Updates on cargo handling of core engine.

This commit is contained in:
FlightControl 2018-08-30 20:48:14 +02:00
parent 42b04dedaa
commit d4d05f4693
3 changed files with 89 additions and 80 deletions

View File

@ -418,11 +418,11 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
if APC and APC:IsAlive() then if APC and APC:IsAlive() then
self.APC_Cargo = {} self.APC_Cargo = {}
self.APC_Cargo_Weight = {}
for _, APCUnit in pairs( APC:GetUnits() ) do for _, APCUnit in pairs( APC:GetUnits() ) do
local APCUnit = APCUnit -- Wrapper.Unit#UNIT local APCUnit = APCUnit -- Wrapper.Unit#UNIT
self.APC_Cargo_Weight[APCUnit] = APCUnit:GetCargoBayFreeWeight() local CargoBayFreeWeight = APCUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
--for _, Cargo in pairs( self.CargoSet:GetSet() ) do --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 for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
@ -432,11 +432,8 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
self:F( { "In radius", APCUnit:GetName() } ) self:F( { "In radius", APCUnit:GetName() } )
local CargoBayFreeWeight = self.APC_Cargo_Weight[APCUnit]
local CargoWeight = Cargo:GetWeight() local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item! -- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
APC:RouteStop() APC:RouteStop()
@ -447,7 +444,6 @@ function AI_CARGO_APC:onbeforeLoad( APC, From, Event, To )
-- So now this APCUnit has Cargo that is being loaded. -- 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. -- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo self.APC_Cargo[APCUnit] = Cargo
self.APC_Cargo_Weight[APCUnit] = self.APC_Cargo_Weight[APCUnit] - CargoWeight
Boarding = true Boarding = true
break break
end end
@ -477,15 +473,14 @@ function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo, APCUnit )
if not Cargo:IsLoaded() then if not Cargo:IsLoaded() then
self:__Board( 10, Cargo, APCUnit ) self:__Board( 10, Cargo, APCUnit )
else 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 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 local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then if Cargo:IsInLoadRadius( APCUnit:GetCoordinate() ) then
local CargoBayFreeWeight = self.APC_Cargo_Weight[APCUnit]
local CargoWeight = Cargo:GetWeight() local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item! -- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( APCUnit, 25 ) Cargo:Board( APCUnit, 25 )
@ -493,7 +488,6 @@ function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo, APCUnit )
-- So now this APCUnit has Cargo that is being loaded. -- 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. -- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo self.APC_Cargo[APCUnit] = Cargo
self.APC_Cargo_Weight[APCUnit] = self.APC_Cargo_Weight[APCUnit] - CargoWeight
return return
end end
end end

View File

@ -355,17 +355,22 @@ function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Sp
end end
--- On after Load event. Checks if cargo is inside the load radius and if so starts the boarding process. --- 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 #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Transport plane. -- @param Wrapper.Group#GROUP Airplane Transport plane.
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius. -- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius.
function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate ) function AI_CARGO_AIRPLANE:onbeforeLoad( Airplane, From, Event, To, Coordinate )
local Boarding = false
if Airplane and Airplane:IsAlive() ~= nil then 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 for _,_Cargo in pairs( self.CargoSet:GetSet() ) do
self:F({_Cargo:GetName()}) self:F({_Cargo:GetName()})
local Cargo=_Cargo --Cargo.Cargo#CARGO local Cargo=_Cargo --Cargo.Cargo#CARGO
@ -375,14 +380,18 @@ function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate )
-- Is there a cargo still unloaded? -- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then if Cargo:IsUnLoaded() == true then
self:__Board( 5, Cargo ) Cargo:Board( AirplaneUnit, 25 )
Cargo:Board( Airplane, 25 ) self:__Board( 5, Cargo, AirplaneUnit )
Boarding = true
break break
end end
end end
end end
end end
end
return Boarding
end end
@ -392,17 +401,22 @@ end
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo ) -- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT AirplaneUnit
function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To, Cargo, AirplaneUnit )
if Airplane and Airplane:IsAlive() then if Airplane and Airplane:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded() } ) self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then if not Cargo:IsLoaded() then
self:__Board( 10, Cargo ) self:__Board( 10, Cargo, AirplaneUnit )
else else
local CargoBayFreeWeight = AirplaneUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Check if another cargo can be loaded into the airplane. -- Check if another cargo can be loaded into the airplane.
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
self:F({_Cargo:GetName()}) self:F({_Cargo:GetName()})
local Cargo =_Cargo --Cargo.Cargo#CARGO local Cargo =_Cargo --Cargo.Cargo#CARGO
@ -465,7 +479,8 @@ end
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To ) function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
if Airplane and Airplane:IsAlive() then if Airplane and Airplane:IsAlive() then
local Cargos = Airplane:GetCargo() for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local Cargos = AirplaneUnit:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do for CargoID, Cargo in pairs( Cargos ) do
local Angle = 180 local Angle = 180
@ -479,6 +494,7 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
self:__Unboard( 10, Cargo ) self:__Unboard( 10, Cargo )
end end
end end
end
end end
@ -496,7 +512,8 @@ function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
if not Cargo:IsUnLoaded() then if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo ) self:__Unboard( 10, Cargo )
else else
local Cargos = Airplane:GetCargo() for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local Cargos = AirplaneUnit:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do for CargoID, Cargo in pairs( Cargos ) do
if Cargo:IsLoaded() then if Cargo:IsLoaded() then
local Angle = 180 local Angle = 180
@ -514,6 +531,7 @@ function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
self:__Unloaded( 1, Cargo ) self:__Unloaded( 1, Cargo )
end end
end end
end
end end
--- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished. --- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished.

View File

@ -390,6 +390,9 @@ function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
if Helicopter and Helicopter:IsAlive() then if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in pairs( self.CargoSet:GetSet() ) do for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } ) self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
@ -397,17 +400,14 @@ function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } ) self:F( { "In radius", HelicopterUnit:GetName() } )
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight() local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item! -- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
--Cargo:Ungroup() --Cargo:Ungroup()
Cargo:Board( HelicopterUnit, 25 ) Cargo:Board( HelicopterUnit, 25 )
self:__Board( 1, Cargo ) self:__Board( 1, Cargo, HelicopterUnit )
self.Helicopter_Cargo[HelicopterUnit] = Cargo self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true Boarding = true
break break
@ -430,36 +430,33 @@ end
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object. -- @param Cargo.Cargo#CARGO Cargo Cargo object.
function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo ) -- @param Wrapper.Unit#UNIT HelicopterUnit
self:F( { Helicopter, From, Event, To, Cargo } ) 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 if Helicopter and Helicopter:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded() } ) self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then if not Cargo:IsLoaded() then
self:__Board( 10, Cargo ) self:__Board( 10, Cargo, HelicopterUnit )
else else
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in pairs( self.CargoSet:GetSet() ) do for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight() local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item! -- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( HelicopterUnit, 25 ) Cargo:Board( HelicopterUnit, 25 )
self:__Board( 10, Cargo ) self:__Board( 10, Cargo, HelicopterUnit )
self.Helicopter_Cargo[HelicopterUnit] = Cargo self.Helicopter_Cargo[HelicopterUnit] = Cargo
return return
end end
end end
end end
end end
end
self:__Loaded( 1, Cargo ) -- Will only be executed when no more cargo is boarded. self:__Loaded( 1, Cargo ) -- Will only be executed when no more cargo is boarded.
end end
end end