Progress on Transport

-- Created SET_CARGO
-- DATABASE handles CARGO
-- Event handles CARGO
-- Event triggers CARGO events
-- Menu system to pickup and deploy cargo
-- Menu system to board and unboard cargo
This commit is contained in:
FlightControl 2017-03-28 12:20:15 +02:00
parent f74c660bf8
commit a00311ed13
10 changed files with 728 additions and 57 deletions

View File

@ -253,9 +253,39 @@ function AI_CARGO:New( Type, Name, Weight, ReportRadius, NearRadius )
CARGOS[self.Name] = self
self:SetEventPriority( 5 )
return self
end
--- Get the name of the Cargo.
-- @param #AI_CARGO self
-- @return #string The name of the Cargo.
function AI_CARGO:GetName()
return self.Name
end
--- Get the type of the Cargo.
-- @param #AI_CARGO self
-- @return #string The type of the Cargo.
function AI_CARGO:GetType()
return self.Type
end
--- Check if cargo is loaded.
-- @param #AI_CARGO self
-- @return #boolean true if loaded
function AI_CARGO:IsLoaded()
return self:Is( "Loaded" )
end
--- Check if cargo is unloaded.
-- @param #AI_CARGO self
-- @return #boolean true if unloaded
function AI_CARGO:IsUnLoaded()
return self:Is( "UnLoaded" )
end
--- Template method to spawn a new representation of the AI_CARGO in the simulator.
-- @param #AI_CARGO self
@ -398,6 +428,20 @@ function AI_CARGO_UNIT:New( CargoUnit, Type, Name, Weight, ReportRadius, NearRad
self:T( self.ClassName )
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
return self
end
--- AI_CARGO_UNIT Destructor.
-- @param #AI_CARGO_UNIT self
-- @return #AI_CARGO_UNIT
function AI_CARGO_UNIT:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self
end
@ -539,7 +583,7 @@ end
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier )
function AI_CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } )
local Speed = 10
@ -571,14 +615,14 @@ end
-- @param #string From
-- @param #string To
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier )
function AI_CARGO_UNIT:onleaveBoarding( From, Event, To, CargoCarrier, ... )
self:F( { CargoCarrier.UnitName, From, Event, To } )
if self:IsNear( CargoCarrier:GetPointVec2() ) then
self:__Load( 1, CargoCarrier )
self:__Load( 1, CargoCarrier, ... )
return true
else
self:__Boarding( 1, CargoCarrier )
self:__Boarding( 1, CargoCarrier, ... )
end
return false
end
@ -607,7 +651,7 @@ end
-- @param #string Event
-- @param #string From
-- @param #string To
function AI_CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier )
function AI_CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, ... )
self:F()
self.CargoInAir = self.CargoObject:InAir()
@ -617,7 +661,7 @@ function AI_CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier )
-- Only move the group to the carrier when the cargo is not in the air
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
if not self.CargoInAir then
self:Load( CargoCarrier )
self:Load( CargoCarrier, ... )
end
end

View File

@ -6,12 +6,14 @@
-- ===================================================
-- Mission designers can use the DATABASE class to refer to:
--
-- * STATICS
-- * UNITS
-- * GROUPS
-- * CLIENTS
-- * AIRPORTS
-- * AIRBASES
-- * PLAYERSJOINED
-- * PLAYERS
-- * CARGOS
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
@ -53,6 +55,7 @@ DATABASE = {
PLAYERS = {},
PLAYERSJOINED = {},
CLIENTS = {},
CARGOS = {},
AIRBASES = {},
COUNTRY_ID = {},
COUNTRY_NAME = {},
@ -84,13 +87,15 @@ local _DATABASECategory =
function DATABASE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE
self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
-- Follow alive players and clients
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
@ -166,22 +171,24 @@ end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddAirbase( DCSAirbaseName )
-- @param #string AirbaseName The name of the airbase
function DATABASE:AddAirbase( AirbaseName )
if not self.AIRBASES[DCSAirbaseName] then
self.AIRBASES[DCSAirbaseName] = AIRBASE:Register( DCSAirbaseName )
if not self.AIRBASES[AirbaseName] then
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
end
end
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self
function DATABASE:DeleteAirbase( DCSAirbaseName )
-- @param #string AirbaseName The name of the airbase
function DATABASE:DeleteAirbase( AirbaseName )
--self.AIRBASES[DCSAirbaseName] = nil
self.AIRBASES[AirbaseName] = nil
end
--- Finds a AIRBASE based on the AirbaseName.
--- Finds an AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
@ -191,6 +198,35 @@ function DATABASE:FindAirbase( AirbaseName )
return AirbaseFound
end
--- Adds a Cargo based on the Cargo Name in the DATABASE.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:AddCargo( Cargo )
if not self.CARGOS[Cargo.Name] then
self.CARGOS[Cargo.Name] = Cargo
end
end
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
function DATABASE:DeleteCargo( CargoName )
self.CARGOS[CargoName] = nil
end
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName]
return CargoFound
end
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
@ -665,7 +701,7 @@ end
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the database. The function needs to accept a UNIT parameter.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
@ -677,7 +713,7 @@ end
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the database. The function needs to accept a GROUP parameter.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
-- @return #DATABASE self
function DATABASE:ForEachGroup( IteratorFunction, ... )
self:F2( arg )
@ -690,7 +726,7 @@ end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an player in the database. The function needs to accept the player name.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, ... )
self:F2( arg )
@ -703,7 +739,7 @@ end
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is was a player in the database. The function needs to accept a UNIT parameter.
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... )
self:F2( arg )
@ -715,7 +751,7 @@ end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called when there is an alive player in the database. The function needs to accept a CLIENT parameter.
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
self:F2( arg )
@ -725,6 +761,42 @@ function DATABASE:ForEachClient( IteratorFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS )
return self
end
--- Handles the OnEventNewCargo event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventNewCargo( EventData )
self:F2( { EventData } )
if EventData.Cargo then
self:AddCargo( EventData.Cargo )
end
end
--- Handles the OnEventDeleteCargo.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
function DATABASE:OnEventDeleteCargo( EventData )
self:F2( { EventData } )
if EventData.Cargo then
self:DeleteCargo( EventData.Cargo.Name )
end
end
function DATABASE:_RegisterTemplates()
self:F2()

View File

@ -197,6 +197,9 @@ EVENT = {
ClassID = 0,
}
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Base#BASE.HandleEvent}() method.
-- @type EVENTS
@ -224,6 +227,8 @@ EVENTS = {
PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
ShootingStart = world.event.S_EVENT_SHOOTING_START,
ShootingEnd = world.event.S_EVENT_SHOOTING_END,
NewCargo = world.event.S_EVENT_NEW_CARGO,
DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
}
--- The Event structure
@ -271,6 +276,7 @@ EVENTS = {
-- @field WeaponTgtDCSUnit
local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = {
Order = 1,
@ -387,6 +393,16 @@ local _EVENTMETA = {
Event = "OnEventShootingEnd",
Text = "S_EVENT_SHOOTING_END"
},
[EVENTS.NewCargo] = {
Order = 1,
Event = "OnEventNewCargo",
Text = "S_EVENT_NEW_CARGO"
},
[EVENTS.DeleteCargo] = {
Order = 1,
Event = "OnEventDeleteCargo",
Text = "S_EVENT_DELETE_CARGO"
},
}
@ -672,6 +688,39 @@ do -- OnEngineShutDown
end
do -- Event Creation
--- Creation of a New Cargo Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventNewCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.NewCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
--- Creation of a Cargo Deletion Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventDeleteCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.DeleteCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
end
--- @param #EVENT self
-- @param #EVENTDATA Event
@ -795,6 +844,11 @@ function EVENT:onEvent( Event )
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
if Event.cargo then
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
local PriorityOrder = _EVENTMETA[Event.id].Order
local PriorityBegin = PriorityOrder == -1 and 5 or 1
local PriorityEnd = PriorityOrder == -1 and 1 or 5
@ -956,7 +1010,8 @@ function EVENT:onEvent( Event )
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
if (Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit then
if ( ( Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit ) or
Event.Cargo then
if EventClass == EventData.EventClass then

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@ -2391,3 +2391,346 @@ function SET_AIRBASE:IsIncludeObject( MAirbase )
self:T2( MAirbaseInclude )
return MAirbaseInclude
end
--- @type SET_CARGO
-- @extends Core.Set#SET_BASE
--- # SET_CARGO class, extends @{Set#SET_BASE}
--
-- Mission designers can use the @{Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
--
-- * Coalitions
-- * Types
-- * Name or Prefix
--
-- ## SET_CARGO constructor
--
-- Create a new SET_CARGO object with the @{#SET_CARGO.New} method:
--
-- * @{#SET_CARGO.New}: Creates a new SET_CARGO object.
--
-- ## Add or Remove CARGOs from SET_CARGO
--
-- CARGOs can be added and removed using the @{Set#SET_CARGO.AddCargosByName} and @{Set#SET_CARGO.RemoveCargosByName} respectively.
-- These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.
--
-- ## SET_CARGO filter criteria
--
-- You can set filter criteria to automatically maintain the SET_CARGO contents.
-- Filter criteria are defined by:
--
-- * @{#SET_CARGO.FilterCoalitions}: Builds the SET_CARGO with the cargos belonging to the coalition(s).
-- * @{#SET_CARGO.FilterPrefixes}: Builds the SET_CARGO with the cargos containing the prefix string(s).
-- * @{#SET_CARGO.FilterTypes}: Builds the SET_CARGO with the cargos belonging to the cargo type(s).
-- * @{#SET_CARGO.FilterCountries}: Builds the SET_CARGO with the cargos belonging to the country(ies).
--
-- Once the filter criteria have been set for the SET_CARGO, you can start filtering using:
--
-- * @{#SET_CARGO.FilterStart}: Starts the filtering of the cargos within the SET_CARGO.
--
-- ## SET_CARGO iterators
--
-- Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods.
-- The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide.
-- The following iterator methods are currently available within the SET_CARGO:
--
-- * @{#SET_CARGO.ForEachCargo}: Calls a function for each cargo it finds within the SET_CARGO.
--
-- @field #SET_CARGO SET_CARGO
--
SET_CARGO = {
ClassName = "SET_CARGO",
Cargos = {},
Filter = {
Coalitions = nil,
Types = nil,
Countries = nil,
ClientPrefixes = nil,
},
FilterMeta = {
Coalitions = {
red = coalition.side.RED,
blue = coalition.side.BLUE,
neutral = coalition.side.NEUTRAL,
},
},
}
--- Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
-- @usage
-- -- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
-- DatabaseSet = SET_CARGO:New()
function SET_CARGO:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CARGOS ) )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
return self
end
--- Add CARGOs to SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param #string AddCargoNames A single name or an array of CARGO names.
-- @return self
function SET_CARGO:AddCargosByName( AddCargoNames )
local AddCargoNamesArray = ( type( AddCargoNames ) == "table" ) and AddCargoNames or { AddCargoNames }
for AddCargoID, AddCargoName in pairs( AddCargoNamesArray ) do
self:Add( AddCargoName, CARGO:FindByName( AddCargoName ) )
end
return self
end
--- Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames )
local RemoveCargoNamesArray = ( type( RemoveCargoNames ) == "table" ) and RemoveCargoNames or { RemoveCargoNames }
for RemoveCargoID, RemoveCargoName in pairs( RemoveCargoNamesArray ) do
self:Remove( RemoveCargoName.CargoName )
end
return self
end
--- Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self
-- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo.
function SET_CARGO:FindCargo( CargoName )
local CargoFound = self.Set[CargoName]
return CargoFound
end
--- Builds a set of cargos of coalitions.
-- Possible current coalitions are red, blue and neutral.
-- @param #SET_CARGO self
-- @param #string Coalitions Can take the following values: "red", "blue", "neutral".
-- @return #SET_CARGO self
function SET_CARGO:FilterCoalitions( Coalitions )
if not self.Filter.Coalitions then
self.Filter.Coalitions = {}
end
if type( Coalitions ) ~= "table" then
Coalitions = { Coalitions }
end
for CoalitionID, Coalition in pairs( Coalitions ) do
self.Filter.Coalitions[Coalition] = Coalition
end
return self
end
--- Builds a set of cargos of defined cargo types.
-- Possible current types are those types known within DCS world.
-- @param #SET_CARGO self
-- @param #string Types Can take those type strings known within DCS world.
-- @return #SET_CARGO self
function SET_CARGO:FilterTypes( Types )
if not self.Filter.Types then
self.Filter.Types = {}
end
if type( Types ) ~= "table" then
Types = { Types }
end
for TypeID, Type in pairs( Types ) do
self.Filter.Types[Type] = Type
end
return self
end
--- Builds a set of cargos of defined countries.
-- Possible current countries are those known within DCS world.
-- @param #SET_CARGO self
-- @param #string Countries Can take those country strings known within DCS world.
-- @return #SET_CARGO self
function SET_CARGO:FilterCountries( Countries )
if not self.Filter.Countries then
self.Filter.Countries = {}
end
if type( Countries ) ~= "table" then
Countries = { Countries }
end
for CountryID, Country in pairs( Countries ) do
self.Filter.Countries[Country] = Country
end
return self
end
--- Builds a set of cargos of defined cargo prefixes.
-- All the cargos starting with the given prefixes will be included within the set.
-- @param #SET_CARGO self
-- @param #string Prefixes The prefix of which the cargo name starts with.
-- @return #SET_CARGO self
function SET_CARGO:FilterPrefixes( Prefixes )
if not self.Filter.CargoPrefixes then
self.Filter.CargoPrefixes = {}
end
if type( Prefixes ) ~= "table" then
Prefixes = { Prefixes }
end
for PrefixID, Prefix in pairs( Prefixes ) do
self.Filter.CargoPrefixes[Prefix] = Prefix
end
return self
end
--- Starts the filtering.
-- @param #SET_CARGO self
-- @return #SET_CARGO self
function SET_CARGO:FilterStart()
if _DATABASE then
self:_FilterStart()
end
return self
end
--- Handles the Database to check on an event (birth) that the Object was added in the Database.
-- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event!
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA Event
-- @return #string The name of the CARGO
-- @return #table The CARGO
function SET_CARGO:AddInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Handles the Database to check on any event that Object exists in the Database.
-- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa!
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA Event
-- @return #string The name of the CARGO
-- @return #table The CARGO
function SET_CARGO:FindInDatabase( Event )
self:F3( { Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
end
--- Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
-- @param #SET_CARGO self
-- @param #function IteratorFunction The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.
-- @return #SET_CARGO self
function SET_CARGO:ForEachCargo( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.Set )
return self
end
--- Iterate the SET_CARGO while identifying the nearest @{Cargo#CARGO} from a @{Point#POINT_VEC2}.
-- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 )
self:F2( PointVec2 )
local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 )
return NearestCargo
end
---
-- @param #SET_CARGO self
-- @param AI.AI_Cargo#AI_CARGO MCargo
-- @return #SET_CARGO self
function SET_CARGO:IsIncludeObject( MCargo )
self:F2( MCargo )
local MCargoInclude = true
if MCargo then
local MCargoName = MCargo:GetName()
if self.Filter.Coalitions then
local MCargoCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local CargoCoalitionID = MCargo:GetCoalition()
self:T3( { "Coalition:", CargoCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == CargoCoalitionID then
MCargoCoalition = true
end
end
self:T( { "Evaluated Coalition", MCargoCoalition } )
MCargoInclude = MCargoInclude and MCargoCoalition
end
if self.Filter.Types then
local MCargoType = false
for TypeID, TypeName in pairs( self.Filter.Types ) do
self:T3( { "Type:", MCargo:GetType(), TypeName } )
if TypeName == MCargo:GetType() then
MCargoType = true
end
end
self:T( { "Evaluated Type", MCargoType } )
MCargoInclude = MCargoInclude and MCargoType
end
if self.Filter.CargoPrefixes then
local MCargoPrefix = false
for CargoPrefixId, CargoPrefix in pairs( self.Filter.CargoPrefixes ) do
self:T3( { "Prefix:", string.find( MCargo.Name, CargoPrefix, 1 ), CargoPrefix } )
if string.find( MCargo.Name, CargoPrefix, 1 ) then
MCargoPrefix = true
end
end
self:T( { "Evaluated Prefix", MCargoPrefix } )
MCargoInclude = MCargoInclude and MCargoPrefix
end
end
self:T2( MCargoInclude )
return MCargoInclude
end
--- Handles the OnEventNewCargo event for the Set.
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA EventData
function SET_CARGO:OnEventNewCargo( EventData )
if EventData.Cargo then
if EventData.Cargo and self:IsIncludeObject( EventData.Cargo ) then
self:Add( EventData.Cargo.Name , EventData.Cargo )
end
end
end
--- Handles the OnDead or OnCrash event for alive units set.
-- @param #SET_CARGO self
-- @param Core.Event#EVENTDATA EventData
function SET_CARGO:OnEventDeleteCargo( EventData )
self:F3( { EventData } )
if EventData.Cargo then
local Cargo = _DATABASE:FindCargo( EventData.Cargo.Name )
if Cargo and Cargo.Name then
self:Remove( Cargo.Name )
end
end
end

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@ -74,7 +74,7 @@ _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Database#DATABASE
_DATABASE = DATABASE:New() -- Core.Database#DATABASE

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@ -66,14 +66,14 @@ do -- TASK_CARGO
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param AI.AI_Cargo#AI_CARGO Cargo The cargo.
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
-- @param #string TaskType The type of Cargo task.
-- @return #TASK_CARGO self
function TASK_CARGO:New( Mission, SetGroup, TaskName, Cargo, TaskType )
function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) ) -- #TASK_CARGO
self:F( {Mission, SetGroup, TaskName, Cargo, TaskType})
self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType})
self.Cargo = Cargo
self.SetCargo = SetCargo
self.TaskType = TaskType
Mission:AddTask( self )
@ -81,46 +81,125 @@ do -- TASK_CARGO
local Fsm = self:GetUnitProcess()
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToCargo", Rejected = "Reject" } )
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
Fsm:AddTransition( "Assigned", "RouteToCargo", "RoutingToCargo" )
Fsm:AddProcess ( "RoutingToCargo", "RouteToCargoPickup", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtCargo" } )
Fsm:AddTransition( { "Assigned", "Landed", "Boarded", "Deployed" } , "SelectAction", "WaitingForCommand" )
Fsm:AddTransition( "WaitingForCommand", "RouteToPickup", "RoutingToPickup" )
Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup" } )
Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" )
Fsm:AddTransition( "WaitingForCommand", "RouteToDeploy", "RoutingToDeploy" )
Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtDeploy" } )
Fsm:AddTransition( "ArrivedAtDeploy", "ArriveAtDeploy", "ArrivedAtDeploy" )
Fsm:AddTransition( { "Arrived", "RoutingToCargo" }, "ArriveAtCargo", "ArrivedAtCargo" )
Fsm:AddTransition( { "ArrivedAtCargo", "LandAtCargo" }, "Land", "Landing" )
Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy" }, "Land", "Landing" )
Fsm:AddTransition( "Landing", "Landed", "Landed" )
Fsm:AddTransition( "OnGround", "PrepareBoarding", "AwaitBoarding" )
Fsm:AddTransition( "WaitingForCommand", "PrepareBoarding", "AwaitBoarding" )
Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" )
Fsm:AddTransition( "Boarding", "Boarded", "Boarded" )
Fsm:AddTransition( "WaitingForCommand", "PrepareUnBoarding", "AwaitUnBoarding" )
Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" )
Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" )
Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Deployed", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Route to Cargo
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterRouteToCargo( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:SetCargoPickup( Task.Cargo, TaskUnit )
self:__RouteToCargoPickup( 0.1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterArriveAtCargo( TaskUnit, Task )
function Fsm:OnEnterWaitingForCommand( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if Task.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
TaskUnit.Menu = MENU_GROUP:New( TaskUnit:GetGroup(), Task:GetName() .. " @ " .. TaskUnit:GetName() )
Task.SetCargo:ForEachCargo(
--- @param AI.AI_Cargo#AI_CARGO Cargo
function( Cargo )
if Cargo:IsUnLoaded() then
if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Pickup cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuBoardCargo,
self,
Cargo
)
else
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Route to cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuRouteToPickup,
self,
Cargo
)
end
end
if Cargo:IsLoaded() then
MENU_GROUP_COMMAND:New(
TaskUnit:GetGroup(),
"Deploy cargo " .. Cargo.Name,
TaskUnit.Menu,
self.MenuBoardCargo,
self,
Cargo
)
end
end
)
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
TaskUnit.Menu:Remove()
end
function Fsm:MenuBoardCargo( Cargo )
self:__PrepareBoarding( 1.0, Cargo )
end
function Fsm:MenuRouteToPickup( Cargo )
self:__RouteToPickup( 1.0, Cargo )
end
--- Route to Cargo
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self.Cargo = Cargo
Task:SetCargoPickup( self.Cargo, TaskUnit )
self:__RouteToPickupPoint( 0.1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterArriveAtPickup( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
self:__Land( -0.1 )
else
self:__ArriveAtCargo( -10 )
@ -131,10 +210,10 @@ do -- TASK_CARGO
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterLand( TaskUnit, Task )
function Fsm:OnAfterLand( TaskUnit, Task, From, Event, To )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if Task.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup(), "Land" )
self:__Land( -10 )
@ -146,6 +225,82 @@ do -- TASK_CARGO
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterLanded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1 )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Preparing to board in 10 seconds ...", TaskUnit:GetGroup(), "Boarding" )
self:__PrepareBoarding( -10 )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self.Cargo = Cargo
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1 )
else
self:__Board( -0.1 )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterBoard( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
function self.Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess )
self:E({From, Event, To, TaskUnit, TaskProcess })
TaskProcess:__Boarded( 0.1 )
end
if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1 )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Boarding ...", TaskUnit:GetGroup(), "Boarding" )
self.Cargo:Board( TaskUnit, self )
end
else
self:__ArriveAtCargo( -0.1 )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterBoarded( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:GetMission():GetCommandCenter():MessageToGroup( "Boarded ...", TaskUnit:GetGroup(), "Boarding" )
end
return self
@ -165,7 +320,7 @@ do -- TASK_CARGO
self:F({Cargo, TaskUnit})
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToCargo", "RouteToCargoPickup" ) -- Actions.Act_Route#ACT_ROUTE_POINT
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteCargo:SetPointVec2( Cargo:GetPointVec2() )
ActRouteCargo:SetRange( Cargo:GetBoardingRange() )
return self
@ -284,10 +439,10 @@ do -- TASK_CARGO_TRANSPORT
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param AI_Cargo#AI_CARGO Cargo The cargo.
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
-- @return #TASK_CARGO_TRANSPORT self
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, Cargo )
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, Cargo, "TRANSPORT" ) ) -- #TASK_CARGO_TRANSPORT
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo )
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport" ) ) -- #TASK_CARGO_TRANSPORT
self:F()
return self

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@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170325_0745' )
env.info( 'Moose Generation Timestamp: 20170328_0728' )
local base = _G

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@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170325_0745' )
env.info( 'Moose Generation Timestamp: 20170328_0728' )
local base = _G

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@ -26,8 +26,10 @@ do
CargoEngineer = UNIT:FindByName( "Engineer" )
InfantryCargo = AI_CARGO_UNIT:New( CargoEngineer, "Engineer", "Engineer Sven", "81", 500, 25 )
SetCargo = SET_CARGO:New():FilterTypes( "Engineer" ):FilterStart()
Task_Cargo_Pickup = TASK_CARGO_TRANSPORT:New( Mission, TransportHelicopters, "Transport.001", InfantryCargo )
Task_Cargo_Pickup = TASK_CARGO_TRANSPORT:New( Mission, TransportHelicopters, "Transport.001", SetCargo )
end