Updates with changes from develop

This commit is contained in:
Applevangelist
2021-07-24 15:50:10 +02:00
parent 277c26821e
commit 7ca7caea75
5 changed files with 873 additions and 300 deletions

View File

@@ -1,4 +1,4 @@
--- **Ops** -- Combat Troops & Logistics Deployment.
--- **Ops** -- Combat Troops & Logistics Department.
--
-- ===
--
@@ -18,7 +18,7 @@
--
-- ===
--
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing)
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
@@ -37,6 +37,7 @@ do
-- @field #number CratesNeeded Crates needed to build.
-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @field #boolean HasBeenDropped True if dropped from heli.
-- @field #number PerCrateMass Mass in kg
-- @extends Core.Fsm#FSM
CTLD_CARGO = {
ClassName = "CTLD_CARGO",
@@ -49,6 +50,7 @@ CTLD_CARGO = {
CratesNeeded = 0,
Positionable = nil,
HasBeenDropped = false,
PerCrateMass = 0
}
--- Define cargo types.
@@ -59,6 +61,7 @@ CTLD_CARGO = {
["TROOPS"] = "Troops", -- #string troops
["FOB"] = "FOB", -- #string FOB
["CRATE"] = "Crate", -- #string crate
["REPAIR"] = "Repair", -- #string repair
}
--- Function to create new CTLD_CARGO object.
@@ -72,8 +75,9 @@ CTLD_CARGO = {
-- @param #number CratesNeeded Crates needed to build.
-- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper.
-- @param #number PerCrateMass Mass in kg
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped)
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
@@ -86,6 +90,7 @@ CTLD_CARGO = {
self.CratesNeeded = CratesNeeded or 0 -- #number
self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE
self.HasBeenDropped = Dropped or false --#boolean
self.PerCrateMass = PerCrateMass or 0 -- #number
return self
end
@@ -169,13 +174,25 @@ CTLD_CARGO = {
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
--- Query crate type for REPAIR
-- @param #CTLD_CARGO self
-- @param #boolean
function CTLD_CARGO:IsRepair()
if self.CargoType == "Repair" then
return true
else
return false
end
end
end
do
@@ -224,6 +241,8 @@ do
-- -- add infantry unit called "Anti-Tank Small" using template "ATS", of type TROOP with size 3
-- -- infantry units will be loaded directly from LOAD zones into the heli (matching number of free seats needed)
-- my_ctld:AddTroopsCargo("Anti-Tank Small",{"ATS"},CTLD_CARGO.Enum.TROOPS,3)
-- -- if you want to add weight to your Heli, troops can have a weight in kg **per person**. Currently no max weight checked. Fly carefully.
-- my_ctld:AddTroopsCargo("Anti-Tank Small",{"ATS"},CTLD_CARGO.Enum.TROOPS,3,80)
--
-- -- add infantry unit called "Anti-Tank" using templates "AA" and "AA"", of type TROOP with size 4
-- my_ctld:AddTroopsCargo("Anti-Air",{"AA","AA2"},CTLD_CARGO.Enum.TROOPS,4)
@@ -231,10 +250,15 @@ do
-- -- add vehicle called "Humvee" using template "Humvee", of type VEHICLE, size 2, i.e. needs two crates to be build
-- -- vehicles and FOB will be spawned as crates in a LOAD zone first. Once transported to DROP zones, they can be build into the objects
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2)
-- -- if you want to add weight to your Heli, crates can have a weight in kg **per crate**. Currently no max weight checked. Fly carefully.
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775)
--
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
--
-- -- add crates to repair FOB or VEHICLE type units - the 2nd parameter needs to match the template you want to repair
-- my_ctld:AddCratesRepair("Humvee Repair","Humvee",CTLD_CARGO.Enum.REPAIR,1)
--
-- ## 1.3 Add logistics zones
--
-- Add zones for loading troops and crates and dropping, building crates
@@ -272,6 +296,7 @@ do
-- my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters)
-- my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters)
-- my_ctld.suppressmessages = false -- Set to true if you want to script your own messages.
-- my_ctld.repairtime = 300 -- Number of seconds it takes to repair a unit.
--
-- ## 2.1 User functions
--
@@ -353,12 +378,16 @@ do
-- ... your code here ...
-- end
--
-- ## 3.6 OnAfterCratesBuild
-- ## 3.6 OnAfterCratesBuild, OnAfterCratesRepaired
--
-- This function is called when a player has build a vehicle or FOB:
--
-- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
-- ... your code here ...
-- end
--
-- function my_ctld:OnAfterCratesRepaired(From, Event, To, Group, Unit, Vehicle)
-- ... your code here ...
-- end
--
-- ## 3.7 A simple SCORING example:
@@ -385,7 +414,7 @@ do
--
-- ## 4.1 Manage Crates
--
-- Use this entry to get, load, list nearby, drop, and build crates. Also @see options.
-- Use this entry to get, load, list nearby, drop, build and repair crates. Also @see options.
--
-- ## 4.2 Manage Troops
--
@@ -420,7 +449,7 @@ do
-- my_ctld.enableHercules = true
-- my_ctld.HercMinAngels = 155 -- for troop/cargo drop via chute in meters, ca 470 ft
-- my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
-- my_ctld.HercMaxSpeed = 77 -- 77mps or 270 kph or 150 kn
-- my_ctld.HercMaxSpeed = 77 -- 77mps or 270kph or 150kn
--
-- Also, the following options need to be set to `true`:
--
@@ -528,7 +557,7 @@ CTLD.UnitTypes = {
--- CTLD class version.
-- @field #string version
CTLD.version="0.1.4r2"
CTLD.version="0.1.4r3"
--- Instantiate a new CTLD.
-- @param #CTLD self
@@ -591,7 +620,8 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:AddTransition("*", "TroopsDeployed", "*") -- CTLD deploy event.
self:AddTransition("*", "TroopsRTB", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "CratesRepaired", "*") -- CTLD repair event.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
-- tables
@@ -652,6 +682,9 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- message suppression
self.suppressmessages = false
-- time to repair a unit/group
self.repairtime = 300
for i=1,100 do
math.random()
end
@@ -745,7 +778,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
-- @return #CTLD self
--- FSM Function OnAfterCratesBuild.
--- FSM Function OnAfterCratesBuild.
-- @function [parent=#CTLD] OnAfterCratesBuild
-- @param #CTLD self
-- @param #string From State.
@@ -755,7 +788,18 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnAfterCratesRepaired.
-- @function [parent=#CTLD] OnAfterCratesRepaired
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB repaired.
-- @return #CTLD self
--- FSM Function OnAfterTroopsRTB.
-- @function [parent=#CTLD] OnAfterTroopsRTB
-- @param #CTLD self
@@ -919,13 +963,119 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
return
else
self.CargoCounter = self.CargoCounter + 1
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, CTLD_CARGO.Enum.TROOPS, true, true, Cargotype.CratesNeeded)
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, CTLD_CARGO.Enum.TROOPS, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass)
self:T({cargotype=loadcargotype})
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
self:__TroopsPickedUp(1,Group, Unit, Cargotype)
self:_UpdateUnitCargoMass(Unit)
end
return self
end
function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
self:T(self.lid .. " _FindRepairNearby")
local unitcoord = Unit:GetCoordinate()
-- find nearest group of deployed groups
local nearestGroup = nil
local nearestGroupIndex = -1
local nearestDistance = 10000000
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
if distance < nearestDistance and distance ~= -1 then
nearestGroup = v
nearestGroupIndex = k
nearestDistance = distance
end
end
-- found one and matching distance?
if nearestGroup == nil or nearestDistance > 1000 then
self:_SendMessage("No unit close enough to repair!", 10, false, Group)
return nil, nil
end
local groupname = nearestGroup:GetName()
--self:I(string.format("***** Found Group %s",groupname))
-- helper to find matching template
local function matchstring(String,Table)
local match = false
if type(Table) == "table" then
for _,_name in pairs (Table) do
if string.find(String,_name) then
match = true
break
end
end
else
if type(String) == "string" then
if string.find(String,Table) then match = true end
end
end
return match
end
-- walk through generics and find matching type
local Cargotype = nil
for k,v in pairs(self.Cargo_Crates) do
--self:I({groupname,v.Templates})
if matchstring(groupname,v.Templates) and matchstring(groupname,Repairtype) then
Cargotype = v -- #CTLD_CARGO
break
end
end
if Cargotype == nil then
--self:_SendMessage("Can't find a matching group for " .. Repairtype, 10, false, Group)
return nil, nil
else
return nearestGroup, Cargotype
end
end
--- (Internal) Function to repair an object.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @param #table Crates Table of #CTLD_CARGO objects near the unit.
-- @param #CTLD.Buildable Build Table build object.
-- @param #number Number Number of objects in Crates (found) to limit search.
function CTLD:_RepairObjectFromCrates(Group,Unit,Crates,Build,Number)
self:T(self.lid .. " _RepairObjectFromCrates")
local build = Build -- -- #CTLD.Buildable
--self:I({Build=Build})
local Repairtype = build.Template -- #string
local NearestGroup, CargoType = self:_FindRepairNearby(Group,Unit,Repairtype) -- Wrapper.Group#GROUP, #CTLD_CARGO
--self:I({Repairtype=Repairtype, CargoType=CargoType, NearestGroup=NearestGroup})
if NearestGroup ~= nil then
if self.repairtime < 2 then self.repairtime = 30 end -- noob catch
self:_SendMessage(string.format("Repair started using %s taking %d secs", build.Name, self.repairtime), 10, false, Group)
-- now we can build ....
--NearestGroup:Destroy(false)
local name = CargoType:GetName()
local required = CargoType:GetCratesNeeded()
local template = CargoType:GetTemplates()
local ctype = CargoType:GetType()
local object = {} -- #CTLD.Buildable
object.Name = CargoType:GetName()
object.Required = required
object.Found = required
object.Template = template
object.CanBuild = true
object.Type = ctype -- #CTLD_CARGO.Enum
self:_CleanUpCrates(Crates,Build,Number)
local desttimer = TIMER:New(function() NearestGroup:Destroy(false) end, self)
desttimer:Start(self.repairtime - 1)
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,object,true,NearestGroup:GetCoordinate())
buildtimer:Start(self.repairtime)
--self:_BuildObjectFromCrates(Group,Unit,object)
else
self:_SendMessage("Can't repair this unit with " .. build.Name, 10, false, Group)
end
return self
end
@@ -961,7 +1111,7 @@ end
local nearestDistance = 10000000
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
if distance < nearestDistance then
if distance < nearestDistance and distance ~= -1 then
nearestGroup = v
nearestGroupIndex = k
nearestDistance = distance
@@ -1005,12 +1155,13 @@ end
return
else
self.CargoCounter = self.CargoCounter + 1
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, CTLD_CARGO.Enum.TROOPS, true, true, Cargotype.CratesNeeded)
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, CTLD_CARGO.Enum.TROOPS, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass)
self:T({cargotype=loadcargotype})
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
self:_UpdateUnitCargoMass(Unit)
self:__TroopsExtracted(1,Group, Unit, nearestGroup)
-- clean up:
@@ -1097,10 +1248,10 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
self.CargoCounter = self.CargoCounter +1
local realcargo = nil
if drop then
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true)
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass)
table.insert(droppedcargo,realcargo)
else
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter])
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],nil,cargotype.PerCrateMass)
end
table.insert(self.Spawned_Cargo, realcargo)
end
@@ -1132,7 +1283,7 @@ function CTLD:_ListCratesNearby( _group, _unit)
if dropped then
text:Add(string.format("Dropped crate for %s",name))
else
text:Add(string.format("Crate for %s",name))
text:Add(string.format("Crate for %s, %d Kg",name, entry.PerCrateMass))
end
end
if text:GetCount() == 1 then
@@ -1226,6 +1377,7 @@ function CTLD:_LoadCratesNearby(Group, Unit)
else
-- have we loaded stuff already?
local numberonboard = 0
local massonboard = 0
local loaded = {}
if self.Loaded_Cargo[unitname] then
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
@@ -1266,7 +1418,8 @@ function CTLD:_LoadCratesNearby(Group, Unit)
-- destroy crate
crate:GetPositionable():Destroy()
crate.Positionable = nil
self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
self:_UpdateUnitCargoMass(Unit)
self:__CratesPickedUp(1, Group, Unit, crate)
end
end
@@ -1290,6 +1443,43 @@ function CTLD:_LoadCratesNearby(Group, Unit)
return self
end
--- (Internal) Function to get current loaded mass
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #number mass in kgs
function CTLD:_GetUnitCargoMass(Unit)
self:T(self.lid .. " _GetUnitCargoMass")
local unitname = Unit:GetName()
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
local loadedmass = 0 -- #number
if self.Loaded_Cargo[unitname] then
local cargotable = loadedcargo.Cargo or {} -- #table
for _,_cargo in pairs(cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type == CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then
loadedmass = loadedmass + (cargo.PerCrateMass * cargo:GetCratesNeeded())
end
if type ~= CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then
loadedmass = loadedmass + cargo.PerCrateMass
end
end
end
return loadedmass
end
--- (Internal) Function to calculate and set Unit internal cargo mass
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_UpdateUnitCargoMass(Unit)
self:T(self.lid .. " _UpdateUnitCargoMass")
local calculatedMass = self:_GetUnitCargoMass(Unit)
Unit:SetUnitInternalCargo(calculatedMass)
local report = REPORT:New("Loadmaster report")
report:Add("Carrying " .. calculatedMass .. "Kg")
self:_SendMessage(report:Text(),10,false,Unit:GetGroup())
end
--- (Internal) Function to list loaded cargo.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
@@ -1303,6 +1493,7 @@ function CTLD:_ListCargo(Group, Unit)
local trooplimit = capabilities.trooplimit -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
local loadedmass = self:_GetUnitCargoMass(Unit) -- #number
if self.Loaded_Cargo[unitname] then
local no_troops = loadedcargo.Troopsloaded or 0
local no_crates = loadedcargo.Cratesloaded or 0
@@ -1328,7 +1519,7 @@ function CTLD:_ListCargo(Group, Unit)
for _,_cargo in pairs(cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type ~= CTLD_CARGO.Enum.TROOPS then
if type ~= CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then
report:Add(string.format("Crate: %s size 1",cargo:GetName()))
cratecount = cratecount + 1
end
@@ -1337,6 +1528,7 @@ function CTLD:_ListCargo(Group, Unit)
report:Add(" N O N E")
end
report:Add("------------------------------------------------------------")
report:Add("Total Mass: ".. loadedmass .. " kg")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
else
@@ -1439,6 +1631,7 @@ function CTLD:_UnloadTroops(Group, Unit)
end
self.Loaded_Cargo[unitname] = nil
self.Loaded_Cargo[unitname] = loaded
self:_UpdateUnitCargoMass(Unit)
else
if IsHerc then
self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group)
@@ -1507,6 +1700,7 @@ function CTLD:_UnloadCrates(Group, Unit)
end
self.Loaded_Cargo[unitname] = nil
self.Loaded_Cargo[unitname] = loaded
self:_UpdateUnitCargoMass(Unit)
else
if IsHerc then
self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group)
@@ -1533,7 +1727,7 @@ function CTLD:_BuildCrates(Group, Unit)
-- get dropped crates
for _,_crate in pairs(crates) do
local Crate = _crate -- #CTLD_CARGO
if Crate:WasDropped() then
if Crate:WasDropped() and not Crate:IsRepair() then
-- we can build these - maybe
local name = Crate:GetName()
local required = Crate:GetCratesNeeded()
@@ -1596,12 +1790,92 @@ function CTLD:_BuildCrates(Group, Unit)
return self
end
--- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrappe.Unit#UNIT Unit
function CTLD:_RepairCrates(Group, Unit)
self:T(self.lid .. " _RepairCrates")
-- get nearby crates
local finddist = self.CrateDistance or 30
local crates,number = self:_FindCratesNearby(Group,Unit, finddist) -- #table
local buildables = {}
local foundbuilds = false
local canbuild = false
if number > 0 then
-- get dropped crates
for _,_crate in pairs(crates) do
local Crate = _crate -- #CTLD_CARGO
if Crate:WasDropped() and Crate:IsRepair() then
-- we can build these - maybe
local name = Crate:GetName()
local required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates()
local ctype = Crate:GetType()
if not buildables[name] then
local object = {} -- #CTLD.Buildable
object.Name = name
object.Required = required
object.Found = 1
object.Template = template
object.CanBuild = false
object.Type = ctype -- #CTLD_CARGO.Enum
buildables[name] = object
foundbuilds = true
else
buildables[name].Found = buildables[name].Found + 1
foundbuilds = true
end
if buildables[name].Found >= buildables[name].Required then
buildables[name].CanBuild = true
canbuild = true
end
self:T({repair = buildables})
end -- end dropped
end -- end crate loop
-- ok let\'s list what we have
local report = REPORT:New("Checklist Repairs")
report:Add("------------------------------------------------------------")
for _,_build in pairs(buildables) do
local build = _build -- Object table from above
local name = build.Name
local needed = build.Required
local found = build.Found
local txtok = "NO"
if build.CanBuild then
txtok = "YES"
end
local text = string.format("Type: %s | Required %d | Found %d | Can Repair %s", name, needed, found, txtok)
report:Add(text)
end -- end list buildables
if not foundbuilds then report:Add(" --- None Found ---") end
report:Add("------------------------------------------------------------")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
-- let\'s get going
if canbuild then
-- loop again
for _,_build in pairs(buildables) do
local build = _build -- #CTLD.Buildable
if build.CanBuild then
self:_RepairObjectFromCrates(Group,Unit,crates,build,number)
end
end
end
else
self:_SendMessage(string.format("No crates within %d meters!",finddist), 10, false, Group)
end -- number > 0
return self
end
--- (Internal) Function to actually SPAWN buildables in the mission.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Group#UNIT Unit
-- @param #CTLD.Buildable Build
function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
-- @param #boolean Repair If true this is a repair and not a new build
-- @param Core.Point#COORDINATE Coordinate Location for repair (e.g. where the destroyed unit was)
function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
self:T(self.lid .. " _BuildObjectFromCrates")
-- Spawn-a-crate-content
local position = Unit:GetCoordinate() or Group:GetCoordinate()
@@ -1613,17 +1887,31 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
local temptable = Build.Template or {}
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,100)
local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
if Repair then
randomcoord = RepairLocation:GetVec2()
end
for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1
if canmove then
local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
--:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
end
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
if Repair then
self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
else
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
end
end -- template loop
return self
end
@@ -1756,7 +2044,8 @@ function CTLD:_RefreshF10Menus()
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit):Refresh()
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
end
-- sub menu troops management
if cantroops then
@@ -1791,11 +2080,12 @@ function CTLD:_RefreshF10Menus()
-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP making up this troop.
-- @param #CTLD_CARGO.Enum Type Type of cargo, here TROOPS - these will move to a nearby destination zone when dropped/build.
-- @param #number NoTroops Size of the group in number of Units across combined templates (for loading).
function CTLD:AddTroopsCargo(Name,Templates,Type,NoTroops)
-- @param #number PerTroopMass Mass in kg of each soldier
function CTLD:AddTroopsCargo(Name,Templates,Type,NoTroops,PerTroopMass)
self:T(self.lid .. " AddTroopsCargo")
self.CargoCounter = self.CargoCounter + 1
-- Troops are directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,true,NoTroops)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,true,NoTroops,nil,nil,PerTroopMass)
table.insert(self.Cargo_Troops,cargo)
return self
end
@@ -1806,11 +2096,28 @@ end
-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo.
-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.
-- @param #number NoCrates Number of crates needed to build this cargo.
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates)
-- @param #number PerCrateMass Mass in kg of each crate
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass)
self:T(self.lid .. " AddCratesCargo")
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates)
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass)
table.insert(self.Cargo_Crates,cargo)
return self
end
--- User function - Add *generic* repair crates loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
-- @param #CTLD self
-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
-- @param #string Template Template of VEHICLE or FOB cargo that this can repair.
-- @param #CTLD_CARGO.Enum Type Type of cargo, here REPAIR.
-- @param #number NoCrates Number of crates needed to build this cargo.
-- @param #number PerCrateMass Mass in kg of each crate
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass)
self:T(self.lid .. " AddCratesRepair")
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass)
table.insert(self.Cargo_Crates,cargo)
return self
end
@@ -1840,15 +2147,15 @@ function CTLD:ActivateZone(Name,ZoneType,NewState)
self:T(self.lid .. " AddZone")
local newstate = true
-- set optional in case we\'re deactivating
if not NewState or NewState == false then
newstate = false
end
if NewState ~= nil then
newstate = NewState
end
-- get correct table
local zone = ZoneType -- #CTLD.CargoZone
local table = {}
if zone.type == CTLD.CargoZoneType.LOAD then
if ZoneType == CTLD.CargoZoneType.LOAD then
table = self.pickupZones
elseif zone.type == CTLD.CargoZoneType.DROP then
elseif ZoneType == CTLD.CargoZoneType.DROP then
table = self.dropOffZones
else
table = self.wpZones
@@ -1864,6 +2171,7 @@ function CTLD:ActivateZone(Name,ZoneType,NewState)
return self
end
--- User function - Deactivate Name #CTLD.CargoZoneType ZoneType for this CTLD instance.
-- @param #CTLD self
-- @param #string Name Name of the zone to change in the ME.
@@ -2348,6 +2656,20 @@ end
return self
end
--- (Internal) Run through DroppedTroops and capture alive units
-- @param #CTLD self
-- @return #CTLD self
function CTLD:CleanDroppedTroops()
local troops = self.DroppedTroops
local newtable = {}
for _index, _group in pairs (troops) do
if _group and _group:IsAlive() then
newtable[_index] = _group
end
end
self.DroppedTroops = newtable
return self
end
-------------------------------------------------------------------
-- FSM functions
-------------------------------------------------------------------
@@ -2387,6 +2709,7 @@ end
-- @return #CTLD self
function CTLD:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
self:CleanDroppedTroops()
self:_RefreshF10Menus()
self:_RefreshRadioBeacons()
self:CheckAutoHoverload()