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Progress on AI_CARGO_TROOPS
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@ -24,19 +24,16 @@ AI_CARGO_TROOPS = {
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--- Creates a new AI_CARGO_TROOPS object.
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-- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param Cargo.CargoGroup#CARGO_GROUP CargoGroup
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-- @param #number CombatRadius
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
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self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
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self.CargoGroup = CargoGroup -- Core.Cargo#CARGO_GROUP
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self.CargoGroup = CargoGroup -- Cargo.CargoGroup#CARGO_GROUP
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self.CombatRadius = CombatRadius
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:SetStartState( "UnLoaded" )
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@ -50,14 +47,91 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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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:AddTransition( "*", "Destroyed", "Destroyed" )
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self:__Monitor( 1 )
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self:__Load( 1 )
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self:SetCarrier( CargoCarrier )
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return self
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end
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--- Set the Carrier.
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-- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_TROOPS", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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CargoCarrier:HandleEvent( EVENTS.Hit )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroops:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Destroyed()
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end
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end
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end
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function CargoCarrier:OnEventHit( EventData )
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self:F({"hit"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Unload()
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:Guard()
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return self
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO_TROOPS self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Unit#UNIT NewCarrier
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function AI_CARGO_TROOPS:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO_TROOPS" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttribute( "Trucks" ) then
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self:SetCarrier( NearUnit )
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break
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end
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end
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end
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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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-- @param #AI_CARGO_TROOPS Me
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@ -68,40 +142,44 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
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--if self:Is( "Following" ) then
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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if CargoCarrier:IsAlive() then
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
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else
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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else
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self:F( { InfantryGroup = 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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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CargoCarrier:GetCoordinate()
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
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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, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = 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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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CargoCarrier:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
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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, 1 ) -- 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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end
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end
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@ -132,6 +210,22 @@ function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
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self:Follow()
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end
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end
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if self:Is( "Following" ) then
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local Distance = Coordinate:Get2DDistance( self.CargoGroup:GetCoordinate() )
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self:F( { Distance = Distance } )
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if Distance > 40 then
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CargoCarrier:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if self.CargoGroup:IsNear( CargoCarrier, 10 ) then
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CargoCarrier:RouteResume()
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self.CarrierStopped = nil
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end
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end
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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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@ -149,7 +243,7 @@ function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteStop()
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self:__Board( 10 )
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self.CargoGroup:Board( CargoCarrier, 100 )
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self.CargoGroup:Board( CargoCarrier, 10 )
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end
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end
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@ -325,7 +325,7 @@ do -- CARGO
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-- @param #CARGO self
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function CARGO:Destroy()
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if self.CargoObject then
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self.CargoObject:Destroy()
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self.CargoObject:Destroy( false )
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end
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self:Destroyed()
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end
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@ -576,21 +576,23 @@ do -- CARGO
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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 = PointVec2, NearRadius = NearRadius } )
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self:F2( { 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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--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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--self:F( Distance )
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if Distance <= NearRadius then
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self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
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return true
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end
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end
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self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
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return false
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end
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@ -23,7 +23,7 @@ do -- CARGO_UNIT
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--- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.
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-- @type CARGO_UNIT
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-- @extends #CARGO_REPRESENTABLE
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-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
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--- # CARGO\_UNIT class, extends @{#CARGO_REPRESENTABLE}
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--
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@ -82,42 +82,48 @@ do -- CARGO_UNIT
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if not self:IsDestroyed() then
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local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading )
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-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
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local FromDirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3( ToPointVec2 or CargoRoutePointVec2 )
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local FromAngle = CargoCarrierPointVec2:GetAngleDegrees(FromDirectionVec3)
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local FromPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, FromAngle )
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--local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( 10, 5 )
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ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, DeployDistance )
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-- Respawn the group...
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if self.CargoObject then
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self.CargoObject:ReSpawn( FromPointVec2:GetVec3(), CargoDeployHeading )
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self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
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self.CargoCarrier = nil
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if CargoCarrier:IsAlive() then
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local Points = {}
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-- From
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Points[#Points+1] = FromPointVec2:WaypointGround( Speed, "Vee" )
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-- To
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Points[#Points+1] = ToPointVec2:WaypointGround( Speed, "Vee" )
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local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
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local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 1 )
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local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading )
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self:__UnBoarding( 1, ToPointVec2, NearRadius )
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-- if there is no ToPointVec2 given, then use the CargoRoutePointVec2
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local FromDirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3( ToPointVec2 or CargoRoutePointVec2 )
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local FromAngle = CargoCarrierPointVec2:GetAngleDegrees(FromDirectionVec3)
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local FromPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, FromAngle )
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--local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( 10, 5 )
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ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, DeployDistance )
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-- Respawn the group...
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if self.CargoObject then
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self.CargoObject:ReSpawn( FromPointVec2:GetVec3(), CargoDeployHeading )
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self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
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self.CargoCarrier = nil
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local Points = {}
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-- From
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Points[#Points+1] = FromPointVec2:WaypointGround( Speed, "Vee" )
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-- To
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Points[#Points+1] = ToPointVec2:WaypointGround( Speed, "Vee" )
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local TaskRoute = self.CargoObject:TaskRoute( Points )
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self.CargoObject:SetTask( TaskRoute, 1 )
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self:__UnBoarding( 1, ToPointVec2, NearRadius )
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end
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else
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-- the Carrier is dead. This cargo is dead too!
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self:Destroyed()
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end
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end
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end
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@ -603,6 +603,7 @@ function ZONE_RADIUS:Scan( ObjectCategories )
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self.ScanData = {}
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self.ScanData.Coalitions = {}
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self.ScanData.Scenery = {}
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self.ScanData.Units = {}
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local ZoneCoord = self:GetCoordinate()
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local ZoneRadius = self:GetRadius()
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@ -625,6 +626,7 @@ function ZONE_RADIUS:Scan( ObjectCategories )
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(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
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local CoalitionDCSUnit = ZoneObject:getCoalition()
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self.ScanData.Coalitions[CoalitionDCSUnit] = true
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self.ScanData.Units[ZoneObject] = ZoneObject
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self:F( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
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end
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if ObjectCategory == Object.Category.SCENERY then
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@ -643,6 +645,12 @@ function ZONE_RADIUS:Scan( ObjectCategories )
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end
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function ZONE_RADIUS:GetScannedUnits()
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return self.ScanData.Units
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end
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function ZONE_RADIUS:CountScannedCoalitions()
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local Count = 0
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@ -239,14 +239,17 @@ end
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-- Note that this destroy method also raises a destroy event at run-time.
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-- So all event listeners will catch the destroy event of this DCS Group.
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-- @param #GROUP self
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function GROUP:Destroy()
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-- @param #boolean GenerateEvent
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function GROUP:Destroy( GenerateEvent )
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self:F2( self.GroupName )
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local DCSGroup = self:GetDCSObject()
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if DCSGroup then
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for Index, UnitData in pairs( DCSGroup:getUnits() ) do
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self:CreateEventCrash( timer.getTime(), UnitData )
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if not GenerateEvent then
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for Index, UnitData in pairs( DCSGroup:getUnits() ) do
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self:CreateEventCrash( timer.getTime(), UnitData )
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end
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end
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USERFLAG:New( self:GetName() ):Set( 100 )
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DCSGroup:destroy()
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@ -229,6 +229,26 @@ function IDENTIFIABLE:GetDesc()
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return nil
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end
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--- Check if the Object has the attribute.
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-- @param #IDENTIFIABLE self
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-- @param #string AttributeName The attribute name.
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-- @return #boolean true if the attribute exists.
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-- @return #nil The DCS Identifiable is not existing or alive.
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function IDENTIFIABLE:HasAttribute( AttributeName )
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self:F2( self.IdentifiableName )
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local DCSIdentifiable = self:GetDCSObject()
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if DCSIdentifiable then
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local IdentifiableHasAttribute = DCSIdentifiable:hasAttribute( AttributeName )
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self:T2( IdentifiableHasAttribute )
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return IdentifiableHasAttribute
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end
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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--- Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
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-- @param #IDENTIFIABLE self
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-- @return #string The CallSign of the IDENTIFIABLE.
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@ -91,3 +91,5 @@ end
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