName then
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MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll()
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Destroyed = true
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self.CargoCarrier:ClearCargo()
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end
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end
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end
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if Destroyed then
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self:Destroyed()
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self:E( { "Cargo group destroyed" } )
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end
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end
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--- Enter Boarding State.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To } )
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local NearRadius = NearRadius or 25
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoSet:ForEach(
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function( Cargo, ... )
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Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
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end, ...
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)
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self:__Boarding( 1, CargoCarrier, NearRadius, ... )
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if Destroyed then
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self:Destroyed()
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self:E( { "Cargo group destroyed" } )
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end
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end
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end
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--- Enter Loaded State.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
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self:F( { From, Event, To, CargoCarrier, ...} )
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--- Enter Boarding State.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To } )
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local NearRadius = NearRadius or 25
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if From == "UnLoaded" then
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
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-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
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self.CargoSet:ForEach(
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function( Cargo, ... )
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Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
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end, ...
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)
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self:__Boarding( 1, CargoCarrier, NearRadius, ... )
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end
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end
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--- Enter Loaded State.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
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self:F( { From, Event, To, CargoCarrier, ...} )
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if From == "UnLoaded" then
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-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
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for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
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Cargo:Load( CargoCarrier )
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end
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end
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--self.CargoObject:Destroy()
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self.CargoCarrier = CargoCarrier
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end
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--- Leave Boarding State.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
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self:F( { CargoCarrier.UnitName, From, Event, To } )
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local NearRadius = NearRadius or 100
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local Boarded = true
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local Cancelled = false
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local Dead = true
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self.CargoSet:Flush()
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-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
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for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
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Cargo:Load( CargoCarrier )
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end
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end
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self:T( { Cargo:GetName(), Cargo.current } )
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if not Cargo:is( "Loaded" )
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and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
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Boarded = false
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end
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if Cargo:is( "UnLoaded" ) then
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Cancelled = true
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end
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--self.CargoObject:Destroy()
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self.CargoCarrier = CargoCarrier
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if not Cargo:is( "Destroyed" ) then
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Dead = false
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end
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end
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end
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--- Leave Boarding State.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Unit#UNIT CargoCarrier
|
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-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||
|
||||
local NearRadius = NearRadius or 25
|
||||
|
||||
local Boarded = true
|
||||
local Cancelled = false
|
||||
local Dead = true
|
||||
|
||||
self.CargoSet:Flush()
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( { Cargo:GetName(), Cargo.current } )
|
||||
|
||||
|
||||
if not Cargo:is( "Loaded" )
|
||||
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
||||
Boarded = false
|
||||
end
|
||||
|
||||
if Cargo:is( "UnLoaded" ) then
|
||||
Cancelled = true
|
||||
end
|
||||
|
||||
if not Cargo:is( "Destroyed" ) then
|
||||
Dead = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Dead then
|
||||
|
||||
if not Cancelled then
|
||||
if not Boarded then
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
if not Dead then
|
||||
|
||||
if not Cancelled then
|
||||
if not Boarded then
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
self:F("Group Cargo is loaded")
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
end
|
||||
else
|
||||
self:F("Group Cargo is loaded")
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
else
|
||||
self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... )
|
||||
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
else
|
||||
self:__Destroyed( 1, CargoCarrier, NearRadius, ... )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetCount()
|
||||
return self.CargoSet:Count()
|
||||
end
|
||||
|
||||
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
local Timer = 1
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
if self.CargoObject then
|
||||
self.CargoObject:Destroy()
|
||||
end
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, NearRadius )
|
||||
|
||||
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
||||
Timer = Timer + 10
|
||||
end, { NearRadius }
|
||||
)
|
||||
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
--- Get the amount of cargo units in the group.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @return #CARGO_GROUP
|
||||
function CARGO_GROUP:GetCount()
|
||||
return self.CargoSet:Count()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Leave UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
local UnBoarded = true
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( Cargo.current )
|
||||
if not Cargo:is( "UnLoaded" ) then
|
||||
UnBoarded = false
|
||||
--- Enter UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 100
|
||||
|
||||
local Timer = 1
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
if self.CargoObject then
|
||||
self.CargoObject:Destroy()
|
||||
end
|
||||
end
|
||||
|
||||
if UnBoarded then
|
||||
return true
|
||||
else
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, NearRadius )
|
||||
|
||||
Cargo:__UnBoard( Timer, ToPointVec2, NearRadius )
|
||||
Timer = Timer + 10
|
||||
end, { NearRadius }
|
||||
)
|
||||
|
||||
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
||||
self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10)
|
||||
Cargo:UnLoad( RandomVec2 )
|
||||
--- Leave UnBoarding State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnBoarding" then
|
||||
local UnBoarded = true
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:T( Cargo.current )
|
||||
if not Cargo:is( "UnLoaded" ) then
|
||||
UnBoarded = false
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
if UnBoarded then
|
||||
return true
|
||||
else
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
end
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
||||
self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(10)
|
||||
Cargo:UnLoad( RandomVec2 )
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the cargo when destroyed
|
||||
@ -1464,21 +1469,37 @@ end
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_GROUP:RouteTo( Coordinate )
|
||||
self:F( )
|
||||
self:F( {Coordinate = Coordinate } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
if From == "UnLoaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, Coordinate )
|
||||
Cargo.CargoObject:RouteTo( Coordinate )
|
||||
end, Coordinate
|
||||
)
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo )
|
||||
Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
|
||||
end
|
||||
)
|
||||
|
||||
end
|
||||
|
||||
--- Check if Cargo is near to the Carrier.
|
||||
-- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
local FirstCargo = self.CargoSet:GetFirst() -- #CARGO
|
||||
|
||||
if FirstCargo then
|
||||
if FirstCargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
|
||||
self:F( "Near" )
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
end -- CARGO_GROUP
|
||||
|
||||
@ -258,9 +258,14 @@ do -- COORDINATE
|
||||
|
||||
--- Returns if the 2 coordinates are at the same 2D position.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE Coordinate
|
||||
-- @param #number Precision
|
||||
-- @return #boolean true if at the same position.
|
||||
function COORDINATE:IsAtCoordinate2D( Coordinate, Precision )
|
||||
|
||||
self:F( { Coordinate = Coordinate:GetVec2() } )
|
||||
self:F( { self = self:GetVec2() } )
|
||||
|
||||
local x = Coordinate.x
|
||||
local z = Coordinate.z
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user