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
self.APC_Cargo = {}
self.APC_Cargo_Weight = {}
for _, APCUnit in pairs( APC:GetUnits() ) do
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 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
self:F( { "In radius", APCUnit:GetName() } )
local CargoBayFreeWeight = self.APC_Cargo_Weight[APCUnit]
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
self.APC_Cargo_Weight[APCUnit] = self.APC_Cargo_Weight[APCUnit] - CargoWeight
Boarding = true
break
end
@ -477,15 +473,14 @@ function AI_CARGO_APC:onafterBoard( APC, From, Event, To, Cargo, APCUnit )
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 CargoBayFreeWeight = self.APC_Cargo_Weight[APCUnit]
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- 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 )
@ -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.
-- This will be used further in the logic to follow and to check cargo status.
self.APC_Cargo[APCUnit] = Cargo
self.APC_Cargo_Weight[APCUnit] = self.APC_Cargo_Weight[APCUnit] - CargoWeight
return
end
end

View File

@ -355,35 +355,44 @@ function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Sp
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 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: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
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
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
-- Is there a cargo still unloaded?
if Cargo:IsUnLoaded() == true then
self:__Board( 5, Cargo )
Cargo:Board( Airplane, 25 )
break
Cargo:Board( AirplaneUnit, 25 )
self:__Board( 5, Cargo, AirplaneUnit )
Boarding = true
break
end
end
end
end
end
end
return Boarding
end
--- On after Board event. Cargo is inside the load radius and boarding is performed.
@ -392,17 +401,22 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @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
self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo )
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 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()})
local Cargo =_Cargo --Cargo.Cargo#CARGO
@ -465,18 +479,20 @@ end
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
if Airplane and Airplane:IsAlive() then
local Cargos = Airplane:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local Cargos = AirplaneUnit:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
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 )
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 )
Cargo:UnBoard( CargoDeployCoordinate )
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo )
end
end
end
@ -496,22 +512,24 @@ function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To, Cargo )
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo )
else
local Cargos = Airplane: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 )
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
self:__Unboard( 10, Cargo )
return
end
end
self:__Unloaded( 1, Cargo )
end
self:__Unloaded( 1, Cargo )
end
end
end

View File

@ -390,6 +390,9 @@ function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
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() } )
@ -397,17 +400,14 @@ function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } )
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- 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 )
self:__Board( 1, Cargo, HelicopterUnit )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true
break
@ -430,32 +430,29 @@ end
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo )
self:F( { Helicopter, From, Event, To, Cargo } )
-- @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 )
self:__Board( 10, Cargo, HelicopterUnit )
else
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
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 CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
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()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- 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 )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
return
end
-- 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