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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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end
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self.CarrierCoordinate = CargoCarrier:GetCoordinate()
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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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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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@ -491,19 +491,24 @@ 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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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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else
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return false
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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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-- @param #CARGO self
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-- @return Core.Point#POINT_VEC2
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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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@ -1278,7 +1283,7 @@ end
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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 25
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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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@ -1341,7 +1346,7 @@ end
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function CARGO_GROUP: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 Timer = 1
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@ -1464,21 +1469,37 @@ end
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-- @param #CARGO_GROUP self
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-- @param Core.Point#COORDINATE Coordinate
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function CARGO_GROUP:RouteTo( Coordinate )
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self:F( )
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--local NearRadius = NearRadius or 25
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if From == "UnLoaded" then
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self:F( {Coordinate = Coordinate } )
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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, Coordinate )
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Cargo.CargoObject:RouteTo( Coordinate )
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end, Coordinate
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function( Cargo )
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Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 )
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end
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)
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end
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--- Check if Cargo is near to the Carrier.
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-- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.
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-- @param #CARGO_GROUP self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @param #number NearRadius
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-- @return #boolean The Cargo is near to the Carrier.
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-- @return #nil The Cargo is not near to the Carrier.
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function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
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self:F( {NearRadius = NearRadius } )
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local FirstCargo = self.CargoSet:GetFirst() -- #CARGO
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if FirstCargo then
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if FirstCargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
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self:F( "Near" )
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return true
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end
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end
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return nil
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end
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end -- CARGO_GROUP
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@ -258,9 +258,14 @@ do -- COORDINATE
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--- Returns if the 2 coordinates are at the same 2D position.
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-- @param #COORDINATE self
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-- @param #COORDINATE Coordinate
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-- @param #number Precision
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-- @return #boolean true if at the same position.
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function COORDINATE:IsAtCoordinate2D( Coordinate, Precision )
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self:F( { Coordinate = Coordinate:GetVec2() } )
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self:F( { self = self:GetVec2() } )
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local x = Coordinate.x
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local z = Coordinate.z
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