First working prototype of AI_CARGO_TROOPS.

This commit is contained in:
FlightControl_Master 2018-03-27 12:07:16 +02:00
parent b6fc46fdd0
commit 727d64927b
3 changed files with 396 additions and 296 deletions

View File

@ -48,6 +48,8 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" ) self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
self:AddTransition( "*", "Monitor", "*" ) self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Guarding" )
self:__Monitor( 1 ) self:__Monitor( 1 )
self:__Load( 1 ) self:__Load( 1 )
@ -56,38 +58,94 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
end end
--- Follow Infantry to the Carrier.
-- @param #AI_CARGO_TROOPS self
-- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:FollowToCarrier( Me )
self = Me
self:F( { self = self:GetClassNameAndID(), CargoGroup = self.CargoGroup:GetName() } )
-- We check if the Cargo is near to the CargoCarrier.
if self.CargoGroup:IsNear( self.CargoCarrier, 5 ) then
-- The Cargo does not need to follow the Carrier.
self:Guard()
else
-- The Cargo needs to continue to follow the Carrier.
if self:Is( "Following" ) then
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoGroup.CargoSet:ForEach(
--- @param Core.Cargo#CARGO Cargo
function( Cargo )
local CargoUnit = Cargo.CargoObject -- Wrapper.Unit#UNIT
self:F( { UnitName = CargoUnit:GetName() } )
if CargoUnit:IsAlive() then
local InfantryGroup = CargoUnit:GetGroup()
self:F( { GroupName = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
table.insert( Waypoints, FromGround )
local ToCoord = self.CargoCarrier:GetCoordinate()
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", self )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
InfantryGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
)
end
end
end
--- @param #AI_CARGO_TROOPS self --- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier -- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To ) function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } ) self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then
if self.Coordinate then if self.CarrierCoordinate then
local Coordinate = CargoCarrier:GetCoordinate() local Coordinate = CargoCarrier:GetCoordinate()
self.Zone:Scan( { Object.Category.UNIT } ) self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
-- if self:Is( "Unloaded" ) then if self:Is( "Unloaded" ) or self:Is( "Guarding" ) then
-- -- There are no enemies within combat range. Load the CargoCarrier. -- There are no enemies within combat range. Load the CargoCarrier.
-- self:__Load( 1 ) self:__Load( 1 )
-- end end
else else
if self:Is( "Loaded" ) then if self:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier. -- There are enemies within combat range. Unload the CargoCarrier.
self:__Unload( 1 ) self:__Unload( 1 )
end end
end end
if self:Is( "Unloaded" ) then if self:Is( "Guarding" ) then
if not Coordinate:IsAtCoordinate2D( self.Coordinate, 2 ) then if not self.CargoGroup:IsNear( CargoCarrier, 5 ) then
--self.CargoGroup:RouteTo( Coordinate, 30 ) self:Follow()
end end
end end
end
self.CarrierCoordinate = CargoCarrier:GetCoordinate()
end
else self:__Monitor( -5 )
self.Coordinate = CargoCarrier:GetCoordinate()
end
end
self:__Monitor( 1 )
end end
@ -167,7 +225,23 @@ function AI_CARGO_TROOPS:onafterUnloaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } ) self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then
self:Guard()
self.CargoCarrier = CargoCarrier
CargoCarrier:RouteResume() CargoCarrier:RouteResume()
end end
end end
--- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_TROOPS:onafterFollow( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
self:F( "Follow" )
if CargoCarrier and CargoCarrier:IsAlive() then
self:FollowToCarrier( self )
end
end

View File

@ -491,19 +491,24 @@ end
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). -- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- @return #boolean -- @return #boolean
function CARGO:IsNear( PointVec2, NearRadius ) function CARGO:IsNear( PointVec2, NearRadius )
self:F( { PointVec2, NearRadius } ) self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } )
if self.CargoObject:IsAlive() then
--local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) --local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
self:F( { CargoObjectName = self.CargoObject:GetName() } )
self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
self:F( { PointVec2 = PointVec2:GetVec2() } )
local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
self:T( Distance ) self:T( Distance )
if Distance <= NearRadius then if Distance <= NearRadius then
return true return true
else
return false
end end
end end
return false
end
--- Get the current PointVec2 of the cargo. --- Get the current PointVec2 of the cargo.
-- @param #CARGO self -- @param #CARGO self
-- @return Core.Point#POINT_VEC2 -- @return Core.Point#POINT_VEC2
@ -746,7 +751,7 @@ do -- CARGO_UNIT
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:F( { From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 100
local Angle = 180 local Angle = 180
local Speed = 60 local Speed = 60
@ -804,7 +809,7 @@ do -- CARGO_UNIT
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:F( { From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 100
local Angle = 180 local Angle = 180
local Speed = 10 local Speed = 10
@ -831,7 +836,7 @@ do -- CARGO_UNIT
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:F( { From, Event, To, ToPointVec2, NearRadius } ) self:F( { From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 100
self.CargoInAir = self.CargoObject:InAir() self.CargoInAir = self.CargoObject:InAir()
@ -1278,7 +1283,7 @@ end
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } ) self:F( { CargoCarrier.UnitName, From, Event, To } )
local NearRadius = NearRadius or 25 local NearRadius = NearRadius or 100
local Boarded = true local Boarded = true
local Cancelled = false local Cancelled = false
@ -1341,7 +1346,7 @@ end
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
self:F( {From, Event, To, ToPointVec2, NearRadius } ) self:F( {From, Event, To, ToPointVec2, NearRadius } )
NearRadius = NearRadius or 25 NearRadius = NearRadius or 100
local Timer = 1 local Timer = 1
@ -1464,21 +1469,37 @@ end
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @param Core.Point#COORDINATE Coordinate -- @param Core.Point#COORDINATE Coordinate
function CARGO_GROUP:RouteTo( 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 -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
self.CargoSet:ForEach( self.CargoSet:ForEach(
function( Cargo, Coordinate ) function( Cargo )
Cargo.CargoObject:RouteTo( Coordinate ) Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
end, Coordinate end
) )
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
end -- CARGO_GROUP end -- CARGO_GROUP

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@ -258,9 +258,14 @@ do -- COORDINATE
--- Returns if the 2 coordinates are at the same 2D position. --- Returns if the 2 coordinates are at the same 2D position.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE Coordinate
-- @param #number Precision
-- @return #boolean true if at the same position. -- @return #boolean true if at the same position.
function COORDINATE:IsAtCoordinate2D( Coordinate, Precision ) function COORDINATE:IsAtCoordinate2D( Coordinate, Precision )
self:F( { Coordinate = Coordinate:GetVec2() } )
self:F( { self = self:GetVec2() } )
local x = Coordinate.x local x = Coordinate.x
local z = Coordinate.z local z = Coordinate.z