Progress on AI_CARGO_TROOPS

This commit is contained in:
FlightControl_Master 2018-04-07 10:18:52 +02:00
parent 718138abd6
commit a247f56c7e
7 changed files with 215 additions and 80 deletions

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@ -24,20 +24,17 @@ AI_CARGO_TROOPS = {
--- Creates a new AI_CARGO_TROOPS object. --- Creates a new AI_CARGO_TROOPS object.
-- @param #AI_CARGO_TROOPS self -- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Cargo.CargoGroup#CARGO_GROUP CargoGroup
-- @param #number CombatRadius
-- @return #AI_CARGO_TROOPS -- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius ) function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT self.CargoGroup = CargoGroup -- Cargo.CargoGroup#CARGO_GROUP
self.CargoGroup = CargoGroup -- Core.Cargo#CARGO_GROUP
self.CombatRadius = CombatRadius self.CombatRadius = CombatRadius
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:SetStartState( "UnLoaded" ) self:SetStartState( "UnLoaded" )
self:AddTransition( "*", "Load", "Boarding" ) self:AddTransition( "*", "Load", "Boarding" )
@ -51,13 +48,90 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
self:AddTransition( "*", "Follow", "Following" ) self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Guarding" ) self:AddTransition( "*", "Guard", "Guarding" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:__Monitor( 1 ) self:__Monitor( 1 )
self:__Load( 1 )
self:SetCarrier( CargoCarrier )
return self return self
end end
--- Set the Carrier.
-- @param #AI_CARGO_TROOPS self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #AI_CARGO_TROOPS
function AI_CARGO_TROOPS:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_TROOPS", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
CargoCarrier:HandleEvent( EVENTS.Hit )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Destroyed()
end
end
end
function CargoCarrier:OnEventHit( EventData )
self:F({"hit"})
local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Unload()
end
end
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:Guard()
return self
end
--- Find a free Carrier within a range.
-- @param #AI_CARGO_TROOPS self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Unit#UNIT NewCarrier
function AI_CARGO_TROOPS:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_TROOPS" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
self:SetCarrier( NearUnit )
break
end
end
end
end
--- Follow Infantry to the Carrier. --- Follow Infantry to the Carrier.
-- @param #AI_CARGO_TROOPS self -- @param #AI_CARGO_TROOPS self
-- @param #AI_CARGO_TROOPS Me -- @param #AI_CARGO_TROOPS Me
@ -68,6 +142,9 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } ) self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
--if self:Is( "Following" ) then
if CargoCarrier:IsAlive() then
-- We check if the Cargo is near to the CargoCarrier. -- We check if the Cargo is near to the CargoCarrier.
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
@ -90,7 +167,7 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
self:F({FromGround=FromGround}) self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround ) table.insert( Waypoints, FromGround )
local ToCoord = CargoCarrier:GetCoordinate() local ToCoord = CargoCarrier:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" ) local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround}) self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround ) table.insert( Waypoints, ToGround )
@ -104,6 +181,7 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details. InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end end
end end
end
end end
@ -132,6 +210,22 @@ function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
self:Follow() self:Follow()
end end
end end
if self:Is( "Following" ) then
local Distance = Coordinate:Get2DDistance( self.CargoGroup:GetCoordinate() )
self:F( { Distance = Distance } )
if Distance > 40 then
CargoCarrier:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if self.CargoGroup:IsNear( CargoCarrier, 10 ) then
CargoCarrier:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end end
self.CarrierCoordinate = CargoCarrier:GetCoordinate() self.CarrierCoordinate = CargoCarrier:GetCoordinate()
end end
@ -149,7 +243,7 @@ function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
if CargoCarrier and CargoCarrier:IsAlive() then if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteStop() CargoCarrier:RouteStop()
self:__Board( 10 ) self:__Board( 10 )
self.CargoGroup:Board( CargoCarrier, 100 ) self.CargoGroup:Board( CargoCarrier, 10 )
end end
end end

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@ -325,7 +325,7 @@ do -- CARGO
-- @param #CARGO self -- @param #CARGO self
function CARGO:Destroy() function CARGO:Destroy()
if self.CargoObject then if self.CargoObject then
self.CargoObject:Destroy() self.CargoObject:Destroy( false )
end end
self:Destroyed() self:Destroyed()
end end
@ -576,21 +576,23 @@ do -- CARGO
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). -- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- @return #boolean -- @return #boolean
function CARGO:IsNear( PointVec2, NearRadius ) function CARGO:IsNear( PointVec2, NearRadius )
self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } ) self:F2( { PointVec2 = PointVec2, NearRadius = NearRadius } )
if self.CargoObject:IsAlive() then if self.CargoObject:IsAlive() then
--local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() ) --local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
self:F( { CargoObjectName = self.CargoObject:GetName() } ) --self:F( { CargoObjectName = self.CargoObject:GetName() } )
self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } ) --self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
self:F( { PointVec2 = PointVec2:GetVec2() } ) --self:F( { PointVec2 = PointVec2:GetVec2() } )
local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
self:T( Distance ) --self:F( Distance )
if Distance <= NearRadius then if Distance <= NearRadius then
self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
return true return true
end end
end end
self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
return false return false
end end

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@ -23,7 +23,7 @@ do -- CARGO_UNIT
--- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded. --- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.
-- @type CARGO_UNIT -- @type CARGO_UNIT
-- @extends #CARGO_REPRESENTABLE -- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- # CARGO\_UNIT class, extends @{#CARGO_REPRESENTABLE} --- # CARGO\_UNIT class, extends @{#CARGO_REPRESENTABLE}
-- --
@ -83,6 +83,8 @@ do -- CARGO_UNIT
local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE
if CargoCarrier:IsAlive() then
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
@ -119,6 +121,10 @@ do -- CARGO_UNIT
self:__UnBoarding( 1, ToPointVec2, NearRadius ) self:__UnBoarding( 1, ToPointVec2, NearRadius )
end end
else
-- the Carrier is dead. This cargo is dead too!
self:Destroyed()
end
end end
end end

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@ -603,6 +603,7 @@ function ZONE_RADIUS:Scan( ObjectCategories )
self.ScanData = {} self.ScanData = {}
self.ScanData.Coalitions = {} self.ScanData.Coalitions = {}
self.ScanData.Scenery = {} self.ScanData.Scenery = {}
self.ScanData.Units = {}
local ZoneCoord = self:GetCoordinate() local ZoneCoord = self:GetCoordinate()
local ZoneRadius = self:GetRadius() local ZoneRadius = self:GetRadius()
@ -625,6 +626,7 @@ function ZONE_RADIUS:Scan( ObjectCategories )
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition() local CoalitionDCSUnit = ZoneObject:getCoalition()
self.ScanData.Coalitions[CoalitionDCSUnit] = true self.ScanData.Coalitions[CoalitionDCSUnit] = true
self.ScanData.Units[ZoneObject] = ZoneObject
self:F( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) self:F( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end end
if ObjectCategory == Object.Category.SCENERY then if ObjectCategory == Object.Category.SCENERY then
@ -643,6 +645,12 @@ function ZONE_RADIUS:Scan( ObjectCategories )
end end
function ZONE_RADIUS:GetScannedUnits()
return self.ScanData.Units
end
function ZONE_RADIUS:CountScannedCoalitions() function ZONE_RADIUS:CountScannedCoalitions()
local Count = 0 local Count = 0

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@ -239,15 +239,18 @@ end
-- Note that this destroy method also raises a destroy event at run-time. -- Note that this destroy method also raises a destroy event at run-time.
-- So all event listeners will catch the destroy event of this DCS Group. -- So all event listeners will catch the destroy event of this DCS Group.
-- @param #GROUP self -- @param #GROUP self
function GROUP:Destroy() -- @param #boolean GenerateEvent
function GROUP:Destroy( GenerateEvent )
self:F2( self.GroupName ) self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then if DCSGroup then
if not GenerateEvent then
for Index, UnitData in pairs( DCSGroup:getUnits() ) do for Index, UnitData in pairs( DCSGroup:getUnits() ) do
self:CreateEventCrash( timer.getTime(), UnitData ) self:CreateEventCrash( timer.getTime(), UnitData )
end end
end
USERFLAG:New( self:GetName() ):Set( 100 ) USERFLAG:New( self:GetName() ):Set( 100 )
DCSGroup:destroy() DCSGroup:destroy()
DCSGroup = nil DCSGroup = nil

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@ -229,6 +229,26 @@ function IDENTIFIABLE:GetDesc()
return nil return nil
end end
--- Check if the Object has the attribute.
-- @param #IDENTIFIABLE self
-- @param #string AttributeName The attribute name.
-- @return #boolean true if the attribute exists.
-- @return #nil The DCS Identifiable is not existing or alive.
function IDENTIFIABLE:HasAttribute( AttributeName )
self:F2( self.IdentifiableName )
local DCSIdentifiable = self:GetDCSObject()
if DCSIdentifiable then
local IdentifiableHasAttribute = DCSIdentifiable:hasAttribute( AttributeName )
self:T2( IdentifiableHasAttribute )
return IdentifiableHasAttribute
end
self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
return nil
end
--- Gets the CallSign of the IDENTIFIABLE, which is a blank by default. --- Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
-- @param #IDENTIFIABLE self -- @param #IDENTIFIABLE self
-- @return #string The CallSign of the IDENTIFIABLE. -- @return #string The CallSign of the IDENTIFIABLE.

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@ -91,3 +91,5 @@ end