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WAREHOUSE v1.0.1
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@ -240,23 +240,31 @@ end
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--- Respawns the original @{Static}.
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-- @param #SPAWNSTATIC self
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-- @param #number delay Delay before respawn in seconds.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:ReSpawn()
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function SPAWNSTATIC:ReSpawn(delay)
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local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
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if delay and delay>0 then
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self:ScheduleOnce(delay, SPAWNSTATIC.ReSpawn, self)
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else
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if StaticTemplate then
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local StaticUnitTemplate = StaticTemplate.units[1]
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StaticTemplate.route = nil
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StaticTemplate.groupId = nil
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local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
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local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
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if StaticTemplate then
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local StaticUnitTemplate = StaticTemplate.units[1]
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StaticTemplate.route = nil
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StaticTemplate.groupId = nil
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local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
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return _DATABASE:FindStatic(Static:getName())
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end
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return _DATABASE:FindStatic(Static:getName())
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return nil
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end
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return nil
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return self
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end
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@ -1764,7 +1764,7 @@ _WAREHOUSEDB = {
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--- Warehouse class version.
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-- @field #string version
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WAREHOUSE.version="1.0.0"
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WAREHOUSE.version="1.0.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Warehouse todo list.
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@ -1870,6 +1870,12 @@ function WAREHOUSE:New(warehouse, alias)
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-- Set unique ID for this warehouse.
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self.uid=_WAREHOUSEDB.WarehouseID
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-- Coalition of the warehouse.
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self.coalition=self.warehouse:GetCoalition()
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-- Country of the warehouse.
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self.countryid=self.warehouse:GetCountry()
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-- Closest of the same coalition but within 5 km range.
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local _airbase=self:GetCoordinate():GetClosestAirbase(nil, self:GetCoalition())
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@ -3395,8 +3401,13 @@ end
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-- @param #string To To state.
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function WAREHOUSE:onafterStatus(From, Event, To)
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local FSMstate=self:GetState()
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local coalition=self:GetCoalitionName()
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local country=self:GetCountryName()
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-- Info.
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self:I(self.lid..string.format("State=%s, Assets=%d, Requests: waiting=%d, pending=%d", self:GetState(), #self.stock, #self.queue, #self.pending))
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self:I(self.lid..string.format("State=%s %s [%s]: Assets=%d, Requests: waiting=%d, pending=%d", FSMstate, country, coalition, #self.stock, #self.queue, #self.pending))
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-- Check if any pending jobs are done and can be deleted from the queue.
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self:_JobDone()
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@ -4949,11 +4960,16 @@ end
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function WAREHOUSE:onafterRespawn(From, Event, To)
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-- @param #number CountryID The country ID (determines also the coaliton) of the respawned warehouse.
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function WAREHOUSE:onafterRespawn(From, Event, To, CountryID)
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-- Info message.
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local text=string.format("Respawning warehouse %s.", self.alias)
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local text=string.format("Respawning warehouse %s", self.alias)
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self:_InfoMessage(text)
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if self.warehouse and self.warehouse:IsAlive() then
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self.warehouse:Destroy()
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end
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-- Respawn warehouse.
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self.warehouse:ReSpawn()
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@ -4982,19 +4998,26 @@ function WAREHOUSE:onbeforeChangeCountry(From, Event, To, Country)
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return false
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end
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--- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the
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-- country.
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-- @param #WAREHOUSE self
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-- @param DCS#country.id Country Country which has captured the warehouse.
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function WAREHOUSE:_ChangeCountry(From, Event, To, Country)
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end
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--- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the
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-- country.
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-- @param #WAREHOUSE self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param DCS#country.id Country which has captured the warehouse.
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-- @param DCS#country.id Country Country which has captured the warehouse.
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function WAREHOUSE:onafterChangeCountry(From, Event, To, Country)
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local CoalitionOld=self:GetCoalition()
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-- Respawn warehouse with new coalition/country.
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self:Respawn(Country)
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self.warehouse:ReSpawn(Country)
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local CoalitionNew=self:GetCoalition()
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@ -5002,24 +5025,22 @@ function WAREHOUSE:onafterChangeCountry(From, Event, To, Country)
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self.queue=nil
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self.queue={}
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-- Get airbase of this warehouse.
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local airbase=AIRBASE:FindByName(self.airbasename)
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-- Airbase could have been captured before and already belongs to the new coalition.
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-- Check if Warehouse has a arbiase atthached
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local airbasecoaltion
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if self.airbase~=nil then
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airbasecoaltion=airbase:GetCoalition()
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else -- Warehouse has no airbase attached so just keep whatever, self.airbase will still be nil since CoalitionNew will not be nil if Warehouse have a airbse attacjed.
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airbasecoaltion = nil
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end
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if CoalitionNew==airbasecoaltion then
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-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
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self.airbase=airbase
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else
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-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
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self.airbase=nil
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if self.airbasename then
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-- Get airbase of this warehouse.
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local airbase=AIRBASE:FindByName(self.airbasename)
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-- Get coalition of the airbase.
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local airbaseCoalition=airbase:GetCoalition()
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if CoalitionNew==airbaseCoalition then
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-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
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self.airbase=airbase
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else
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-- Airbase is owned by other coalition. So this warehouse does not have an airbase until it is captured.
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self.airbase=nil
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end
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end
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-- Debug smoke.
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@ -8487,7 +8508,7 @@ function WAREHOUSE:_DebugMessage(text, duration)
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if duration>0 then
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MESSAGE:New(text, duration):ToAllIf(self.Debug)
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end
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self:I(self.lid..text)
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self:T(self.lid..text)
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end
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--- Error message. Message send to all (if duration > 0). Text self:E(text) added to DCS.log file.
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@ -224,7 +224,7 @@ function STATIC:ReSpawn(countryid, Delay)
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, countryid )
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SpawnStatic:ReSpawn()
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end
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