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AI CARGO
Added new routines by Sven. Due to conflicts just overwriting the old ones.
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Moose Development/Moose/AI/AI_Cargo.lua
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435
Moose Development/Moose/AI/AI_Cargo.lua
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@ -0,0 +1,435 @@
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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_Cargo
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-- @image Cargo.JPG
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--- @type AI_CARGO
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Base class for the dynamic cargo handling capability for AI groups.
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--
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-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
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-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
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-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
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-- Please consult the @{Cargo.Cargo} module for more information.
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--
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-- The derived classes from this module are:
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--
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-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
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-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
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-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
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--
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-- @field #AI_CARGO
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AI_CARGO = {
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ClassName = "AI_CARGO",
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Coordinate = nil, -- Core.Point#COORDINATE,
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Carrier_Cargo = {},
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}
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--- Creates a new AI_CARGO object.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param Core.Set#SET_CARGO CargoSet
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-- @param #number CombatRadius
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-- @return #AI_CARGO
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function AI_CARGO:New( Carrier, CargoSet )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
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self.CargoSet = CargoSet -- Core.Set#SET_CARGO
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self.CargoCarrier = Carrier -- Wrapper.Group#GROUP
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self:SetStartState( "Unloaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "*", "Load", "Boarding" )
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self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Boarding" )
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self:AddTransition( "Boarding", "PickedUp", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
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self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
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--- Pickup Handler OnBefore for AI_CARGO
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-- @function [parent=#AI_CARGO] OnBeforePickup
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-- @param #AI_CARGO self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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-- @return #boolean
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--- Pickup Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterPickup
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-- @param #AI_CARGO self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Pickup Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] Pickup
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-- @param #AI_CARGO self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Pickup Asynchronous Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] __Pickup
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-- @param #AI_CARGO self
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-- @param #number Delay
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-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Deploy Handler OnBefore for AI_CARGO
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-- @function [parent=#AI_CARGO] OnBeforeDeploy
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-- @param #AI_CARGO self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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-- @return #boolean
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--- Deploy Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterDeploy
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-- @param #AI_CARGO self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Deploy Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] Deploy
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-- @param #AI_CARGO self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Deploy Asynchronous Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] __Deploy
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-- @param #AI_CARGO self
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-- @param #number Delay
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Loaded Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterLoaded
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- Unloaded Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterUnloaded
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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CarrierUnit:SetCargoBayWeightLimit()
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end
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self.Transporting = false
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self.Relocating = false
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return self
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end
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function AI_CARGO:IsTransporting()
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return self.Transporting == true
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end
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function AI_CARGO:IsRelocating()
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return self.Relocating == true
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end
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--- On before Load event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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self:F( { Carrier, From, Event, To } )
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local Boarding = false
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local LoadInterval = 10
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local LoadDelay = 10
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local Carrier_List = {}
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local Carrier_Weight = {}
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if Carrier and Carrier:IsAlive() then
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self.Carrier_Cargo = {}
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
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local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight()
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self:F({CargoBayFreeWeight=CargoBayFreeWeight})
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Carrier_List[#Carrier_List+1] = CarrierUnit
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Carrier_Weight[CarrierUnit] = CargoBayFreeWeight
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end
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local Carrier_Count = #Carrier_List
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local Carrier_Index = 1
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for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
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local Loaded = false
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-- Try all Carriers, but start from the one according the Carrier_Index
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for Carrier_Loop = 1, #Carrier_List do
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local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
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-- This counters loop through the available Carriers.
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Carrier_Index = Carrier_Index + 1
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if Carrier_Index > Carrier_Count then
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Carrier_Index = 1
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end
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if Cargo:IsUnLoaded() then -- and not Cargo:IsDeployed() then
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if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then
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self:F( { "In radius", CarrierUnit:GetName() } )
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local CargoWeight = Cargo:GetWeight()
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-- Only when there is space within the bay to load the next cargo item!
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if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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Carrier:RouteStop()
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--Cargo:Ungroup()
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Cargo:__Board( LoadDelay, CarrierUnit, 25 )
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LoadDelay = LoadDelay + LoadInterval
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self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
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-- So now this CarrierUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.Carrier_Cargo[Cargo] = CarrierUnit
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Boarding = true
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Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight
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Loaded = true
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-- Ok, we loaded a cargo, now we can stop the loop.
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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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if not Loaded then
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-- If the cargo wasn't loaded in one of the carriers, then we need to stop the loading.
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end
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end
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end
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return Boarding
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end
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--- On after Board event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 Cargo.Cargo#CARGO Cargo Cargo object.
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-- @param Wrapper.Unit#UNIT CarrierUnit
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
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self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
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if Carrier and Carrier:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
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if not Cargo:IsLoaded() then
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self:__Board( 10, Cargo, CarrierUnit, PickupZone )
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return
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end
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end
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self:__Loaded( 10, Cargo, CarrierUnit, PickupZone )
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end
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--- On after Loaded event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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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-- @return #boolean Cargo loaded.
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone )
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self:F( { Carrier, From, Event, To } )
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local Loaded = true
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if Carrier and Carrier:IsAlive() then
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for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } )
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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Loaded = false
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end
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end
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end
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if Loaded then
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self:PickedUp( PickupZone )
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end
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end
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--- On after PickedUp event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
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self:F( { Carrier, From, Event, To } )
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Carrier:RouteResume()
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end
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--- On after Unload event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
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function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone )
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self:F( { Carrier, From, Event, To, DeployZone } )
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local UnboardInterval = 10
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local UnboardDelay = 10
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if Carrier and Carrier:IsAlive() then
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
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Carrier:RouteStop()
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for _, Cargo in pairs( CarrierUnit:GetCargo() ) do
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if Cargo:IsLoaded() then
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Cargo:__UnBoard( UnboardDelay )
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UnboardDelay = UnboardDelay + UnboardInterval
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Cargo:SetDeployed( true )
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self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone )
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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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--- On after Unboard event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 #string Cargo.Cargo#CARGO Cargo Cargo object.
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-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
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function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
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self:F( { Carrier, From, Event, To, Cargo:GetName() } )
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if Carrier and Carrier:IsAlive() then
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if not Cargo:IsUnLoaded() then
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self:__Unboard( 10, Cargo, CarrierUnit, DeployZone )
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return
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end
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end
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self:Unloaded( Cargo, CarrierUnit, DeployZone )
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end
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--- On after Unloaded event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 #string Cargo.Cargo#CARGO Cargo Cargo object.
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-- @param #boolean Deployed Cargo is deployed.
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-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
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function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
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self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone } )
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local AllUnloaded = true
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--Cargo:Regroup()
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if Carrier and Carrier:IsAlive() then
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
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local IsEmpty = CarrierUnit:IsCargoEmpty()
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self:I({ IsEmpty = IsEmpty })
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if not IsEmpty then
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AllUnloaded = false
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break
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end
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end
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if AllUnloaded == true then
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if DeployZone == true then
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self.Carrier_Cargo = {}
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end
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self.CargoCarrier = Carrier
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end
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end
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if AllUnloaded == true then
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self:__Deployed( 5, DeployZone )
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end
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end
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--- On after Deployed event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
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function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone )
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self:F( { Carrier, From, Event, To, DeployZone = DeployZone } )
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self:__Guard( 0.1 )
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end
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@ -1,4 +1,4 @@
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--- **AI** -- (R2.3) - Models the intelligent transportation of infantry and other cargo.
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--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
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--
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-- ===
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--
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@ -10,15 +10,16 @@
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-- @image AI_Cargo_Dispatching_For_APC.JPG
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--- @type AI_CARGO_APC
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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-- @extends AI.AI_Cargo#AI_CARGO
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||||
|
||||
--- Brings a dynamic cargo handling capability for AI groups.
|
||||
--- Brings a dynamic cargo handling capability for an AI vehicle group.
|
||||
--
|
||||
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\APC module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\APC object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_APC object recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo loading.
|
||||
--
|
||||
@ -74,7 +75,6 @@
|
||||
AI_CARGO_APC = {
|
||||
ClassName = "AI_CARGO_APC",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE,
|
||||
APC_Cargo = {},
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_APC object.
|
||||
@ -85,125 +85,21 @@ AI_CARGO_APC = {
|
||||
-- @return #AI_CARGO_APC
|
||||
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_APC
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC
|
||||
|
||||
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
|
||||
self.CombatRadius = CombatRadius
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( "Unloaded", "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( "*", "Load", "Boarding" )
|
||||
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( { "Unboarding", "Unloaded" }, "Unloaded", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Monitor", "*" )
|
||||
self:AddTransition( "*", "Follow", "Following" )
|
||||
self:AddTransition( "*", "Guard", "Unloaded" )
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
self:AddTransition( "*", "BackHome" , "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
|
||||
--- Pickup Handler OnBefore for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnBeforePickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
-- @return #boolean
|
||||
|
||||
--- Pickup Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterPickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Pickup Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] Pickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Pickup Asynchronous Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] __Pickup
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #number Delay
|
||||
-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Deploy Handler OnBefore for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnBeforeDeploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
-- @return #boolean
|
||||
|
||||
--- Deploy Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterDeploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Deploy Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] Deploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
--- Deploy Asynchronous Trigger for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] __Deploy
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param #number Delay
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
|
||||
|
||||
|
||||
--- Loaded Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterLoaded
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Unloaded Handler OnAfter for AI_CARGO_APC
|
||||
-- @function [parent=#AI_CARGO_APC] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
|
||||
self:__Monitor( 1 )
|
||||
|
||||
self:SetCarrier( APC )
|
||||
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
APCUnit:SetCargoBayWeightLimit()
|
||||
end
|
||||
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -256,16 +152,6 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_APC:IsTransporting()
|
||||
|
||||
return self.Transporting == true
|
||||
end
|
||||
|
||||
function AI_CARGO_APC:IsRelocating()
|
||||
|
||||
return self.Relocating == true
|
||||
end
|
||||
|
||||
--- Find a free Carrier within a range.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
@ -359,7 +245,7 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
if self.CarrierCoordinate then
|
||||
if self:IsRelocating() == true then
|
||||
if self:IsTransporting() == true then
|
||||
local Coordinate = APC:GetCoordinate()
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
@ -370,14 +256,16 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
|
||||
else
|
||||
if self:Is( "Loaded" ) then
|
||||
-- There are enemies within combat range. Unload the CargoCarrier.
|
||||
self:__Unload( 1, false )
|
||||
self:__Unload( 1 )
|
||||
else
|
||||
if self:Is( "Unloaded" ) then
|
||||
self:Follow()
|
||||
end
|
||||
self:F( "I am here" .. self:GetCurrentState() )
|
||||
if self:Is( "Following" ) then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
if Cargo:IsAlive() then
|
||||
if not Cargo:IsNear( APCUnit, 40 ) then
|
||||
APCUnit:RouteStop()
|
||||
@ -406,249 +294,6 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- On before Load event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
local Boarding = false
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
self.APC_Cargo = {}
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
|
||||
local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
|
||||
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
|
||||
|
||||
--for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), APC:GetName() } )
|
||||
if Cargo:IsUnLoaded() then -- and not Cargo:IsDeployed() then
|
||||
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
|
||||
self:F( { "In radius", APCUnit:GetName() } )
|
||||
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
APC:RouteStop()
|
||||
--Cargo:Ungroup()
|
||||
Cargo:Board( APCUnit, 25 )
|
||||
self:__Board( 1, Cargo, APCUnit )
|
||||
|
||||
-- So now this APCUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.APC_Cargo[APCUnit] = Cargo
|
||||
Boarding = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
--- On after Board event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param Wrapper.Unit#UNIT APCUnit
|
||||
function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo, APCUnit )
|
||||
self:F( { APC, From, Event, To, Cargo, APCUnit:GetName() } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), APC:GetName() } )
|
||||
if not Cargo:IsLoaded() then
|
||||
self:__Board( 10, Cargo, APCUnit )
|
||||
else
|
||||
local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
|
||||
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
|
||||
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsUnLoaded() then
|
||||
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
Cargo:Board( APCUnit, 25 )
|
||||
self:__Board( 10, Cargo, APCUnit )
|
||||
-- So now this APCUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.APC_Cargo[APCUnit] = Cargo
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self:__Loaded( 5, Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On before Loaded event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @return #boolean Cargo loaded.
|
||||
function AI_CARGO_APC:onbeforeLoaded( APC, From, Event, To, Cargo )
|
||||
self:F( { APC, From, Event, To } )
|
||||
|
||||
local Loaded = true
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), APC:GetName() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
Loaded = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if Loaded == true then
|
||||
APC:RouteResume()
|
||||
end
|
||||
|
||||
return Loaded
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- On after Unload event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
function AI_CARGO_APC:onafterUnload( APC, From, Event, To, Deployed )
|
||||
self:F( { APC, From, Event, To, Deployed } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
APC:RouteStop()
|
||||
for _, Cargo in pairs( APCUnit:GetCargo() ) do
|
||||
if Cargo:IsLoaded() then
|
||||
Cargo:UnBoard()
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Unboard event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
function AI_CARGO_APC:onafterUnboard( APC, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName() } )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
else
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
for _, Cargo in pairs( APCUnit:GetCargo() ) do
|
||||
if Cargo:IsLoaded() then
|
||||
Cargo:UnBoard()
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
self:__Unloaded( 1, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On before Unloaded event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @return #boolean All cargo unloaded.
|
||||
function AI_CARGO_APC:onbeforeUnloaded( APC, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
|
||||
|
||||
local AllUnloaded = true
|
||||
|
||||
--Cargo:Regroup()
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
for _, APCUnit in pairs( APC:GetUnits() ) do
|
||||
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
|
||||
local IsEmpty = APCUnit:IsCargoEmpty()
|
||||
self:I({ IsEmpty = IsEmpty })
|
||||
if not IsEmpty then
|
||||
AllUnloaded = false
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
if Deployed == true then
|
||||
self.APC_Cargo = {}
|
||||
end
|
||||
self:Guard()
|
||||
self.CargoCarrier = APC
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { AllUnloaded = AllUnloaded } )
|
||||
return AllUnloaded
|
||||
|
||||
end
|
||||
|
||||
--- On after Unloaded event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @return #boolean All cargo unloaded.
|
||||
function AI_CARGO_APC:onafterUnloaded( APC, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
|
||||
|
||||
self.Transporting = false
|
||||
|
||||
end
|
||||
|
||||
--- On after Follow event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
@ -660,7 +305,7 @@ function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
|
||||
|
||||
self:F( "Follow" )
|
||||
if APC and APC:IsAlive() then
|
||||
for APCUnit, Cargo in pairs( self.APC_Cargo ) do
|
||||
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsUnLoaded() then
|
||||
self:FollowToCarrier( self, APCUnit, Cargo )
|
||||
@ -674,25 +319,25 @@ end
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Pickup( APC, self )
|
||||
function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
|
||||
|
||||
if APC:IsAlive() then
|
||||
self:Load()
|
||||
self.Relocating = true
|
||||
self:Load( PickupZone )
|
||||
self.Relocating = false
|
||||
self.Transporting = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_CARGO_APC
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
function AI_CARGO_APC._Deploy( APC, self )
|
||||
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
|
||||
|
||||
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
|
||||
|
||||
if APC:IsAlive() then
|
||||
self:Unload( true )
|
||||
self:Unload( DeployZone )
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
end
|
||||
end
|
||||
@ -707,7 +352,8 @@ end
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, PickupZone )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
@ -718,7 +364,7 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self )
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
@ -726,10 +372,11 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed )
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
else
|
||||
AI_CARGO_APC._Pickup( APC, self )
|
||||
AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
|
||||
end
|
||||
|
||||
self.Transporting = true
|
||||
|
||||
self.Relocating = true
|
||||
self.Transporting = false
|
||||
end
|
||||
|
||||
end
|
||||
@ -743,7 +390,7 @@ end
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Deploy place.
|
||||
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
|
||||
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed )
|
||||
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
|
||||
if APC and APC:IsAlive() then
|
||||
|
||||
@ -753,13 +400,16 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed )
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self )
|
||||
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
|
||||
self.Relocating = false
|
||||
self.Transporting = true
|
||||
end
|
||||
|
||||
end
|
||||
@ -773,48 +423,21 @@ end
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Home place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed )
|
||||
function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed, HomeZone )
|
||||
|
||||
if APC and APC:IsAlive() ~= nil then
|
||||
|
||||
self.RouteHome = true
|
||||
|
||||
local _speed=Speed or APC:GetSpeedMax()*0.5
|
||||
Speed = Speed or APC:GetSpeedMax()*0.5
|
||||
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
||||
local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed, "Line abreast", true )
|
||||
|
||||
self:F({Waypoints = Waypoints})
|
||||
local Waypoint = Waypoints[#Waypoints]
|
||||
|
||||
-- Task function triggering the arrived event.
|
||||
local TaskFunction = APC:TaskFunction("AI_CARGO_APC._BackHome", self)
|
||||
|
||||
-- Put task function on last waypoint.
|
||||
APC:SetTaskWaypoint( Waypoint, TaskFunction )
|
||||
|
||||
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Function called when transport is back home and nothing more to do. Triggering the event BackHome.
|
||||
-- @param Wrapper.Group#GROUP APC Cargo carrier.
|
||||
-- @param #AI_CARGO_APC self
|
||||
function AI_CARGO_APC._BackHome(APC, self)
|
||||
--Trigger BackHome event.
|
||||
env.info(string.format("FF APC %s is back home task function!",APC:GetName()))
|
||||
APC:SmokeGreen()
|
||||
self:__BackHome(1)
|
||||
end
|
||||
|
||||
--- On after BackHome event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP APC
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function AI_CARGO_APC:onafterBackHome( APC, From, Event, To )
|
||||
env.info(string.format("FF APC %s is back home event!",APC:GetName()))
|
||||
APC:SmokeRed()
|
||||
end
|
||||
@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -13,12 +13,39 @@
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- Implements the transportation of cargo by airplanes.
|
||||
--- Brings a dynamic cargo handling capability for an AI airplane group.
|
||||
--
|
||||
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
|
||||
--
|
||||
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Infantry health.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_AIRPLANE
|
||||
AI_CARGO_AIRPLANE = {
|
||||
ClassName = "AI_CARGO_AIRPLANE",
|
||||
Coordinate = nil -- Core.Point#COORDINATE,
|
||||
Coordinate = nil, -- Core.Point#COORDINATE
|
||||
}
|
||||
|
||||
--- Creates a new AI_CARGO_AIRPLANE object.
|
||||
@ -28,21 +55,7 @@ AI_CARGO_AIRPLANE = {
|
||||
-- @return #AI_CARGO_AIRPLANE
|
||||
function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_AIRPLANE
|
||||
|
||||
self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
|
||||
self:AddTransition( { "Unloaded", "Loaded" }, "Pickup", "*" )
|
||||
self:AddTransition( "Loaded", "Deploy", "*" )
|
||||
|
||||
self:AddTransition( { "Unloaded", "Boarding" }, "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding" , "Unloaded", "Unloaded" )
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE
|
||||
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
self:AddTransition( "*", "Home" , "*" )
|
||||
@ -132,7 +145,7 @@ function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
AirplaneUnit:SetCargoBayWeightLimit()
|
||||
end
|
||||
|
||||
self.Relocating = false --FF should be false or set according to state of airplane!
|
||||
self.Relocating = true
|
||||
|
||||
return self
|
||||
end
|
||||
@ -245,7 +258,7 @@ function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
|
||||
-- Aircraft was sent to this airbase to pickup troops. Initiate loadling.
|
||||
if self.RoutePickup == true then
|
||||
env.info("FF load airplane "..Airplane:GetName())
|
||||
self:Load( Airplane:GetCoordinate() )
|
||||
self:Load( self.PickupZone )
|
||||
self.RoutePickup = false
|
||||
self.Relocating = true
|
||||
end
|
||||
@ -269,12 +282,15 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where the troops as picked up.
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Speed )
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone
|
||||
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, PickupZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive()~=nil then
|
||||
env.info("FF onafterpick aircraft alive")
|
||||
|
||||
self.PickupZone = PickupZone
|
||||
|
||||
-- Get closest airbase of current position.
|
||||
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
|
||||
@ -288,8 +304,10 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
|
||||
self.Airbase=ClosestAirbase
|
||||
end
|
||||
|
||||
local Airbase = PickupZone:GetAirbase()
|
||||
|
||||
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
|
||||
local Dist=Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
|
||||
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
|
||||
env.info("Distance closest to pickup airbase = "..Dist)
|
||||
|
||||
if Airplane:InAir() or Dist>500 then
|
||||
@ -305,9 +323,6 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
|
||||
-- Aircraft is on a pickup mission.
|
||||
self.RoutePickup = true
|
||||
|
||||
-- Unclear!?
|
||||
self.Transporting = true
|
||||
self.Relocating = false
|
||||
else
|
||||
env.info("FF onafterpick calling landed")
|
||||
|
||||
@ -316,9 +331,13 @@ function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Sp
|
||||
self:Landed()
|
||||
|
||||
end
|
||||
|
||||
self.Transporting = false
|
||||
self.Relocating = true
|
||||
else
|
||||
env.info("FF onafterpick aircraft not alive")
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@ -328,12 +347,15 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troups should be deployed.
|
||||
-- @param #number Speed Speed in km/h for travelling to deploy base.
|
||||
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Speed )
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed in km/h for travelling to pickup base.
|
||||
-- @param Core.Zone#ZONE_AIRBASE DeployZone
|
||||
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive()~=nil then
|
||||
|
||||
local Airbase = DeployZone:GetAirbase()
|
||||
|
||||
-- Activate uncontrolled airplane.
|
||||
if Airplane:IsAlive()==false then
|
||||
Airplane:SetCommand({id = 'Start', params = {}})
|
||||
@ -355,116 +377,18 @@ function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Sp
|
||||
end
|
||||
|
||||
|
||||
--- On before Load event. Checks if cargo is inside the load radius and if so starts the boarding process.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
|
||||
function AI_CARGO_AIRPLANE:onbeforeLoad( Airplane, From, Event, To, Coordinate )
|
||||
|
||||
|
||||
local Boarding = false
|
||||
|
||||
if Airplane and Airplane:IsAlive() ~= nil then
|
||||
|
||||
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
|
||||
local AirplaneUnit = AirplaneUnit -- Wrapper.Unit#UNIT
|
||||
for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
self:F({_Cargo:GetName()})
|
||||
local Cargo=_Cargo --Cargo.Cargo#CARGO
|
||||
local InRadius = Cargo:IsInLoadRadius( Coordinate )
|
||||
if InRadius then
|
||||
|
||||
-- Is there a cargo still unloaded?
|
||||
if Cargo:IsUnLoaded() == true then
|
||||
|
||||
Cargo:Board( AirplaneUnit, 25 )
|
||||
self:__Board( 5, Cargo, AirplaneUnit )
|
||||
Boarding = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
--- On after Board event. Cargo is inside the load radius and boarding is performed.
|
||||
--- On after PickedUp event. All cargo is inside the carrier and ready to be transported.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param Wrapper.Unit#UNIT AirplaneUnit
|
||||
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo, AirplaneUnit )
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_AIRPLANE:onafterPickedUp( Airplane, From, Event, To, PickupZone )
|
||||
self:F( { AirplaneGroup, From, Event, To } )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
|
||||
self:F({ IsLoaded = Cargo:IsLoaded() } )
|
||||
|
||||
if not Cargo:IsLoaded() then
|
||||
self:__Board( 10, Cargo, AirplaneUnit )
|
||||
else
|
||||
local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
|
||||
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
|
||||
|
||||
-- Check if another cargo can be loaded into the airplane.
|
||||
for _,_Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
|
||||
|
||||
self:F({_Cargo:GetName()})
|
||||
local Cargo =_Cargo --Cargo.Cargo#CARGO
|
||||
|
||||
-- Is there a cargo still unloaded?
|
||||
if Cargo:IsUnLoaded() == true then
|
||||
|
||||
-- Only when the cargo is within load radius.
|
||||
local InRadius = Cargo:IsInLoadRadius( Airplane:GetCoordinate() )
|
||||
if InRadius then
|
||||
|
||||
local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
|
||||
--local CargoBayFreeVolume = Airplane:GetCargoBayFreeVolume()
|
||||
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
--local CargoVolume = Cargo:GetVolume()
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
|
||||
-- ok, board.
|
||||
self:__Load( 5, Airplane:GetCoordinate() )
|
||||
|
||||
-- And start the boarding loop for the AI_CARGO_AIRPLANE object until the cargo is boarded.
|
||||
--Cargo:Board( Airplane, 25 )
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self:__Loaded( 1, Cargo )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Loaded event. Cargo is inside the carrier and ready to be transported.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To, Cargo )
|
||||
|
||||
env.info("FF troops loaded into cargo plane")
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self:F( { "Transporting" } )
|
||||
self.Transporting = true -- This will only be executed when there is no cargo boarded anymore. The dispatcher will then kick-off the deploy cycle!
|
||||
end
|
||||
end
|
||||
@ -476,7 +400,10 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
|
||||
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
|
||||
|
||||
local UnboardInterval = 10
|
||||
local UnboardDelay = 10
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
|
||||
@ -489,68 +416,35 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
|
||||
self:T( { CargoCarrierHeading, CargoDeployHeading } )
|
||||
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
|
||||
|
||||
Cargo:UnBoard( CargoDeployCoordinate )
|
||||
Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate )
|
||||
UnboardDelay = UnboardDelay + UnboardInterval
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( 10, Cargo )
|
||||
self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Unboard event. Checks if unboarding process is finished.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
|
||||
|
||||
self:E( { "Unboard", Cargo } )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo )
|
||||
else
|
||||
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
|
||||
local Cargos = AirplaneUnit:GetCargo()
|
||||
for CargoID, Cargo in pairs( Cargos ) do
|
||||
if Cargo:IsLoaded() then
|
||||
local Angle = 180
|
||||
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
self:T( { CargoCarrierHeading, CargoDeployHeading } )
|
||||
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
|
||||
Cargo:UnBoard( CargoDeployCoordinate )
|
||||
Cargo:SetDeployed( true )
|
||||
|
||||
self:__Unboard( 10, Cargo )
|
||||
return
|
||||
end
|
||||
end
|
||||
self:__Unloaded( 1, Cargo )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished.
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo
|
||||
function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To, Cargo )
|
||||
|
||||
self:E( { "Unloaded", Cargo } )
|
||||
function AI_CARGO_AIRPLANE:onafterDeployed( Airplane, From, Event, To, DeployZone )
|
||||
|
||||
if Airplane and Airplane:IsAlive() then
|
||||
self.Airplane = Airplane
|
||||
self.Transporting = false -- This will only be executed when there is no cargo onboard anymore. The dispatcher will then kick-off the pickup cycle!
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Route the airplane from one airport or it's current position to another airbase.
|
||||
-- @param #AI_CARGO_AIRPLANE self
|
||||
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
|
||||
|
||||
@ -16,52 +16,360 @@
|
||||
--- A dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER module uses the @{Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects
|
||||
-- to transport @{Cargo} towards several deploy zones.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
-- The AI_CARGO_DISPATCHER module uses the @{Cargo.Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects
|
||||
-- to transport @{Cargo.Cargo} towards several deploy zones.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## 1. AI\_CARGO\_DISPATCHER constructor
|
||||
-- # 1) AI_CARGO_DISPATCHER constructor
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI\_CARGO\_DISPATCHER object.
|
||||
--
|
||||
-- ## 2. AI\_CARGO\_DISPATCHER is a FSM
|
||||
-- # 2) AI_CARGO_DISPATCHER is a FSM
|
||||
--
|
||||
-- 
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- ### 2.1. AI\_CARGO\_DISPATCHER States
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
-- * Monitoring => Monitor => Monitoring
|
||||
-- * Monitoring => Stop => Idle
|
||||
--
|
||||
-- * Monitoring => Pickup => Monitoring
|
||||
-- * Monitoring => Load => Monitoring
|
||||
-- * Monitoring => Loading => Monitoring
|
||||
-- * Monitoring => Loaded => Monitoring
|
||||
-- * Monitoring => PickedUp => Monitoring
|
||||
-- * Monitoring => Deploy => Monitoring
|
||||
-- * Monitoring => Unload => Monitoring
|
||||
-- * Monitoring => Unloaded => Monitoring
|
||||
-- * Monitoring => Deployed => Monitoring
|
||||
-- * Monitoring => Home => Monitoring
|
||||
--
|
||||
--
|
||||
-- ## 2.1) AI_CARGO_DISPATCHER States
|
||||
--
|
||||
-- * **Monitoring**: The process is dispatching.
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ### 2.2. AI\_CARGO\_DISPATCHER Events
|
||||
-- ## 2.2) AI_CARGO_DISPATCHER Events
|
||||
--
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- * **Pickup**: Pickup cargo.
|
||||
-- * **Load**: Load the cargo.
|
||||
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
|
||||
-- * **Loaded**: Flag that the cargo is loaded.
|
||||
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
|
||||
-- * **Deploy**: Deploy cargo to a location.
|
||||
-- * **Unload**: Unload the cargo.
|
||||
-- * **Unloaded**: Flag that the cargo is unloaded.
|
||||
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
|
||||
-- * **Home**: A Carrier is going home.
|
||||
--
|
||||
-- ## 3. Set the pickup parameters.
|
||||
-- # 3) Enhance your mission scripts with **Tailored** Event Handling!
|
||||
--
|
||||
-- Use these methods to capture the events and tailor the events with your own code!
|
||||
-- All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code.
|
||||
--
|
||||
-- In order to properly capture the events, it is mandatory that you execute the following actions using your script:
|
||||
--
|
||||
-- * Copy / Paste the code section into your script.
|
||||
-- * Change the CLASS literal to the object name you have in your script.
|
||||
-- * Within the function, you can now write your own code!
|
||||
-- * IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored,
|
||||
-- but you need to declare them as they are automatically provided by the event handling system of MOOSE.
|
||||
--
|
||||
-- You can send messages or fire off any other events within the code section. The sky is the limit!
|
||||
--
|
||||
-- ## 3.1) Tailor the **Pickup** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- Pickup event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
|
||||
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
|
||||
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
-- function CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, PickupZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.2) Tailor the **Load** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- Load event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
-- function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.3) Tailor the **Loading** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- Loading event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
|
||||
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
-- function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.4) Tailor the **Loaded** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
--
|
||||
-- The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit.
|
||||
-- A CarrierUnit is part of the larger CarrierGroup.
|
||||
--
|
||||
--
|
||||
-- --- Loaded event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
-- -- A CarrierUnit can be part of the larger CarrierGroup.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
|
||||
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
-- function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.5) Tailor the **PickedUp** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- PickedUp event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
-- function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.6) Tailor the **Deploy** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- Deploy event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
|
||||
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
|
||||
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- function CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, DeployZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.7) Tailor the **Unload** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- Unload event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.8) Tailor the **Unloading** event
|
||||
--
|
||||
--
|
||||
-- --- UnLoading event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
|
||||
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.9) Tailor the **Unloaded** event
|
||||
--
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
-- --- Unloaded event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
-- -- A CarrierUnit can be part of the larger CarrierGroup.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
|
||||
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- function CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- ## 3.10) Tailor the **Deployed** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
--
|
||||
-- --- Deployed event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- function CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
-- ## 3.11) Tailor the **Home** event
|
||||
--
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
--
|
||||
-- --- Home event handler OnAfter for CLASS.
|
||||
-- -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
|
||||
-- -- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- -- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo and this event won't be triggered.
|
||||
-- -- @param #CLASS self
|
||||
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- -- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
|
||||
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
|
||||
-- -- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
-- function CLASS:OnAfterHome( From, Event, To, CarrierGroup, Coordinate, Speed, HomeZone )
|
||||
--
|
||||
-- -- Write here your own code.
|
||||
--
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- # 3) Set the pickup parameters.
|
||||
--
|
||||
-- Several parameters can be set to pickup cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
|
||||
--
|
||||
-- ## 4. Set the deploy parameters.
|
||||
-- # 4) Set the deploy parameters.
|
||||
--
|
||||
-- Several parameters can be set to deploy cargo:
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
|
||||
-- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
|
||||
--
|
||||
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
|
||||
-- # 5) Set the home zone when there isn't any more cargo to pickup.
|
||||
--
|
||||
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
|
||||
@ -74,7 +382,7 @@
|
||||
AI_CARGO_DISPATCHER = {
|
||||
ClassName = "AI_CARGO_DISPATCHER",
|
||||
SetCarrier = nil,
|
||||
DeployZonesSet = nil,
|
||||
DeployZoneSet = nil,
|
||||
AI_Cargo = {},
|
||||
PickupCargo = {}
|
||||
}
|
||||
@ -114,21 +422,25 @@ function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo )
|
||||
self:AddTransition( "Monitoring", "Stop", "Idle" )
|
||||
|
||||
|
||||
self:AddTransition( "*", "Pickup", "*" )
|
||||
self:AddTransition( "*", "Loading", "*" )
|
||||
self:AddTransition( "*", "Loaded", "*" )
|
||||
self:AddTransition( "Monitoring", "Pickup", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Load", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Loading", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Loaded", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "PickedUp", "Monitoring" )
|
||||
|
||||
self:AddTransition( "*", "Deploy", "*" )
|
||||
self:AddTransition( "*", "Unloading", "*" )
|
||||
self:AddTransition( "*", "Unloaded", "*" )
|
||||
self:AddTransition( "Monitoring", "Transport", "Monitoring" )
|
||||
|
||||
self:AddTransition( "Monitoring", "Deploy", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Unload", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Unloading", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Unloaded", "Monitoring" )
|
||||
self:AddTransition( "Monitoring", "Deployed", "Monitoring" )
|
||||
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
self:AddTransition( "*", "RTB", "*" ) --FF
|
||||
self:AddTransition( "*", "BackHome", "*" ) --FF
|
||||
self:AddTransition( "Monitoring", "Home", "Monitoring" )
|
||||
|
||||
self.MonitorTimeInterval = 30
|
||||
self.DeployInnerRadius = 200
|
||||
self.DeployOuterRadius = 500
|
||||
self.DeployRadiusInner = 200
|
||||
self.DeployRadiusOuter = 500
|
||||
|
||||
self.PickupCargo = {}
|
||||
self.CarrierHome = {}
|
||||
@ -146,23 +458,25 @@ end
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER object.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param Core.Set#SET_GROUP SetCarriers
|
||||
-- @param Core.Set#SET_CARGO SetCargos
|
||||
-- @param Core.Set#SET_ZONE DeployZonesSet
|
||||
-- @param Core.Set#SET_GROUP SetCarrier
|
||||
-- @param Core.Set#SET_CARGO SetCargo
|
||||
-- @param Core.Set#SET_ZONE PickupZoneSet
|
||||
-- @param Core.Set#SET_ZONE DeployZoneSet
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- SetCarriers = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
|
||||
-- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- DeployZonesSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER:NewWithZones( SetCarriers, SetCargos, DeployZonesSet )
|
||||
function AI_CARGO_DISPATCHER:NewWithZones( SetCarriers, SetCargos, PickupZoneSet, DeployZoneSet )
|
||||
|
||||
local self = AI_CARGO_DISPATCHER:New( SetCarriers, SetCargos ) -- #AI_CARGO_DISPATCHER
|
||||
|
||||
self.DeployZonesSet = DeployZonesSet
|
||||
self.PickupZoneSet = PickupZoneSet
|
||||
self.DeployZoneSet = DeployZoneSet
|
||||
|
||||
return self
|
||||
end
|
||||
@ -231,6 +545,19 @@ function AI_CARGO_DISPATCHER:SetHomeBase( HomeBase )
|
||||
end
|
||||
|
||||
|
||||
--- Set the home base.
|
||||
-- When there is nothing anymore to pickup, the carriers will return to their home airbase. There they will await new orders.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param Wrapper.Airbase#AIRBASE HomeBase The airbase where the carrier will go to, once they completed all pending assignments.
|
||||
-- @return #AI_CARGO_DISPATCHER self
|
||||
function AI_CARGO_DISPATCHER:SetHomeBase( HomeBase )
|
||||
|
||||
self.HomeBase = HomeBase
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
|
||||
-- This radius is influencing the location where the carrier will land to pickup the cargo.
|
||||
-- There are two aspects that are very important to remember and take into account:
|
||||
@ -356,51 +683,203 @@ end
|
||||
function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
|
||||
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
|
||||
env.info("FF cargo dispatcher carrier group "..CarrierGroupName)
|
||||
|
||||
local Carrier = Carrier -- Wrapper.Group#GROUP
|
||||
local AI_Cargo = self.AI_Cargo[Carrier]
|
||||
if not AI_Cargo then
|
||||
env.info("FF not AI CARGO")
|
||||
|
||||
-- ok, so this Carrier does not have yet an AI_CARGO handling object...
|
||||
-- let's create one and also declare the Loaded and UnLoaded handlers.
|
||||
self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
|
||||
AI_Cargo = self.AI_Cargo[Carrier]
|
||||
|
||||
function AI_Cargo.OnAfterPickup( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Pickup( Carrier, Cargo )
|
||||
--- Pickup event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickup
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
|
||||
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
function AI_Cargo.OnAfterPickup( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, PickupZone )
|
||||
self:Pickup( CarrierGroup, Coordinate, Speed, PickupZone )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterLoad( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Loading( Carrier )
|
||||
--- Load event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoad
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterLoad( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
|
||||
self:Load( CarrierGroup, PickupZone )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterLoaded( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Loaded( Carrier, Cargo )
|
||||
--- Loading event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoading
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterBoard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
||||
self:Loading( CarrierGroup, Cargo, CarrierUnit, PickupZone )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterDeploy( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Deploy( Carrier, Cargo )
|
||||
--- Loaded event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
-- A CarrierUnit can be part of the larger CarrierGroup.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterLoaded( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
||||
self:Loaded( CarrierGroup, Cargo, CarrierUnit, PickupZone )
|
||||
end
|
||||
|
||||
--- PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickedUp
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
|
||||
|
||||
function AI_Cargo.OnAfterPickedUp( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
|
||||
self:PickedUp( CarrierGroup, PickupZone )
|
||||
self:Transport( CarrierGroup )
|
||||
end
|
||||
|
||||
|
||||
--- Deploy event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeploy
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
|
||||
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
function AI_Cargo.OnAfterDeploy( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
self:Deploy( CarrierGroup, Coordinate, Speed, DeployZone )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Unloading( Carrier, Cargo )
|
||||
|
||||
--- Unload event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnload
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloading( Carrier, Cargo, CarrierUnit, DeployZone )
|
||||
end
|
||||
|
||||
function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo )
|
||||
self:Unloaded( Carrier, Cargo )
|
||||
end
|
||||
--- UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloading
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
-- FF added BackHome event.
|
||||
function AI_Cargo.OnAfterBackHome( AI_Cargo, Carrier, From, Event, To)
|
||||
self:BackHome( Carrier )
|
||||
function AI_Cargo.OnAfterUnboard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloading( CarrierGroup, Cargo, CarrierUnit, DeployZone )
|
||||
end
|
||||
|
||||
|
||||
--- Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
|
||||
-- A CarrierUnit can be part of the larger CarrierGroup.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
-- FF added RTB event.
|
||||
function AI_Cargo.OnAfterRTB( AI_Cargo, Carrier, From, Event, To, Airbase)
|
||||
self:RTB( Carrier, Airbase )
|
||||
end
|
||||
function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloaded( Carrier, Cargo, CarrierUnit, DeployZone )
|
||||
end
|
||||
|
||||
--- Deployed event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
function AI_Cargo.OnAfterDeployed( AI_Cargo, Carrier, From, Event, To, DeployZone )
|
||||
self:Deployed( Carrier, DeployZone )
|
||||
end
|
||||
|
||||
--- Home event handler OnAfter for AI_CARGO_DISPATCHER.
|
||||
-- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
|
||||
-- You can use this event handler to post messages to players, or provide status updates etc.
|
||||
-- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo.
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterHome
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
|
||||
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
|
||||
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
|
||||
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
|
||||
-- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
|
||||
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
|
||||
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
|
||||
function AI_Cargo.OnAfterHome( AI_Cargo, Carrier, From, Event, To, Coordinate, Speed, HomeZone )
|
||||
self:Home( Carrier, Coordinate, Speed, HomeZone )
|
||||
end
|
||||
end
|
||||
|
||||
-- The Pickup sequence ...
|
||||
@ -412,6 +891,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
-- now find the first cargo that is Unloaded
|
||||
|
||||
local PickupCargo = nil
|
||||
local PickupZone = nil
|
||||
|
||||
for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
@ -419,81 +899,53 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
local CoordinateFree = true
|
||||
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
|
||||
if CarrierPickup:IsAlive() == true then
|
||||
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
|
||||
CoordinateFree = false
|
||||
PickupZone = self.PickupZoneSet and self.PickupZoneSet:IsCoordinateInZone( CargoCoordinate )
|
||||
if not self.PickupZoneSet or PickupZone then
|
||||
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
|
||||
if CarrierPickup:IsAlive() == true then
|
||||
if CargoCoordinate:Get2DDistance( Coordinate ) <= 100 then
|
||||
CoordinateFree = false
|
||||
break
|
||||
end
|
||||
else
|
||||
self.PickupCargo[CarrierPickup] = nil
|
||||
end
|
||||
end
|
||||
if CoordinateFree == true then
|
||||
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
|
||||
local LargestLoadCapacity = 0
|
||||
for _, Carrier in pairs( Carrier:GetUnits() ) do
|
||||
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
|
||||
if LargestLoadCapacity < LoadCapacity then
|
||||
LargestLoadCapacity = LoadCapacity
|
||||
end
|
||||
end
|
||||
-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
|
||||
-- Otherwise break and go to the next carrier.
|
||||
-- This will skip cargo which is too large to be able to be loaded by carriers
|
||||
-- and will secure an efficient dispatching scheme.
|
||||
if LargestLoadCapacity >= Cargo:GetWeight() then
|
||||
self.PickupCargo[Carrier] = CargoCoordinate
|
||||
PickupCargo = Cargo
|
||||
break
|
||||
end
|
||||
else
|
||||
self.PickupCargo[CarrierPickup] = nil
|
||||
end
|
||||
end
|
||||
if CoordinateFree == true then
|
||||
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
|
||||
local LargestLoadCapacity = 0
|
||||
for _, Carrier in pairs( Carrier:GetUnits() ) do
|
||||
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
|
||||
if LargestLoadCapacity < LoadCapacity then
|
||||
LargestLoadCapacity = LoadCapacity
|
||||
end
|
||||
end
|
||||
-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
|
||||
-- Otherwise break and go to the next carrier.
|
||||
-- This will skip cargo which is too large to be able to be loaded by carriers
|
||||
-- and will secure an efficient dispatching scheme.
|
||||
if LargestLoadCapacity >= Cargo:GetWeight() then
|
||||
self.PickupCargo[Carrier] = CargoCoordinate
|
||||
PickupCargo = Cargo
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if PickupCargo then
|
||||
|
||||
self.CarrierHome[Carrier] = nil
|
||||
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
|
||||
|
||||
if self.PickupAirbasesSet then
|
||||
-- Find airbase within 2km from the cargo with the set.
|
||||
local PickupAirbase = self.PickupAirbasesSet:FindAirbaseInRange( PickupCoordinate, 4000 )
|
||||
if PickupAirbase then
|
||||
AI_Cargo:Pickup( PickupAirbase, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ) )
|
||||
end
|
||||
else
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ) )
|
||||
end
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), PickupZone )
|
||||
break
|
||||
|
||||
else
|
||||
|
||||
env.info("FF HomeZone or HomeBase?")
|
||||
if self.HomeZone then
|
||||
|
||||
env.info("FF HomeZone! Really?")
|
||||
if not self.CarrierHome[Carrier] then
|
||||
env.info("FF Yes!")
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:__Home( 60, self.HomeZone:GetRandomPointVec2() )
|
||||
else
|
||||
env.info("FF Nope!")
|
||||
AI_Cargo:__Home( 60, self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), self.HomeZone )
|
||||
end
|
||||
|
||||
elseif self.HomeBase2 then
|
||||
|
||||
env.info("FF HomeBase! Really?")
|
||||
if not self.CarrierHome[Carrier] then
|
||||
env.info("FF Yes!")
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:__RTB( 1, self.HomeBase )
|
||||
else
|
||||
env.info("FF Nope!")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -501,7 +953,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
self:__Monitor( self.MonitorTimeInterval )
|
||||
end
|
||||
|
||||
--- Start Handler OnBefore for AI_CARGO_DISPATCHER
|
||||
--- Start event handler OnBefore for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStart
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
@ -509,7 +961,7 @@ end
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Start Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
--- Start event handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStart
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
@ -529,7 +981,7 @@ function AI_CARGO_DISPATCHER:onafterStart( From, Event, To )
|
||||
self:__Monitor( -1 )
|
||||
end
|
||||
|
||||
--- Stop Handler OnBefore for AI_CARGO_DISPATCHER
|
||||
--- Stop event handler OnBefore for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStop
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
@ -537,7 +989,7 @@ end
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Stop Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
--- Stop event handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStop
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
@ -554,30 +1006,6 @@ end
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
--- Loaded Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Group#GROUP Carrier Carrier object.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
|
||||
--- Unloaded Handler OnAfter for AI_CARGO_DISPATCHER
|
||||
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Cargo.Cargo#CARGO Cargo
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
-- @param From
|
||||
@ -586,23 +1014,14 @@ end
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param Cargo.Cargo#CARGO Cargo
|
||||
-- @return #AI_CARGO_DISPATCHER
|
||||
function AI_CARGO_DISPATCHER:OnAfterLoaded( From, Event, To, Carrier, Cargo )
|
||||
|
||||
function AI_CARGO_DISPATCHER:onafterTransport( From, Event, To, Carrier, Cargo )
|
||||
|
||||
if self.DeployZonesSet then
|
||||
|
||||
local DeployZone = self.DeployZonesSet:GetRandomZone()
|
||||
|
||||
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
|
||||
self.AI_Cargo[Carrier]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
|
||||
|
||||
end
|
||||
|
||||
if self.DeployAirbasesSet then
|
||||
|
||||
if self.DeployZoneSet then
|
||||
if self.AI_Cargo[Carrier]:IsTransporting() == true then
|
||||
local DeployAirbase = self.DeployAirbasesSet:GetRandomAirbase()
|
||||
self.AI_Cargo[Carrier]:Deploy( DeployAirbase, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ) )
|
||||
local DeployZone = self.DeployZoneSet:GetRandomZone()
|
||||
|
||||
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
|
||||
self.AI_Cargo[Carrier]:Deploy( DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ), DeployZone )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **AI** -- Models the intelligent transportation of infantry and other cargo using APCs.
|
||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
@ -28,9 +28,18 @@
|
||||
--- A dynamic cargo transportation capability for AI groups.
|
||||
--
|
||||
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER\_APC module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_APC object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_APC class, it is recommended that you
|
||||
-- **first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
|
||||
--
|
||||
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
|
||||
--
|
||||
-- On top, the AI_CARGO_DISPATCHER_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
|
||||
--
|
||||
--
|
||||
-- ## 1. AI\_CARGO\_DISPATCHER\_APC constructor
|
||||
--
|
||||
@ -88,22 +97,23 @@ AI_CARGO_DISPATCHER_APC = {
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_APC object.
|
||||
-- @param #AI_CARGO_DISPATCHER_APC self
|
||||
-- @param Core.Set#SET_GROUP SetAPC The collection of APC @{Wrapper.Group}s.
|
||||
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
|
||||
-- @param Core.Set#SET_ZONE SetDeployZone The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the APCs.
|
||||
-- @param Core.Set#SET_GROUP APCSet The collection of APC @{Wrapper.Group}s.
|
||||
-- @param Core.Set#SET_CARGO CargoSet The collection of @{Cargo.Cargo} derived objects.
|
||||
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The collection of pickup @{Zone}s, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
|
||||
-- @param Core.Set#SET_ZONE DeployZoneSet The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the APCs.
|
||||
-- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
|
||||
-- @return #AI_CARGO_DISPATCHER_APC
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher for the set of APCs, with a combatradius of 500.
|
||||
-- SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
|
||||
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, 500 )
|
||||
-- APCSet = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
|
||||
-- CargoSet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_APC:New( APCSet, SCargoSet, nil, DeployZoneSet, 500 )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, CombatRadius )
|
||||
function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet, CombatRadius )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( SetAPC, SetCargo, SetDeployZone ) ) -- #AI_CARGO_DISPATCHER_APC
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC
|
||||
|
||||
self.CombatRadius = CombatRadius or 500
|
||||
|
||||
@ -116,7 +126,7 @@ function AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargo, SetDeployZone, CombatRad
|
||||
end
|
||||
|
||||
|
||||
function AI_CARGO_DISPATCHER_APC:AICargo( APC, SetCargo )
|
||||
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
|
||||
|
||||
return AI_CARGO_APC:New( APC, SetCargo, self.CombatRadius )
|
||||
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
|
||||
end
|
||||
|
||||
@ -1,5 +1,10 @@
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * The airplanes will fly towards the pickup airbases to pickup the cargo.
|
||||
-- * The airplanes will fly towards the deploy airbases to deploy the cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
@ -16,9 +21,17 @@
|
||||
--- Brings a dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI_CARGO_DISPATCHER_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_AIRPLANE object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_AIRPLANE class, it is recommended that you
|
||||
-- **first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
|
||||
--
|
||||
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
|
||||
--
|
||||
-- On top, the AI_CARGO_DISPATCHER_AIRPLANE class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
|
||||
--
|
||||
--
|
||||
--
|
||||
@ -29,23 +42,25 @@ AI_CARGO_DISPATCHER_AIRPLANE = {
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
|
||||
-- @param #AI_CARGO_DISPATCHER_AIRPLANE self
|
||||
-- @param Core.Set#SET_GROUP SetAirplanes Set of cargo transport airplanes.
|
||||
-- @param Core.Set#SET_CARGO SetCargos Set of cargo, which is supposed to be transported.
|
||||
-- @param Core.Set#SET_AIRBASE PickupAirbasesSet Set of airbases where the cargo has to be picked up.
|
||||
-- @param Core.Set#SET_AIRBASE DeployAirbasesSet Set of airbases where the cargo is deployed. Choice for each cargo is random.
|
||||
-- @param Core.Set#SET_GROUP AirplaneSet Set of cargo transport airplanes.
|
||||
-- @param Core.Set#SET_CARGO CargoSet Set of cargo, which is supposed to be transported.
|
||||
-- @param Core.Zone#SET_ZONE PickupZoneSet Set of zone airbases where the cargo has to be picked up.
|
||||
-- @param Core.Zone#SET_ZONE DeployZoneSet Set of zone airbases where the cargo is deployed. Choice for each cargo is random.
|
||||
-- @return #AI_CARGO_DISPATCHER_AIRPLANE self
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- SetAirplanes = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
|
||||
-- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- PickupAirbasesSet = SET_AIRBASE:New()
|
||||
-- DeployAirbasesSet = SET_AIRBASE:New()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplanes, SetCargos, PickupAirbasesSet, DeployAirbasesSet )
|
||||
-- AirplaneSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
|
||||
-- CargoSet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- PickupZoneSet = SET_AIRBASE:New()
|
||||
-- DeployZoneSet = SET_AIRBASE:New()
|
||||
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( "Gudauta", AIRBASE:FindByName( AIRBASE.Caucasus.Gudauta ), 3000 ) )
|
||||
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( "Sochi", AIRBASE:FindByName( AIRBASE.Caucasus.Sochi_Adler ), 3000 ) )
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplanes, SetCargos, PickupAirbasesSet, DeployAirbasesSet )
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithAirbases( SetAirplanes, SetCargos, PickupAirbasesSet, DeployAirbasesSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
|
||||
self:SetDeploySpeed( 200, 150 )
|
||||
self:SetPickupSpeed( 200, 150 )
|
||||
@ -55,7 +70,7 @@ function AI_CARGO_DISPATCHER_AIRPLANE:New( SetAirplanes, SetCargos, PickupAirbas
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, SetCargo )
|
||||
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, CargoSet )
|
||||
|
||||
return AI_CARGO_AIRPLANE:New( Airplane, SetCargo )
|
||||
return AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
|
||||
end
|
||||
|
||||
@ -1,7 +1,12 @@
|
||||
--- **AI** -- Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||
--
|
||||
-- The @{#AI_CARGO_DISPATCHER_HELICOPTER} classes implements the dynamic dispatching of cargo transportation tasks for helicopters.
|
||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * The helicopters will fly towards the pickup locations to pickup the cargo.
|
||||
-- * The helicopters will fly towards the deploy zones to deploy the cargo.
|
||||
-- * Precision deployment as well as randomized deployment within the deploy zones are possible.
|
||||
-- * Helicopters will orbit the deploy zones when there is no space for landing until the deploy zone is free.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
@ -18,9 +23,18 @@
|
||||
--- A dynamic cargo handling capability for AI helicopter groups.
|
||||
--
|
||||
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI\_CARGO\_DISPATCHER\_HELICOPTER module uses the @{Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\_DISPATCHER\_HELICOPTER object recognize the cargo.
|
||||
-- Please consult the @{Cargo} module for more information.
|
||||
--
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_HELICOPTER module is derived from the AI_CARGO_DISPATCHER module.
|
||||
--
|
||||
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_HELICOPTER class, it is recommended that you
|
||||
-- **first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
|
||||
--
|
||||
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
|
||||
--
|
||||
-- On top, the AI_CARGO_DISPATCHER_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
@ -88,21 +102,22 @@ AI_CARGO_DISPATCHER_HELICOPTER = {
|
||||
|
||||
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
|
||||
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
|
||||
-- @param Core.Set#SET_GROUP SetHelicopter The collection of Helicopter @{Wrapper.Group}s.
|
||||
-- @param Core.Set#SET_CARGO SetCargo The collection of @{Cargo} derived objects.
|
||||
-- @param Core.Set#SET_ZONE SetDeployZones The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the Helicopters.
|
||||
-- @param Core.Set#SET_GROUP HelicopterSet The collection of Helicopter @{Wrapper.Group}s.
|
||||
-- @param Core.Set#SET_CARGO CargoSet The collection of @{Cargo.Cargo} derived objects.
|
||||
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The collection of pickup @{Zone}s, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
|
||||
-- @param Core.Set#SET_ZONE DeployZoneSet The collection of deploy @{Zone}s, which are used to where the cargo will be deployed by the Helicopters.
|
||||
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new cargo dispatcher
|
||||
-- SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
|
||||
-- SetCargo = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo )
|
||||
-- HelicopterSet = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
|
||||
-- CargoSet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
|
||||
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
|
||||
-- AICargoDispatcher = AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, SetCargo, nil, DeployZoneSet )
|
||||
--
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo, SetDeployZones )
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet )
|
||||
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( SetHelicopter, SetCargo, SetDeployZones ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:NewWithZones( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
|
||||
self:SetDeploySpeed( 200, 150 )
|
||||
self:SetPickupSpeed( 200, 150 )
|
||||
@ -112,8 +127,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargo, SetDeployZ
|
||||
return self
|
||||
end
|
||||
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, SetCargo )
|
||||
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
|
||||
|
||||
return AI_CARGO_HELICOPTER:New( Helicopter, SetCargo )
|
||||
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
end
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -13,7 +13,34 @@
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- # AI\_CARGO\_TROOPS class, extends @{Core.Fsm#FSM_CONTROLLABLE}
|
||||
--- Brings a dynamic cargo handling capability for an AI helicopter group.
|
||||
--
|
||||
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo.
|
||||
-- Please consult the @{Cargo.Cargo} module for more information.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_HELICOPTER.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_HELICOPTER.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
|
||||
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
|
||||
--
|
||||
-- ## Infantry health.
|
||||
--
|
||||
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
|
||||
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
|
||||
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
|
||||
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
|
||||
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -21,7 +48,6 @@
|
||||
AI_CARGO_HELICOPTER = {
|
||||
ClassName = "AI_CARGO_HELICOPTER",
|
||||
Coordinate = nil, -- Core.Point#COORDINATE,
|
||||
Helicopter_Cargo = {},
|
||||
}
|
||||
|
||||
AI_CARGO_QUEUE = {}
|
||||
@ -33,10 +59,8 @@ AI_CARGO_QUEUE = {}
|
||||
-- @return #AI_CARGO_HELICOPTER
|
||||
function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER
|
||||
local self = BASE:Inherit( self, AI_CARGO:New( Helicopter, CargoSet ) ) -- #AI_CARGO_HELICOPTER
|
||||
|
||||
self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
|
||||
|
||||
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
|
||||
|
||||
self:SetStartState( "Unloaded" )
|
||||
@ -46,17 +70,17 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
|
||||
|
||||
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Board", "Boarding" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Loaded" )
|
||||
self:AddTransition( "Boarding", "Loaded", "Boarding" )
|
||||
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
|
||||
self:AddTransition( "Loaded", "Unload", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
|
||||
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
|
||||
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
|
||||
|
||||
self:AddTransition( "*", "Landed", "*" )
|
||||
self:AddTransition( "*", "Queue", "*" )
|
||||
self:AddTransition( "*", "Orbit" , "*" )
|
||||
self:AddTransition( "*", "Home" , "*" )
|
||||
self:AddTransition( "*", "RTB" , "*" )
|
||||
self:AddTransition( "*", "BackHome" , "*" )
|
||||
self:AddTransition( "*", "Home" , "*" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
@ -235,18 +259,15 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
|
||||
if self.RoutePickup == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
--self:Load( Helicopter:GetPointVec2() )
|
||||
self:Load()
|
||||
self:Load( self.PickupZone )
|
||||
self.RoutePickup = false
|
||||
self.Relocating = true
|
||||
end
|
||||
end
|
||||
|
||||
if self.RouteDeploy == true then
|
||||
local height=Helicopter:GetHeight( true )
|
||||
local velocity=Helicopter:GetVelocityKMH()
|
||||
env.info(string.format("FF helo in air %s, height = %d m, velocity = %d km/h", tostring(Helicopter:InAir()), height, velocity))
|
||||
if height <= 10 and velocity < 10 then
|
||||
self:Unload( true )
|
||||
if self.RouteDeploy == true then
|
||||
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
|
||||
self:Unload( self.DeployZone )
|
||||
self.RouteDeploy = false
|
||||
self.Transporting = false
|
||||
self.Relocating = false
|
||||
@ -264,7 +285,7 @@ end
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @param #number Speed
|
||||
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed )
|
||||
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
|
||||
local HelicopterInZone = false
|
||||
|
||||
@ -273,7 +294,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
|
||||
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
|
||||
|
||||
if Distance > 2000 then
|
||||
self:__Queue( -10, Coordinate )
|
||||
self:__Queue( -10, Coordinate, Speed, DeployZone )
|
||||
else
|
||||
|
||||
local ZoneFree = true
|
||||
@ -322,8 +343,12 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 0 )
|
||||
|
||||
-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
|
||||
self.DeployZone = DeployZone
|
||||
|
||||
else
|
||||
self:__Queue( -10, Coordinate )
|
||||
self:__Queue( -10, Coordinate, Speed, DeployZone )
|
||||
end
|
||||
end
|
||||
else
|
||||
@ -378,127 +403,8 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
|
||||
end
|
||||
|
||||
|
||||
--- On Before event Load.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event
|
||||
-- @param #string To To state.
|
||||
function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
|
||||
|
||||
local Boarding = false
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
self.BoardingCount = 0
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
|
||||
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
|
||||
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
|
||||
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
|
||||
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
|
||||
self:F( { "In radius", HelicopterUnit:GetName() } )
|
||||
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
|
||||
--Cargo:Ungroup()
|
||||
Cargo:Board( HelicopterUnit, 25 )
|
||||
self:__Board( 1, Cargo, HelicopterUnit )
|
||||
self.Helicopter_Cargo[HelicopterUnit] = Cargo
|
||||
Boarding = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
--- On after Board event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param Wrapper.Unit#UNIT HelicopterUnit
|
||||
function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo, HelicopterUnit )
|
||||
self:F( { Helicopter, From, Event, To, Cargo, HelicopterUnit } )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded() } )
|
||||
if not Cargo:IsLoaded() then
|
||||
self:__Board( 10, Cargo, HelicopterUnit )
|
||||
else
|
||||
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
|
||||
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsUnLoaded() then
|
||||
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
|
||||
local CargoWeight = Cargo:GetWeight()
|
||||
|
||||
-- Only when there is space within the bay to load the next cargo item!
|
||||
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
|
||||
Cargo:Board( HelicopterUnit, 25 )
|
||||
self:__Board( 10, Cargo, HelicopterUnit )
|
||||
self.Helicopter_Cargo[HelicopterUnit] = Cargo
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self:__Loaded( 1, Cargo ) -- Will only be executed when no more cargo is boarded.
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On before Loaded event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @return #boolean Cargo loaded.
|
||||
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
|
||||
self:F( { Helicopter, From, Event, To } )
|
||||
|
||||
local Loaded = true
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Helicopter:GetName() } )
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
Loaded = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Loaded
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- On after Loaded event. Check if cargo is loaded.
|
||||
--- On after PickedUp event, raised when all cargo has been loaded into the CarrierGroup.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
@ -506,8 +412,9 @@ end
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @return #boolean Cargo is loaded.
|
||||
function AI_CARGO_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo )
|
||||
self:F( { Helicopter, From, Event, To, Cargo } )
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_HELICOPTER:onafterPickedUp( Helicopter, From, Event, To, PickupZone )
|
||||
self:F( { Helicopter, From, Event, To } )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
self.Transporting = true
|
||||
@ -515,62 +422,8 @@ function AI_CARGO_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo )
|
||||
end
|
||||
|
||||
|
||||
--- On after Unload event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deployed )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
|
||||
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
|
||||
if Cargo:IsLoaded() then
|
||||
Cargo:UnBoard()
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- On after Unboard event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, Deployed )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
else
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
|
||||
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
|
||||
if Cargo:IsLoaded() then
|
||||
Cargo:UnBoard()
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( 10, Cargo, Deployed )
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
self:__Unloaded( 1, Cargo, Deployed )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On before Unloaded event.
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
@ -579,45 +432,8 @@ end
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @return #boolean True if all cargo has been unloaded.
|
||||
function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
|
||||
self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
|
||||
|
||||
local AllUnloaded = true
|
||||
|
||||
--Cargo:Regroup()
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
|
||||
local IsEmpty = HelicopterUnit:IsCargoEmpty()
|
||||
self:I({ IsEmpty = IsEmpty })
|
||||
if not IsEmpty then
|
||||
AllUnloaded = false
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
if Deployed == true then
|
||||
self.Helicopter_Cargo = {}
|
||||
end
|
||||
self.Helicopter = Helicopter
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { AllUnloaded = AllUnloaded } )
|
||||
return AllUnloaded
|
||||
|
||||
end
|
||||
|
||||
--- On after Unloaded event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
|
||||
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
|
||||
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
|
||||
|
||||
self:Orbit( Helicopter:GetCoordinate(), 50 )
|
||||
|
||||
@ -627,7 +443,7 @@ function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo
|
||||
AI_CARGO_QUEUE[Helicopter] = nil
|
||||
end, Helicopter
|
||||
)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- On after Pickup event.
|
||||
@ -638,15 +454,12 @@ end
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Pickup place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed )
|
||||
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
||||
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, PickupZone )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
--Helicopter:Activate()
|
||||
|
||||
env.info("FF route pickup")
|
||||
|
||||
Coordinate:MarkToAll("helo pickupcoord")
|
||||
Helicopter:Activate()
|
||||
|
||||
self.RoutePickup = true
|
||||
Coordinate.y = math.random( 50, 500 )
|
||||
@ -692,7 +505,8 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
|
||||
|
||||
-- Now route the helicopter
|
||||
Helicopter:Route( Route, 1 )
|
||||
|
||||
|
||||
self.PickupZone = PickupZone
|
||||
self.Transporting = true
|
||||
end
|
||||
|
||||
@ -702,8 +516,8 @@ end
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP AICargoHelicopter
|
||||
-- @param Core.Point#COORDINATE Coordinate Coordinate
|
||||
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate )
|
||||
AICargoHelicopter:__Queue( -10, Coordinate, 100 )
|
||||
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
|
||||
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
|
||||
end
|
||||
|
||||
--- On after Deploy event.
|
||||
@ -714,7 +528,7 @@ end
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed )
|
||||
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
@ -759,7 +573,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
|
||||
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate )
|
||||
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
|
||||
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
|
||||
|
||||
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
@ -782,8 +596,9 @@ end
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Core.Point#COORDINATE Coordinate Home place.
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 80% of max possible speed the unit can go.
|
||||
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed )
|
||||
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
||||
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
||||
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, HomeZone )
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() ~= nil then
|
||||
|
||||
@ -793,9 +608,9 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
Coordinate.y = math.random( 100, 500 )
|
||||
Coordinate.y = math.random( 50, 200 )
|
||||
|
||||
local _speed=Speed or Helicopter:GetSpeedMax()*0.8
|
||||
Speed = Speed or Helicopter:GetSpeedMax()*0.5
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
@ -803,7 +618,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
Speed ,
|
||||
true
|
||||
)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
@ -814,7 +629,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
"RADIO",
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
_speed,
|
||||
Speed ,
|
||||
true
|
||||
)
|
||||
|
||||
@ -823,10 +638,11 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
Helicopter:WayPointInitialize( Route )
|
||||
|
||||
local Tasks = {}
|
||||
local Tasks = {}
|
||||
|
||||
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
|
||||
Route[#Route].task = Helicopter:TaskCombo( Tasks )
|
||||
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
-- Now route the helicopter
|
||||
@ -836,105 +652,3 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after RTB event. Route the helicopter from one airport or it's current position to another airbase.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter Cargo helicopter.
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase.
|
||||
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
|
||||
function AI_CARGO_HELICOPTER:onafterRTB( Helicopter, From, Event, To, Airbase, Speed)
|
||||
|
||||
if Helicopter and Helicopter:IsAlive() then
|
||||
|
||||
-- Set takeoff type.
|
||||
local Takeoff = SPAWN.Takeoff.Hot
|
||||
|
||||
-- Get template of group.
|
||||
local Template = Helicopter:GetTemplate()
|
||||
|
||||
-- Nil check
|
||||
if Template==nil then
|
||||
return
|
||||
end
|
||||
|
||||
-- Waypoints of the route.
|
||||
local Points={}
|
||||
|
||||
-- To point.
|
||||
local AirbasePointVec2 = Airbase:GetPointVec2()
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(
|
||||
POINT_VEC3.RoutePointAltType.BARO,
|
||||
"Land",
|
||||
"Landing",
|
||||
Speed or Helicopter:GetSpeedMax()*0.8
|
||||
)
|
||||
ToWaypoint["airdromeId"] = Airbase:GetID()
|
||||
ToWaypoint["speed_locked"] = true
|
||||
|
||||
-- Task function triggering the arrived event.
|
||||
local TaskFunction = Helicopter:TaskFunction("AI_CARGO_HELICOPTER._BackHome", self)
|
||||
|
||||
-- Put task function on last waypoint.
|
||||
Helicopter:SetTaskWaypoint( ToWaypoint, TaskFunction )
|
||||
|
||||
|
||||
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.
|
||||
if self.Airbase then
|
||||
|
||||
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
|
||||
Template.route.points[2] = ToWaypoint
|
||||
|
||||
-- Respawn group at the current airbase.
|
||||
Helicopter:RespawnAtCurrentAirbase(Template, Takeoff, false)
|
||||
|
||||
else
|
||||
|
||||
-- From point.
|
||||
local GroupPoint = Helicopter:GetVec2()
|
||||
local FromWaypoint = {}
|
||||
FromWaypoint.x = GroupPoint.x
|
||||
FromWaypoint.y = GroupPoint.y
|
||||
FromWaypoint.type = "Turning Point"
|
||||
FromWaypoint.action = "Turning Point"
|
||||
FromWaypoint.speed = Helicopter:GetSpeedMax()*0.8
|
||||
|
||||
-- The two route points.
|
||||
Points[1] = FromWaypoint
|
||||
Points[2] = ToWaypoint
|
||||
|
||||
local PointVec3 = Helicopter:GetPointVec3()
|
||||
Template.x = PointVec3.x
|
||||
Template.y = PointVec3.z
|
||||
|
||||
Template.route.points = Points
|
||||
|
||||
local GroupSpawned = Helicopter:Respawn(Template)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Function called when transport is back home and nothing more to do. Triggering the event BackHome.
|
||||
-- @param Wrapper.Group#GROUP Helicopter Cargo helicopter.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
function AI_CARGO_HELICOPTER._BackHome(Group, self)
|
||||
env.info("FF ai cargo helicopter back home task function")
|
||||
Group:SmokeRed()
|
||||
--Trigger BackHome event.
|
||||
self:__BackHome(1)
|
||||
end
|
||||
|
||||
|
||||
--- On after BackHome event.
|
||||
-- @param #AI_CARGO_HELICOPTER self
|
||||
-- @param Wrapper.Group#GROUP Helicopter Cargo helo.
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function AI_CARGO_HELICOPTER:onafterBackHome( Helicopter, From, Event, To )
|
||||
env.info("FF ai cargo helicopter back home event")
|
||||
Helicopter:SmokeRed()
|
||||
end
|
||||
Loading…
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Reference in New Issue
Block a user