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@@ -635,7 +635,7 @@ end
|
||||
--- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A.Resume( AIGroup, Fsm )
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AIGroup:F( { "AI_A2A.Resume:", AIGroup:GetName() } )
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AIGroup:I( { "AI_A2A.Resume:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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Fsm:__RTB( 0.5 )
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end
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@@ -476,13 +476,12 @@ function AI_A2A_CAP:OnEventDead( EventData )
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end
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--- @param Wrapper.Group#GROUP AICap
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function AI_A2A_CAP.Resume( AICap )
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function AI_A2A_CAP.Resume( AICap, Fsm )
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AICap:F( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
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AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
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if AICap:IsAlive() then
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local _AI_A2A = AICap:GetState( AICap, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:__Reset( 1 )
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_AI_A2A:__Route( 5 )
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Fsm:__Reset( 1 )
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Fsm:__Route( 5 )
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end
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|
||||
end
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@@ -1,5 +1,6 @@
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--- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
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--
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-- ===
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--
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-- Features:
|
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--
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@@ -18,6 +19,19 @@
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-- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}.
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-- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}.
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--
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-- ===
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--
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-- ## Missions:
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--
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-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
|
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--
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-- ===
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||||
--
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-- ## YouTube Channel:
|
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--
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-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
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||||
--
|
||||
-- ===
|
||||
--
|
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-- # QUICK START GUIDE
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--
|
||||
@@ -183,18 +197,6 @@ do -- AI_A2A_DISPATCHER
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--
|
||||
-- ===
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||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
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--
|
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-- It includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy air movements that are detected by a ground based radar network.
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@@ -796,10 +798,17 @@ do -- AI_A2A_DISPATCHER
|
||||
--
|
||||
-- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default Disengage Radius to another distance setting.
|
||||
--
|
||||
-- ## 11. Airbase capture:
|
||||
--
|
||||
-- ## 11. Q & A:
|
||||
-- Different squadrons can be located at one airbase.
|
||||
-- If the airbase gets captured, that is, when there is an enemy unit near the airbase, and there aren't anymore friendlies at the airbase, the airbase will change coalition ownership.
|
||||
-- As a result, the GCI and CAP will stop!
|
||||
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
|
||||
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
|
||||
--
|
||||
-- ### 11.1. Which countries will be selected for each coalition?
|
||||
-- ## 12. Q & A:
|
||||
--
|
||||
-- ### 12.1. Which countries will be selected for each coalition?
|
||||
--
|
||||
-- Which countries are assigned to a coalition influences which units are available to the coalition.
|
||||
-- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
|
||||
@@ -807,7 +816,7 @@ do -- AI_A2A_DISPATCHER
|
||||
-- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not.
|
||||
-- Therefore if F4s are wanted as a coalition's CAP or GCI aircraft Germany will need to be assigned to that coalition.
|
||||
--
|
||||
-- ### 11.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
|
||||
-- ### 12.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
|
||||
--
|
||||
-- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being "CAP".
|
||||
-- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin.
|
||||
@@ -995,9 +1004,13 @@ do -- AI_A2A_DISPATCHER
|
||||
self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
|
||||
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead )
|
||||
|
||||
|
||||
self:HandleEvent( EVENTS.Land )
|
||||
self:HandleEvent( EVENTS.EngineShutdown )
|
||||
|
||||
-- Handle the situation where the airbases are captured.
|
||||
self:HandleEvent( EVENTS.BaseCaptured )
|
||||
|
||||
self:SetTacticalDisplay( false )
|
||||
|
||||
self:__Start( 5 )
|
||||
@@ -1005,6 +1018,25 @@ do -- AI_A2A_DISPATCHER
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData )
|
||||
|
||||
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
|
||||
|
||||
self:I( "Captured " .. AirbaseName )
|
||||
|
||||
-- Now search for all squadrons located at the airbase, and sanatize them.
|
||||
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
|
||||
if Squadron.AirbaseName == AirbaseName then
|
||||
Squadron.Resources = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
|
||||
Squadron.Captured = true
|
||||
self:I( "Squadron " .. SquadronName .. " captured." )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData )
|
||||
@@ -1480,6 +1512,7 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
DefenderSquadron.Name = SquadronName
|
||||
DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName )
|
||||
DefenderSquadron.AirbaseName = DefenderSquadron.Airbase:GetName()
|
||||
if not DefenderSquadron.Airbase then
|
||||
error( "Cannot find airbase with name:" .. AirbaseName )
|
||||
end
|
||||
@@ -1497,6 +1530,7 @@ do -- AI_A2A_DISPATCHER
|
||||
end
|
||||
DefenderSquadron.Resources = Resources
|
||||
DefenderSquadron.TemplatePrefixes = TemplatePrefixes
|
||||
DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
|
||||
|
||||
self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } )
|
||||
|
||||
@@ -1663,16 +1697,19 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
local DefenderSquadron = self:GetSquadron( SquadronName )
|
||||
|
||||
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
|
||||
|
||||
local Cap = DefenderSquadron.Cap
|
||||
if Cap then
|
||||
local CapCount = self:CountCapAirborne( SquadronName )
|
||||
self:F( { CapCount = CapCount } )
|
||||
if CapCount < Cap.CapLimit then
|
||||
local Probability = math.random()
|
||||
if Probability <= Cap.Probability then
|
||||
return DefenderSquadron
|
||||
if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
|
||||
|
||||
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
|
||||
|
||||
local Cap = DefenderSquadron.Cap
|
||||
if Cap then
|
||||
local CapCount = self:CountCapAirborne( SquadronName )
|
||||
self:F( { CapCount = CapCount } )
|
||||
if CapCount < Cap.CapLimit then
|
||||
local Probability = math.random()
|
||||
if Probability <= Cap.Probability then
|
||||
return DefenderSquadron
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1693,10 +1730,13 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
local DefenderSquadron = self:GetSquadron( SquadronName )
|
||||
|
||||
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
|
||||
local Gci = DefenderSquadron.Gci
|
||||
if Gci then
|
||||
return DefenderSquadron
|
||||
if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
|
||||
|
||||
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
|
||||
local Gci = DefenderSquadron.Gci
|
||||
if Gci then
|
||||
return DefenderSquadron
|
||||
end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
|
||||
@@ -351,13 +351,12 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_A2A_PATROL.Resume( AIPatrol )
|
||||
function AI_A2A_PATROL.Resume( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
AIPatrol:I( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
if AIPatrol:IsAlive() then
|
||||
local _AI_A2A = AIPatrol:GetState( AIPatrol, "AI_A2A" ) -- AI.AI_A2A#AI_A2A
|
||||
_AI_A2A:__Reset( 1 )
|
||||
_AI_A2A:__Route( 5 )
|
||||
Fsm:__Reset( 1 )
|
||||
Fsm:__Route( 5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -213,8 +213,8 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
|
||||
|
||||
local Boarding = false
|
||||
|
||||
local LoadInterval = 5
|
||||
local LoadDelay = 0
|
||||
local LoadInterval = 2
|
||||
local LoadDelay = 1
|
||||
local Carrier_List = {}
|
||||
local Carrier_Weight = {}
|
||||
|
||||
@@ -262,9 +262,10 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
|
||||
Carrier:RouteStop()
|
||||
--Cargo:Ungroup()
|
||||
Cargo:__Board( -LoadDelay, CarrierUnit )
|
||||
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
|
||||
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
|
||||
|
||||
|
||||
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
|
||||
|
||||
-- So now this CarrierUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.Carrier_Cargo[Cargo] = CarrierUnit
|
||||
@@ -279,8 +280,81 @@ function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Loaded == true then
|
||||
-- No loading happened, so we need to pickup something else.
|
||||
self.Relocating = false
|
||||
end
|
||||
end
|
||||
|
||||
return Boarding
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On before Reload event.
|
||||
-- @param #AI_CARGO self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @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:onbeforeReload( Carrier, From, Event, To )
|
||||
self:F( { Carrier, From, Event, To } )
|
||||
|
||||
local Boarding = false
|
||||
|
||||
local LoadInterval = 2
|
||||
local LoadDelay = 1
|
||||
local Carrier_List = {}
|
||||
local Carrier_Weight = {}
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
|
||||
Carrier_List[#Carrier_List+1] = CarrierUnit
|
||||
end
|
||||
|
||||
local Carrier_Count = #Carrier_List
|
||||
local Carrier_Index = 1
|
||||
|
||||
local Loaded = false
|
||||
|
||||
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
|
||||
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
|
||||
|
||||
-- Try all Carriers, but start from the one according the Carrier_Index
|
||||
for Carrier_Loop = 1, #Carrier_List do
|
||||
|
||||
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
|
||||
|
||||
-- This counters loop through the available Carriers.
|
||||
Carrier_Index = Carrier_Index + 1
|
||||
if Carrier_Index > Carrier_Count then
|
||||
Carrier_Index = 1
|
||||
end
|
||||
|
||||
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
|
||||
Carrier:RouteStop()
|
||||
Cargo:__Board( -LoadDelay, CarrierUnit )
|
||||
self:__Board( LoadDelay, Cargo, CarrierUnit )
|
||||
|
||||
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
|
||||
|
||||
-- So now this CarrierUnit has Cargo that is being loaded.
|
||||
-- This will be used further in the logic to follow and to check cargo status.
|
||||
self.Carrier_Cargo[Cargo] = CarrierUnit
|
||||
Boarding = true
|
||||
Loaded = true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not Loaded == true then
|
||||
@@ -307,7 +381,7 @@ function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, Pi
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
|
||||
if not Cargo:IsLoaded() then
|
||||
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
||||
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
|
||||
return
|
||||
end
|
||||
@@ -359,7 +433,7 @@ function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
|
||||
Carrier:RouteResume()
|
||||
|
||||
local HasCargo = false
|
||||
if Carrier and Carrier :IsAlive() then
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
||||
HasCargo = true
|
||||
break
|
||||
@@ -368,6 +442,7 @@ function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
|
||||
|
||||
self.Relocating = false
|
||||
if HasCargo then
|
||||
self:F( "Transporting" )
|
||||
self.Transporting = true
|
||||
end
|
||||
|
||||
@@ -383,11 +458,11 @@ end
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @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( Carrier, From, Event, To, DeployZone )
|
||||
self:F( { Carrier, From, Event, To, DeployZone } )
|
||||
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone, Defend = Defend } )
|
||||
|
||||
local UnboardInterval = 10
|
||||
local UnboardDelay = 10
|
||||
local UnboardInterval = 5
|
||||
local UnboardDelay = 5
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
@@ -398,8 +473,10 @@ function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone )
|
||||
if Cargo:IsLoaded() then
|
||||
Cargo:__UnBoard( UnboardDelay )
|
||||
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
|
||||
Cargo:SetDeployed( true )
|
||||
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone )
|
||||
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
if not Defend == true then
|
||||
Cargo:SetDeployed( true )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -415,17 +492,17 @@ end
|
||||
-- @param #string To To state.
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @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:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName() } )
|
||||
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
if Carrier and Carrier:IsAlive() then
|
||||
if not Cargo:IsUnLoaded() then
|
||||
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone )
|
||||
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
self:Unloaded( Cargo, CarrierUnit, DeployZone )
|
||||
self:Unloaded( Cargo, CarrierUnit, DeployZone, Defend )
|
||||
|
||||
end
|
||||
|
||||
@@ -438,8 +515,8 @@ end
|
||||
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
||||
-- @param #boolean Deployed Cargo is deployed.
|
||||
-- @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:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone } )
|
||||
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
local AllUnloaded = true
|
||||
|
||||
@@ -465,7 +542,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
|
||||
end
|
||||
|
||||
if AllUnloaded == true then
|
||||
self:__Deployed( 5, DeployZone )
|
||||
self:__Deployed( 5, DeployZone, Defend )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -477,10 +554,15 @@ end
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @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( Carrier, From, Event, To, DeployZone )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone } )
|
||||
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
if not Defend == true then
|
||||
self.Transporting = false
|
||||
else
|
||||
self:F( "Defending" )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -97,6 +97,7 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
|
||||
self:AddTransition( "*", "Follow", "Following" )
|
||||
self:AddTransition( "*", "Guard", "Unloaded" )
|
||||
self:AddTransition( "*", "Home", "*" )
|
||||
self:AddTransition( "*", "Reload", "Boarding" )
|
||||
|
||||
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
||||
|
||||
@@ -118,7 +119,6 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
|
||||
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
|
||||
|
||||
CargoCarrier:HandleEvent( EVENTS.Dead )
|
||||
CargoCarrier:HandleEvent( EVENTS.Hit )
|
||||
|
||||
function CargoCarrier:OnEventDead( EventData )
|
||||
self:F({"dead"})
|
||||
@@ -132,18 +132,20 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function CargoCarrier:OnEventHit( EventData )
|
||||
self:F({"hit"})
|
||||
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
|
||||
if AICargoTroops then
|
||||
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
|
||||
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
|
||||
-- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
AICargoTroops:Unload( false )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- CargoCarrier:HandleEvent( EVENTS.Hit )
|
||||
--
|
||||
-- function CargoCarrier:OnEventHit( EventData )
|
||||
-- self:F({"hit"})
|
||||
-- local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
|
||||
-- if AICargoTroops then
|
||||
-- self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
|
||||
-- if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
|
||||
-- -- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
-- AICargoTroops:Unload( false )
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
|
||||
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
|
||||
self.Coalition = self.CargoCarrier:GetCoalition()
|
||||
@@ -276,34 +278,36 @@ function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
|
||||
if self.CarrierCoordinate then
|
||||
if self:IsTransporting() == true then
|
||||
local Coordinate = APC:GetCoordinate()
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
if self:Is( "Unloaded" ) or self:Is( "Following" ) then
|
||||
-- There are no enemies within combat radius. Load the CargoCarrier.
|
||||
self:Load()
|
||||
end
|
||||
else
|
||||
if self:Is( "Loaded" ) then
|
||||
-- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
self:__Unload( 1 )
|
||||
else
|
||||
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
if self:Is( "Unloaded" ) then
|
||||
self:Follow()
|
||||
-- There are no enemies within combat radius. Reload the CargoCarrier.
|
||||
self:Reload()
|
||||
end
|
||||
self:F( "I am here" .. self:GetCurrentState() )
|
||||
if self:Is( "Following" ) then
|
||||
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()
|
||||
self.CarrierStopped = true
|
||||
else
|
||||
if self.CarrierStopped then
|
||||
if Cargo:IsNear( APCUnit, 25 ) then
|
||||
APCUnit:RouteResume()
|
||||
self.CarrierStopped = nil
|
||||
else
|
||||
if self:Is( "Loaded" ) then
|
||||
-- There are enemies within combat radius. Unload the CargoCarrier.
|
||||
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
|
||||
else
|
||||
if self:Is( "Unloaded" ) then
|
||||
--self:Follow()
|
||||
end
|
||||
self:F( "I am here" .. self:GetCurrentState() )
|
||||
if self:Is( "Following" ) then
|
||||
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()
|
||||
self.CarrierStopped = true
|
||||
else
|
||||
if self.CarrierStopped then
|
||||
if Cargo:IsNear( APCUnit, 25 ) then
|
||||
APCUnit:RouteResume()
|
||||
self.CarrierStopped = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -442,6 +446,45 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, He
|
||||
|
||||
end
|
||||
|
||||
--- On after Unloaded event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
-- @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.
|
||||
-- @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_APC:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterUnloaded( self, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
|
||||
|
||||
-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
|
||||
if Defend == true then
|
||||
self.Zone:Scan( { Object.Category.UNIT } )
|
||||
if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
|
||||
-- OK, enemies nearby, now find the enemies and attack them.
|
||||
local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
|
||||
local Move = {}
|
||||
local CargoGroup = Cargo.CargoObject -- Wrapper.Group#GROUP
|
||||
Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
|
||||
for UnitId, AttackUnit in pairs( AttackUnits ) do
|
||||
local MooseUnit = UNIT:Find( AttackUnit )
|
||||
if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
|
||||
Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
|
||||
--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
|
||||
self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
|
||||
end
|
||||
end
|
||||
CargoGroup:RoutePush( Move, 0.1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after Deployed event.
|
||||
-- @param #AI_CARGO_APC self
|
||||
-- @param Wrapper.Group#GROUP Carrier
|
||||
@@ -449,12 +492,12 @@ end
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @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_APC:onafterDeployed( APC, From, Event, To, DeployZone )
|
||||
self:F( { APC, From, Event, To, DeployZone = DeployZone } )
|
||||
function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend )
|
||||
self:F( { APC, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
|
||||
|
||||
self:__Guard( 0.1 )
|
||||
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone )
|
||||
self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -894,275 +894,280 @@ end
|
||||
-- @param #AI_CARGO_DISPATCHER self
|
||||
function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
|
||||
self:F("Carriers")
|
||||
self.SetCarrier:Flush()
|
||||
|
||||
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
|
||||
local Carrier = Carrier -- Wrapper.Group#GROUP
|
||||
local AI_Cargo = self.AI_Cargo[Carrier]
|
||||
if not AI_Cargo then
|
||||
|
||||
-- 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]
|
||||
if Carrier:IsAlive() ~= nil then
|
||||
local AI_Cargo = self.AI_Cargo[Carrier]
|
||||
if not AI_Cargo then
|
||||
|
||||
--- 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 #number Height Height in meters to move to 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, Height, PickupZone )
|
||||
self:Pickup( CarrierGroup, Coordinate, Speed, Height, PickupZone )
|
||||
-- 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]
|
||||
|
||||
--- 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 #number Height Height in meters to move to 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, Height, PickupZone )
|
||||
self:Pickup( CarrierGroup, Coordinate, Speed, Height, PickupZone )
|
||||
end
|
||||
|
||||
--- 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
|
||||
|
||||
--- 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
|
||||
|
||||
--- 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 #number Height Height in meters to move to 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, Height, DeployZone )
|
||||
self:Deploy( CarrierGroup, Coordinate, Speed, Height, DeployZone )
|
||||
end
|
||||
|
||||
|
||||
--- 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
|
||||
|
||||
--- 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.
|
||||
|
||||
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.
|
||||
|
||||
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 #number Height Height in meters to move to 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, Height, HomeZone )
|
||||
self:Home( Carrier, Coordinate, Speed, Height, HomeZone )
|
||||
end
|
||||
end
|
||||
|
||||
--- 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
|
||||
|
||||
--- 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
|
||||
|
||||
--- 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 #number Height Height in meters to move to 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, Height, DeployZone )
|
||||
self:Deploy( CarrierGroup, Coordinate, Speed, Height, DeployZone )
|
||||
end
|
||||
|
||||
|
||||
--- 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
|
||||
|
||||
--- 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.
|
||||
|
||||
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.
|
||||
|
||||
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 #number Height Height in meters to move to 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, Height, HomeZone )
|
||||
self:Home( Carrier, Coordinate, Speed, Height, HomeZone )
|
||||
end
|
||||
end
|
||||
|
||||
-- The Pickup sequence ...
|
||||
-- Check if this Carrier need to go and Pickup something...
|
||||
-- So, if the cargo bay is not full yet with cargo to be loaded ...
|
||||
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
|
||||
-- ok, so there is a free Carrier
|
||||
-- now find the first cargo that is Unloaded
|
||||
|
||||
local PickupCargo = nil
|
||||
local PickupZone = nil
|
||||
|
||||
--self.SetCargo:Flush()
|
||||
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
|
||||
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
local CoordinateFree = true
|
||||
--self.PickupZoneSet:Flush()
|
||||
--PickupZone = self.PickupZoneSet:GetRandomZone()
|
||||
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 ) <= 25 then
|
||||
self:F( { "Coordinate not free for ", Cargo = Cargo:GetName(), Carrier:GetName(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
CoordinateFree = false
|
||||
|
||||
-- The Pickup sequence ...
|
||||
-- Check if this Carrier need to go and Pickup something...
|
||||
-- So, if the cargo bay is not full yet with cargo to be loaded ...
|
||||
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
|
||||
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
|
||||
-- ok, so there is a free Carrier
|
||||
-- now find the first cargo that is Unloaded
|
||||
|
||||
local PickupCargo = nil
|
||||
local PickupZone = nil
|
||||
|
||||
self.SetCargo:Flush()
|
||||
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
|
||||
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
local CoordinateFree = true
|
||||
--self.PickupZoneSet:Flush()
|
||||
--PickupZone = self.PickupZoneSet:GetRandomZone()
|
||||
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 ) <= 25 then
|
||||
self:F( { "Coordinate not free for ", Cargo = Cargo:GetName(), Carrier:GetName(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
|
||||
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 a 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
|
||||
end
|
||||
|
||||
if PickupCargo then
|
||||
self.CarrierHome[Carrier] = nil
|
||||
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), PickupZone )
|
||||
break
|
||||
else
|
||||
if self.HomeZone then
|
||||
if not self.CarrierHome[Carrier] then
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), self.HomeZone )
|
||||
|
||||
if PickupCargo then
|
||||
self.CarrierHome[Carrier] = nil
|
||||
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
|
||||
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), PickupZone )
|
||||
break
|
||||
else
|
||||
if self.HomeZone then
|
||||
if not self.CarrierHome[Carrier] then
|
||||
self.CarrierHome[Carrier] = true
|
||||
AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), self.HomeZone )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -20,9 +20,9 @@
|
||||
do -- CARGO_GROUP
|
||||
|
||||
--- @type CARGO_GROUP
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
|
||||
-- @field #string GroupName The name of the CargoGroup.
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
|
||||
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
|
||||
@@ -291,29 +291,29 @@ do -- CARGO_GROUP
|
||||
|
||||
end
|
||||
|
||||
--- Enter Boarding State.
|
||||
--- After Board Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or self.NearRadius
|
||||
|
||||
if From == "UnLoaded" then
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
end, ...
|
||||
)
|
||||
|
||||
self:__Boarding( 1, CargoCarrier, NearRadius, ... )
|
||||
end
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
|
||||
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
|
||||
CargoGroup:OptionAlarmStateGreen()
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
end, ...
|
||||
)
|
||||
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
|
||||
end
|
||||
|
||||
@@ -323,13 +323,15 @@ do -- CARGO_GROUP
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_GROUP:onenterLoaded( From, Event, To, CargoCarrier, ... )
|
||||
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier, ...} )
|
||||
|
||||
if From == "UnLoaded" then
|
||||
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
||||
for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
Cargo:Load( CargoCarrier )
|
||||
if not Cargo:IsDestroyed() then
|
||||
Cargo:Load( CargoCarrier )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -360,7 +362,7 @@ do -- CARGO_GROUP
|
||||
--self:T( { Cargo:GetName(), Cargo.current } )
|
||||
|
||||
|
||||
if not Cargo:is( "Loaded" )
|
||||
if not Cargo:is( "Loaded" )
|
||||
and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function.
|
||||
Boarded = false
|
||||
end
|
||||
@@ -400,7 +402,7 @@ do -- CARGO_GROUP
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
@@ -443,7 +445,7 @@ do -- CARGO_GROUP
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
@@ -464,7 +466,7 @@ do -- CARGO_GROUP
|
||||
end
|
||||
|
||||
if UnBoarded then
|
||||
return true
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
else
|
||||
self:__UnBoarding( 1, ToPointVec2, NearRadius, ... )
|
||||
end
|
||||
@@ -474,30 +476,13 @@ do -- CARGO_GROUP
|
||||
|
||||
end
|
||||
|
||||
--- UnBoard Event.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
self:__UnLoad( 1, ToPointVec2, ... )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Enter UnLoaded State.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_GROUP:onenterUnLoaded( From, Event, To, ToPointVec2, ... )
|
||||
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
|
||||
--self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
@@ -507,7 +492,7 @@ do -- CARGO_GROUP
|
||||
function( Cargo )
|
||||
--Cargo:UnLoad( ToPointVec2 )
|
||||
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
|
||||
Cargo:UnLoad( RandomVec2 )
|
||||
Cargo:UnBoard( RandomVec2 )
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
@@ -231,48 +231,49 @@ do -- CARGO_UNIT
|
||||
local MaxSpeed = Desc.speedMaxOffRoad
|
||||
local TypeName = Desc.typeName
|
||||
|
||||
self:T( self.CargoInAir )
|
||||
|
||||
-- Only move the group to the carrier when the cargo is not in the air
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
|
||||
-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- A cargo unit can only be boarded if it is not dead
|
||||
|
||||
-- Only move the group to the carrier when the cargo is not in the air
|
||||
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
||||
if not self.CargoInAir then
|
||||
-- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius
|
||||
-- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis.
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then
|
||||
self:Load( CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = 0
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 2 )
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -286,50 +287,53 @@ do -- CARGO_UNIT
|
||||
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
|
||||
|
||||
self:F( { IsAlive=self.CargoObject:IsAlive() } )
|
||||
|
||||
if CargoCarrier and CargoCarrier:IsAlive() and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
else
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
|
||||
local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then
|
||||
self:__Load( -1, CargoCarrier, ... )
|
||||
else
|
||||
self:__Boarding( -2, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 2
|
||||
end
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then
|
||||
self:__Boarding( -1, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 1
|
||||
else
|
||||
self:__Boarding( -2, CargoCarrier, NearRadius, ... )
|
||||
self.RunCount = self.RunCount + 2
|
||||
end
|
||||
if self.RunCount >= 40 then
|
||||
self.RunCount = 0
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
||||
local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading )
|
||||
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
-- Set the CargoObject to state Green to ensure it is boarding!
|
||||
self.CargoObject:OptionAlarmStateGreen()
|
||||
|
||||
local Points = {}
|
||||
|
||||
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
||||
|
||||
Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" )
|
||||
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" )
|
||||
|
||||
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
||||
self.CargoObject:SetTask( TaskRoute, 0.2 )
|
||||
end
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() )
|
||||
self:CancelBoarding( CargoCarrier, NearRadius, ... )
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
@@ -337,26 +341,6 @@ do -- CARGO_UNIT
|
||||
end
|
||||
|
||||
|
||||
--- Enter Boarding State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius Default 25 m.
|
||||
function CARGO_UNIT:onenterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:F( { From, Event, To, CargoCarrier.UnitName, NearRadius } )
|
||||
|
||||
local Speed = 90
|
||||
local Angle = 180
|
||||
local Distance = 5
|
||||
|
||||
if From == "UnLoaded" or From == "Boarding" then
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Loaded State.
|
||||
-- @param #CARGO_UNIT self
|
||||
-- @param #string Event
|
||||
@@ -368,10 +352,11 @@ do -- CARGO_UNIT
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
-- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects).
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
|
||||
if self.CargoObject then
|
||||
self:T("Destroying")
|
||||
self.CargoObject:Destroy()
|
||||
self.CargoObject:Destroy( false )
|
||||
--self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -767,6 +767,24 @@ do -- COORDINATE
|
||||
-- Return wind direction and strength km/h.
|
||||
return direction, strength
|
||||
end
|
||||
|
||||
--- Returns the wind direction (from) and strength.
|
||||
-- @param #COORDINATE self
|
||||
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
|
||||
-- @return Direction the wind is blowing from in degrees.
|
||||
function COORDINATE:GetWindWithTurbulenceVec3(height)
|
||||
|
||||
-- AGL height if
|
||||
local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level.
|
||||
|
||||
-- Point at which the wind is evaluated.
|
||||
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
|
||||
|
||||
-- Get wind velocity vector including turbulences.
|
||||
local vec3 = atmosphere.getWindWithTurbulence(point)
|
||||
|
||||
return vec3
|
||||
end
|
||||
|
||||
|
||||
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Settings}.
|
||||
@@ -1767,7 +1785,8 @@ do -- COORDINATE
|
||||
|
||||
--- Return a BR string from a COORDINATE to the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
|
||||
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The BR text.
|
||||
function COORDINATE:ToStringBR( FromCoordinate, Settings )
|
||||
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
|
||||
@@ -1778,7 +1797,8 @@ do -- COORDINATE
|
||||
|
||||
--- Return a BRAA string from a COORDINATE to the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
|
||||
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The BR text.
|
||||
function COORDINATE:ToStringBRA( FromCoordinate, Settings )
|
||||
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
|
||||
@@ -1791,6 +1811,7 @@ do -- COORDINATE
|
||||
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
|
||||
-- @param #COORDINATE self
|
||||
-- @param DCS#coalition.side Coalition The coalition.
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The BR text.
|
||||
function COORDINATE:ToStringBULLS( Coalition, Settings )
|
||||
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
|
||||
@@ -1830,7 +1851,7 @@ do -- COORDINATE
|
||||
|
||||
--- Provides a Lat Lon string in Degree Minute Second format.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The LL DMS Text
|
||||
function COORDINATE:ToStringLLDMS( Settings )
|
||||
|
||||
@@ -1841,7 +1862,7 @@ do -- COORDINATE
|
||||
|
||||
--- Provides a Lat Lon string in Degree Decimal Minute format.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The LL DDM Text
|
||||
function COORDINATE:ToStringLLDDM( Settings )
|
||||
|
||||
@@ -1852,7 +1873,7 @@ do -- COORDINATE
|
||||
|
||||
--- Provides a MGRS string
|
||||
-- @param #COORDINATE self
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The MGRS Text
|
||||
function COORDINATE:ToStringMGRS( Settings ) --R2.1 Fixes issue #424.
|
||||
|
||||
@@ -1866,10 +1887,12 @@ do -- COORDINATE
|
||||
-- * Uses default settings in COORDINATE.
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #COORDINATE ReferenceCoord The refrence coordinate.
|
||||
-- @param #string ReferenceName The refrence name.
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) -- R2.2
|
||||
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings )
|
||||
|
||||
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
|
||||
|
||||
@@ -1896,9 +1919,9 @@ do -- COORDINATE
|
||||
--- Provides a coordinate string of the point, based on the A2G coordinate format system.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringA2G( Controllable, Settings ) -- R2.2
|
||||
function COORDINATE:ToStringA2G( Controllable, Settings )
|
||||
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
@@ -1931,7 +1954,7 @@ do -- COORDINATE
|
||||
--- Provides a coordinate string of the point, based on the A2A coordinate format system.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToStringA2A( Controllable, Settings ) -- R2.2
|
||||
|
||||
@@ -1970,7 +1993,7 @@ do -- COORDINATE
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated.
|
||||
-- @return #string The coordinate Text in the configured coordinate system.
|
||||
function COORDINATE:ToString( Controllable, Settings, Task )
|
||||
@@ -2023,7 +2046,7 @@ do -- COORDINATE
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The pressure text in the configured measurement system.
|
||||
function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3
|
||||
|
||||
@@ -2039,9 +2062,9 @@ do -- COORDINATE
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
|
||||
-- @return #string The wind text in the configured measurement system.
|
||||
function COORDINATE:ToStringWind( Controllable, Settings ) -- R2.3
|
||||
function COORDINATE:ToStringWind( Controllable, Settings )
|
||||
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
@@ -2055,9 +2078,9 @@ do -- COORDINATE
|
||||
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
|
||||
-- @param #COORDINATE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @param Core.Settings#SETTINGS
|
||||
-- @return #string The temperature text in the configured measurement system.
|
||||
function COORDINATE:ToStringTemperature( Controllable, Settings ) -- R2.3
|
||||
function COORDINATE:ToStringTemperature( Controllable, Settings )
|
||||
|
||||
self:F2( { Controllable = Controllable and Controllable:GetName() } )
|
||||
|
||||
|
||||
@@ -1908,7 +1908,7 @@ do -- SET_UNIT
|
||||
if _DATABASE then
|
||||
self:_FilterStart()
|
||||
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrashOr )
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
|
||||
end
|
||||
|
||||
@@ -57,8 +57,6 @@ do -- UserFlag
|
||||
--
|
||||
function USERFLAG:Set( Number ) --R2.3
|
||||
|
||||
self:F( { Number = Number } )
|
||||
|
||||
trigger.action.setUserFlag( self.UserFlagName, Number )
|
||||
|
||||
return self
|
||||
|
||||
@@ -98,7 +98,7 @@ PSEUDOATC.id="PseudoATC | "
|
||||
|
||||
--- PSEUDOATC version.
|
||||
-- @field #number version
|
||||
PSEUDOATC.version="0.9.0"
|
||||
PSEUDOATC.version="0.9.1"
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -743,9 +743,9 @@ function PSEUDOATC:ReportBR(id, position, location)
|
||||
local coord=unit:GetCoordinate()
|
||||
|
||||
-- Direction vector from current position (coord) to target (position).
|
||||
local pos=coord:Translate(30,90)
|
||||
local vec3=coord:GetDirectionVec3(pos)
|
||||
local angle=coord:GetAngleDegrees(vec3)
|
||||
local angle=coord:HeadingTo(position)
|
||||
|
||||
-- Range from current to
|
||||
local range=coord:Get2DDistance(position)
|
||||
|
||||
-- Bearing string.
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
|
||||
-- * Intelligent spawning of aircraft on airports (only if enough parking spots are available).
|
||||
-- * Possibility to hook into events and customize actions.
|
||||
-- * Persistence of assets. Warehouse assets can be saved and loaded from file.
|
||||
-- * Can be easily interfaced to other MOOSE classes.
|
||||
--
|
||||
-- ===
|
||||
@@ -50,7 +51,7 @@
|
||||
-- @field Core.Point#COORDINATE rail Closest point to warehouse on rail.
|
||||
-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
|
||||
-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
|
||||
-- @field #number uid Unit identifier of the warehouse. Derived from the associated airbase.
|
||||
-- @field #number uid Unit identifier of the warehouse. Derived from id of warehouse static element.
|
||||
-- @field #number markerid ID of the warehouse marker at the airbase.
|
||||
-- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds.
|
||||
-- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added.
|
||||
@@ -65,6 +66,9 @@
|
||||
-- @field #table offroadpaths Table holding user defined paths from one warehouse to another.
|
||||
-- @field #boolean autodefence When the warehouse is under attack, automatically spawn assets to defend the warehouse.
|
||||
-- @field #number spawnzonemaxdist Max distance between warehouse and spawn zone. Default 5000 meters.
|
||||
-- @field #boolean autosave Automatically save assets to file when mission ends.
|
||||
-- @field #string autosavepath Path where the asset file is saved on auto save.
|
||||
-- @field #string autosavefilename File name of the auto asset save file. Default is auto generated from warehouse id and name.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- Have your assets at the right place at the right time - or not!
|
||||
@@ -675,6 +679,69 @@
|
||||
-- Mission designers can capture the events with OnAfterEvent functions, e.g. @{#WAREHOUSE.OnAfterDelivered} or @{#WAREHOUSE.OnAfterAirbaseCaptured}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Persistence of Assets
|
||||
--
|
||||
-- Assets in stock of a warehouse can be saved to a file on your hard drive and then loaded from that file at a later point. This enables to restart the mission
|
||||
-- and restore the warehouse stock.
|
||||
--
|
||||
-- ## Prerequisites
|
||||
--
|
||||
-- **Important** By default, DCS does not allow for writing data to files. Therefore, one first has to comment out the line "sanitizeModule('io')", i.e.
|
||||
--
|
||||
-- do
|
||||
-- sanitizeModule('os')
|
||||
-- --sanitizeModule('io')
|
||||
-- sanitizeModule('lfs')
|
||||
-- require = nil
|
||||
-- loadlib = nil
|
||||
-- end
|
||||
--
|
||||
-- in the file "MissionScripting.lua", which is located in the subdirectory "Scripts" of your DCS installation root directory.
|
||||
--
|
||||
-- ### Don't!
|
||||
--
|
||||
-- Do not use **semi-colons** or **equal signs** in the group names of your assets as these are used as separators in the saved and loaded files texts.
|
||||
-- If you do, it will cause problems and give you a headache!
|
||||
--
|
||||
-- ## Save Assets
|
||||
--
|
||||
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
|
||||
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
|
||||
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
|
||||
-- "Warehouse-1234_Batumi.txt".
|
||||
--
|
||||
-- warehouseBatumi:Save("D:\\My Warehouse Data\\")
|
||||
--
|
||||
-- This will save all asset data to in "D:\\My Warehouse Data\\Warehouse-1234_Batumi.txt".
|
||||
--
|
||||
-- ### Automatic Save at Mission End
|
||||
--
|
||||
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
|
||||
--
|
||||
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
|
||||
--
|
||||
-- ## Load Assets
|
||||
--
|
||||
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
|
||||
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
|
||||
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
|
||||
-- "Warehouse-1234_Batumi.txt".
|
||||
--
|
||||
-- Note that the warehouse **must not be started** and in the *Running* state in order to load the assets. In other words, loading should happen after the
|
||||
-- @{#WAREHOUSE.New} command is specified in the code but before the @{#WAREHOUSE.Start} command is given.
|
||||
--
|
||||
-- Loading the assets is done by
|
||||
--
|
||||
-- warehouseBatumi:New(STATIC:FindByName("Warehouse Batumi"))
|
||||
-- warehouseBatumi:Load("D:\\My Warehouse Data\\")
|
||||
-- warehouseBatumi:Start()
|
||||
--
|
||||
-- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton.
|
||||
-- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
|
||||
-- spawn some ground units via a self request and let them capture the airbase.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # Examples
|
||||
--
|
||||
@@ -1485,6 +1552,9 @@ WAREHOUSE = {
|
||||
offroadpaths = {},
|
||||
autodefence = false,
|
||||
spawnzonemaxdist = 5000,
|
||||
autosave = false,
|
||||
autosavepath = nil,
|
||||
autosavefile = nil,
|
||||
}
|
||||
|
||||
--- Item of the warehouse stock table.
|
||||
@@ -1507,6 +1577,7 @@ WAREHOUSE = {
|
||||
-- @field #number loadradius Distance when cargo is loaded into the carrier.
|
||||
-- @field DCS#AI.Skill skill Skill of AI unit.
|
||||
-- @field #string livery Livery of the asset.
|
||||
-- @field #string assignment Assignment of the asset. This could, e.g., be used in the @{#WAREHOUSE.OnAfterNewAsset) funktion.
|
||||
|
||||
--- Item of the warehouse queue table.
|
||||
-- @type WAREHOUSE.Queueitem
|
||||
@@ -1655,7 +1726,7 @@ WAREHOUSE.db = {
|
||||
|
||||
--- Warehouse class version.
|
||||
-- @field #string version
|
||||
WAREHOUSE.version="0.6.1"
|
||||
WAREHOUSE.version="0.6.4"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO: Warehouse todo list.
|
||||
@@ -1771,9 +1842,10 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
|
||||
-- Add FSM transitions.
|
||||
-- From State --> Event --> To State
|
||||
self:AddTransition("NotReadyYet", "Load", "Loaded") -- TODO Load the warehouse state. No sure if it should be in stopped state.
|
||||
self:AddTransition("NotReadyYet", "Load", "Loaded") -- Load the warehouse state from scatch.
|
||||
self:AddTransition("Stopped", "Load", "Loaded") -- Load the warehouse state stopped state.
|
||||
self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse from scratch.
|
||||
self:AddTransition("Loaded", "Start", "Running") -- TODO Start the warehouse when loaded from disk.
|
||||
self:AddTransition("Loaded", "Start", "Running") -- Start the warehouse when loaded from disk.
|
||||
self:AddTransition("*", "Status", "*") -- Status update.
|
||||
self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock.
|
||||
self:AddTransition("*", "NewAsset", "*") -- New asset was added to warehouse stock.
|
||||
@@ -1788,9 +1860,12 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
self:AddTransition("Running", "Pause", "Paused") -- Pause the processing of new requests. Still possible to add assets and requests.
|
||||
self:AddTransition("Paused", "Unpause", "Running") -- Unpause the warehouse. Queued requests are processed again.
|
||||
self:AddTransition("*", "Stop", "Stopped") -- Stop the warehouse.
|
||||
self:AddTransition("Stopped", "Restart", "Running") -- Restart the warehouse when it was stopped before.
|
||||
self:AddTransition("Loaded", "Restart", "Running") -- Restart the warehouse when assets were loaded from file before.
|
||||
self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk.
|
||||
self:AddTransition("*", "Attacked", "Attacked") -- Warehouse is under attack by enemy coalition.
|
||||
self:AddTransition("Attacked", "Defeated", "Running") -- Attack by other coalition was defeated!
|
||||
self:AddTransition("*", "ChangeCountry", "*") -- Change country (and coalition) of the warehouse. Warehouse is respawned!
|
||||
self:AddTransition("Attacked", "Captured", "Running") -- Warehouse was captured by another coalition. It must have been attacked first.
|
||||
self:AddTransition("*", "AirbaseCaptured", "*") -- Airbase was captured by other coalition.
|
||||
self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition.
|
||||
@@ -1810,15 +1885,24 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
--- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers.
|
||||
--- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers. All waiting and pending queue items are deleted as well and all assets are removed from stock.
|
||||
-- @function [parent=#WAREHOUSE] Stop
|
||||
-- @param #WAREHOUSE self
|
||||
|
||||
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers.
|
||||
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers. All waiting and pending queue items are deleted as well and all assets are removed from stock.
|
||||
-- @function [parent=#WAREHOUSE] __Stop
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
--- Triggers the FSM event "Restart". Restarts the warehouse from stopped state by reactivating the event handlers *only*.
|
||||
-- @function [parent=#WAREHOUSE] Restart
|
||||
-- @param #WAREHOUSE self
|
||||
|
||||
--- Triggers the FSM event "Restart" after a delay. Restarts the warehouse from stopped state by reactivating the event handlers *only*.
|
||||
-- @function [parent=#WAREHOUSE] __Restart
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
--- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
|
||||
-- @function [parent=#WAREHOUSE] Pause
|
||||
-- @param #WAREHOUSE self
|
||||
@@ -2071,6 +2155,26 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
-- @param #string To To state.
|
||||
|
||||
|
||||
--- Triggers the FSM event "ChangeCountry" so the warehouse is respawned with the new country.
|
||||
-- @function [parent=#WAREHOUSE] ChangeCountry
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param DCS#country.id Country New country id of the warehouse.
|
||||
|
||||
--- Triggers the FSM event "ChangeCountry" after a delay so the warehouse is respawned with the new country.
|
||||
-- @function [parent=#WAREHOUSE] __ChangeCountry
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
-- @param DCS#country.id Country Country id which has captured the warehouse.
|
||||
|
||||
--- On after "ChangeCountry" event user function. Called when the warehouse has changed its country.
|
||||
-- @function [parent=#WAREHOUSE] OnAfterChangeCountry
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param DCS#country.id Country New country id of the warehouse, i.e. a number @{DCS#country.id} enumerator.
|
||||
|
||||
|
||||
--- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition.
|
||||
-- @function [parent=#WAREHOUSE] Captured
|
||||
-- @param #WAREHOUSE self
|
||||
@@ -2162,7 +2266,7 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
-- @param #WAREHOUSE self
|
||||
|
||||
--- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. Services are stopped.
|
||||
-- @function [parent=#WAREHOUSE] Destroyed
|
||||
-- @function [parent=#WAREHOUSE] __Destroyed
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
@@ -2173,6 +2277,53 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
|
||||
|
||||
--- Triggers the FSM event "Save" when the warehouse assets are saved to file on disk.
|
||||
-- @function [parent=#WAREHOUSE] Save
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string path Path where the file is saved. Default is the DCS installation root directory.
|
||||
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
|
||||
|
||||
--- Triggers the FSM event "Save" with a delay when the warehouse assets are saved to a file.
|
||||
-- @function [parent=#WAREHOUSE] __Save
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
-- @param #string path Path where the file is saved. Default is the DCS installation root directory.
|
||||
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
|
||||
|
||||
--- On after "Save" event user function. Called when the warehouse assets are saved to disk.
|
||||
-- @function [parent=#WAREHOUSE] OnAfterSave
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string path Path where the file is saved. Default is the DCS installation root directory.
|
||||
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
|
||||
|
||||
|
||||
--- Triggers the FSM event "Load" when the warehouse is loaded from a file on disk.
|
||||
-- @function [parent=#WAREHOUSE] Load
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string path Path where the file is located. Default is the DCS installation root directory.
|
||||
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
|
||||
|
||||
--- Triggers the FSM event "Load" with a delay when the warehouse assets are loaded from disk.
|
||||
-- @function [parent=#WAREHOUSE] __Load
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
-- @param #string path Path where the file is located. Default is the DCS installation root directory.
|
||||
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
|
||||
|
||||
--- On after "Load" event user function. Called when the warehouse assets are loaded from disk.
|
||||
-- @function [parent=#WAREHOUSE] OnAfterLoad
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string path Path where the file is located. Default is the DCS installation root directory.
|
||||
-- @param #string filename (Optional) File name. Default is WAREHOUSE-<UID>_<ALIAS>.txt.
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -2258,6 +2409,18 @@ function WAREHOUSE:SetAutoDefenceOff()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set auto defence off. This is the default.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string path Path where to save the asset data file.
|
||||
-- @param #string filename File name. Default is generated automatically from warehouse id.
|
||||
-- @return #WAREHOUSE self
|
||||
function WAREHOUSE:SetSaveOnMissionEnd(path, filename)
|
||||
self.autosave=true
|
||||
self.autosavepath=path
|
||||
self.autosavefile=filename
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the airbase belonging to this warehouse.
|
||||
-- Note that it has to be of the same coalition as the warehouse.
|
||||
@@ -2903,6 +3066,7 @@ function WAREHOUSE:onafterStart(From, Event, To)
|
||||
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
|
||||
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
|
||||
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
|
||||
self:HandleEvent(EVENTS.MissionEnd, self._OnEventMissionEnd)
|
||||
|
||||
-- This event triggers the arrived event for air assets.
|
||||
-- TODO Might need to make this landing or optional!
|
||||
@@ -2914,6 +3078,36 @@ function WAREHOUSE:onafterStart(From, Event, To)
|
||||
self:__Status(-1)
|
||||
end
|
||||
|
||||
--- On after "Restart" event. Restarts the warehouse when it was in stopped state by reactivating the event handlers *only*.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function WAREHOUSE:onafterRestart(From, Event, To)
|
||||
|
||||
self:I(self.wid..string.format("Restarting Warehouse %s.", self.alias))
|
||||
|
||||
-- Handle events:
|
||||
self:HandleEvent(EVENTS.Birth, self._OnEventBirth)
|
||||
self:HandleEvent(EVENTS.EngineStartup, self._OnEventEngineStartup)
|
||||
self:HandleEvent(EVENTS.Takeoff, self._OnEventTakeOff)
|
||||
self:HandleEvent(EVENTS.Land, self._OnEventLanding)
|
||||
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventEngineShutdown)
|
||||
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
|
||||
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
|
||||
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
|
||||
|
||||
-- This event triggers the arrived event for air assets.
|
||||
-- TODO Might need to make this landing or optional!
|
||||
-- In fact, it would be better if the type could be defined for only for the warehouse which receives stuff,
|
||||
-- since there will be warehouses with small airbases and little space or other problems!
|
||||
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventArrived)
|
||||
|
||||
-- Start the status monitoring.
|
||||
self:__Status(-1)
|
||||
|
||||
end
|
||||
|
||||
--- On after "Stop" event. Stops the warehouse, unhandles all events.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
@@ -2941,8 +3135,10 @@ function WAREHOUSE:onafterStop(From, Event, To)
|
||||
self.stock=nil
|
||||
self.stock={}
|
||||
|
||||
self:_UpdateWarehouseMarkText()
|
||||
|
||||
-- Clear all pending schedules.
|
||||
self.CallScheduler:Clear()
|
||||
--self.CallScheduler:Clear()
|
||||
end
|
||||
|
||||
--- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state.
|
||||
@@ -4476,6 +4672,73 @@ function WAREHOUSE:onafterDefeated(From, Event, To)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- On before "ChangeCountry" event. Checks whether a change of country is necessary by comparing the actual country to the the requested one.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param DCS#country.id Country which has captured the warehouse.
|
||||
function WAREHOUSE:onbeforeChangeCountry(From, Event, To, Country)
|
||||
|
||||
local currentCountry=self:GetCountry()
|
||||
|
||||
-- Message.
|
||||
local text=string.format("Warehouse %s: request to change country %d-->%d", self.alias, currentCountry, Country)
|
||||
self:_DebugMessage(text, 10)
|
||||
|
||||
-- Check if current or requested coalition or country match.
|
||||
if currentCountry~=Country then
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the
|
||||
-- country.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param DCS#country.id Country which has captured the warehouse.
|
||||
function WAREHOUSE:onafterChangeCountry(From, Event, To, Country)
|
||||
|
||||
local CoalitionOld=self:GetCoalition()
|
||||
|
||||
-- Respawn warehouse with new coalition/country.
|
||||
self.warehouse:ReSpawn(Country)
|
||||
|
||||
local CoalitionNew=self:GetCoalition()
|
||||
|
||||
-- Delete all waiting requests because they are not valid any more.
|
||||
self.queue=nil
|
||||
self.queue={}
|
||||
|
||||
-- Airbase could have been captured before and already belongs to the new coalition.
|
||||
local airbase=AIRBASE:FindByName(self.airbasename)
|
||||
local airbasecoaltion=airbase:GetCoalition()
|
||||
|
||||
if CoalitionNew==airbasecoaltion then
|
||||
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
|
||||
self.airbase=airbase
|
||||
else
|
||||
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
|
||||
self.airbase=nil
|
||||
end
|
||||
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
if CoalitionNew==coalition.side.RED then
|
||||
self:GetCoordinate():SmokeRed()
|
||||
elseif CoalitionNew==coalition.side.BLUE then
|
||||
self:GetCoordinate():SmokeBlue()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after "Captured" event. Warehouse has been captured by another coalition.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
@@ -4486,39 +4749,15 @@ end
|
||||
function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country)
|
||||
|
||||
-- Message.
|
||||
local text=string.format("Warehouse %s: We were captured by enemy coalition (ID=%d)!", self.alias, Coalition)
|
||||
local text=string.format("Warehouse %s: We were captured by enemy coalition (side=%d)!", self.alias, Coalition)
|
||||
self:_InfoMessage(text)
|
||||
|
||||
-- Respawn warehouse with new coalition/country.
|
||||
self.warehouse:ReSpawn(Country)
|
||||
|
||||
-- Delete all waiting requests because they are not valid any more
|
||||
self.queue=nil
|
||||
self.queue={}
|
||||
|
||||
-- Airbase could have been captured before and already belongs to the new coalition.
|
||||
local airbase=AIRBASE:FindByName(self.airbasename)
|
||||
local airbasecoaltion=airbase:GetCoalition()
|
||||
|
||||
if Coalition==airbasecoaltion then
|
||||
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
|
||||
self.airbase=airbase
|
||||
else
|
||||
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
|
||||
self.airbase=nil
|
||||
end
|
||||
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
if Coalition==coalition.side.RED then
|
||||
self:GetCoordinate():SmokeRed()
|
||||
elseif Coalition==coalition.side.BLUE then
|
||||
self:GetCoordinate():SmokeBlue()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Change coalition and country of warehouse static.
|
||||
self:ChangeCoaliton(Coalition, Country)
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
@@ -4612,6 +4851,222 @@ function WAREHOUSE:onafterDestroyed(From, Event, To)
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after "Save" event. Warehouse assets are saved to file on disk.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string path Path where the file is saved. If nil, file is saved in the DCS root installtion directory.
|
||||
-- @param #string filename (Optional) Name of the file containing the asset data.
|
||||
function WAREHOUSE:onafterSave(From, Event, To, path, filename)
|
||||
|
||||
local function _savefile(filename, data)
|
||||
local f = assert(io.open(filename, "wb"))
|
||||
f:write(data)
|
||||
f:close()
|
||||
end
|
||||
|
||||
-- Set file name.
|
||||
filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias)
|
||||
|
||||
-- Set path.
|
||||
if path~=nil then
|
||||
filename=path.."\\"..filename
|
||||
end
|
||||
|
||||
-- Info
|
||||
local text=string.format("Saving warehouse assets to file %s", filename)
|
||||
MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report)
|
||||
self:I(self.wid..text)
|
||||
|
||||
local warehouseassets=""
|
||||
warehouseassets=warehouseassets..string.format("coalition=%d\n", self:GetCoalition())
|
||||
warehouseassets=warehouseassets..string.format("country=%d\n", self:GetCountry())
|
||||
|
||||
-- Loop over all assets in stock.
|
||||
for _,_asset in pairs(self.stock) do
|
||||
local asset=_asset -- #WAREHOUSE.Assetitem
|
||||
|
||||
-- Loop over asset parameters.
|
||||
local assetstring=""
|
||||
for key,value in pairs(asset) do
|
||||
|
||||
-- Only save keys which are needed to restore the asset.
|
||||
if key=="templatename" or key=="attribute" or key=="cargobay" or key=="weight" or key=="loadradius" or key=="livery" or key=="skill" or key=="assignment" then
|
||||
local name
|
||||
if type(value)=="table" then
|
||||
name=string.format("%s=%s;", key, value[1])
|
||||
else
|
||||
name=string.format("%s=%s;", key, value)
|
||||
end
|
||||
assetstring=assetstring..name
|
||||
end
|
||||
self:I(string.format("Loaded asset: %s", assetstring))
|
||||
end
|
||||
|
||||
-- Add asset string.
|
||||
warehouseassets=warehouseassets..assetstring.."\n"
|
||||
end
|
||||
|
||||
-- Save file.
|
||||
_savefile(filename, warehouseassets)
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On before "Load" event. Checks if the file the warehouse data should be loaded from exists.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string path Path where the file is loaded from.
|
||||
-- @param #string filename (Optional) Name of the file containing the asset data.
|
||||
function WAREHOUSE:onbeforeLoad(From, Event, To, path, filename)
|
||||
|
||||
|
||||
local function _fileexists(name)
|
||||
local f=io.open(name,"r")
|
||||
if f~=nil then
|
||||
io.close(f)
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
-- Set file name.
|
||||
filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias)
|
||||
|
||||
-- Set path.
|
||||
if path~=nil then
|
||||
filename=path.."\\"..filename
|
||||
end
|
||||
|
||||
-- Check if file exists.
|
||||
local exists=_fileexists(filename)
|
||||
|
||||
if exists then
|
||||
return true
|
||||
else
|
||||
self:_ErrorMessage(string.format("ERROR: file %s does not exist! Cannot load assets.", filename), 60)
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after "Load" event. Warehouse assets are loaded from file on disk.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string path Path where the file is loaded from.
|
||||
-- @param #string filename (Optional) Name of the file containing the asset data.
|
||||
function WAREHOUSE:onafterLoad(From, Event, To, path, filename)
|
||||
|
||||
local function _loadfile(filename)
|
||||
local f = assert(io.open(filename, "rb"))
|
||||
local data = f:read("*all")
|
||||
f:close()
|
||||
return data
|
||||
end
|
||||
|
||||
-- Set file name.
|
||||
filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias)
|
||||
|
||||
-- Set path.
|
||||
if path~=nil then
|
||||
filename=path.."\\"..filename
|
||||
end
|
||||
|
||||
-- Info
|
||||
local text=string.format("Loading warehouse assets from file %s", filename)
|
||||
MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report)
|
||||
self:I(self.wid..text)
|
||||
|
||||
-- Load asset data from file.
|
||||
local data=_loadfile(filename)
|
||||
|
||||
-- Split by line break.
|
||||
local assetdata=UTILS.Split(data,"\n")
|
||||
|
||||
-- Coalition and coutrny.
|
||||
local Coalition
|
||||
local Country
|
||||
|
||||
-- Loop over asset lines.
|
||||
local assets={}
|
||||
for _,asset in pairs(assetdata) do
|
||||
|
||||
-- Parameters are separated by semi-colons
|
||||
local descriptors=UTILS.Split(asset,";")
|
||||
|
||||
local asset={}
|
||||
local isasset=false
|
||||
for _,descriptor in pairs(descriptors) do
|
||||
|
||||
local keyval=UTILS.Split(descriptor,"=")
|
||||
|
||||
if #keyval==2 then
|
||||
|
||||
if keyval[1]=="coalition" then
|
||||
-- Get coalition side.
|
||||
Coalition=tonumber(keyval[2])
|
||||
elseif keyval[1]=="country" then
|
||||
-- Get country id.
|
||||
Country=tonumber(keyval[2])
|
||||
else
|
||||
|
||||
-- This is an asset.
|
||||
isasset=true
|
||||
|
||||
local key=keyval[1]
|
||||
local val=keyval[2]
|
||||
|
||||
--env.info(string.format("FF asset key=%s val=%s", key, val))
|
||||
|
||||
-- Livery or skill could be "nil".
|
||||
if val=="nil" then
|
||||
val=nil
|
||||
end
|
||||
|
||||
-- Convert string to number where necessary.
|
||||
if key=="cargobay" or key=="weight" or key=="loadradius" then
|
||||
asset[key]=tonumber(val)
|
||||
else
|
||||
asset[key]=val
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- Add to table.
|
||||
if isasset then
|
||||
table.insert(assets, asset)
|
||||
end
|
||||
end
|
||||
|
||||
-- Respawn warehouse with prev coalition if necessary.
|
||||
if Country~=self:GetCountry() then
|
||||
self:T(self.wid..string.format("Changing warehouse country %d-->%d on loading assets.", self:GetCountry(), Country))
|
||||
self:ChangeCountry(Country)
|
||||
end
|
||||
|
||||
for _,_asset in pairs(assets) do
|
||||
local asset=_asset --#WAREHOUSE.Assetitem
|
||||
|
||||
local group=GROUP:FindByName(asset.templatename)
|
||||
if group then
|
||||
self:AddAsset(group, 1, asset.attribute, asset.cargobay, asset.weight, asset.loadradius, asset.skill, asset.livery, asset.assignment)
|
||||
else
|
||||
self:E(string.format("ERROR: Group %s doest not exit. Cannot be loaded as asset.", tostring(asset.templatename)))
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Spawn functions
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -5538,6 +5993,18 @@ function WAREHOUSE:_OnEventBaseCaptured(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
--- Warehouse event handling function.
|
||||
-- Handles the case when the mission is ended.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param Core.Event#EVENTDATA EventData Event data.
|
||||
function WAREHOUSE:_OnEventMissionEnd(EventData)
|
||||
self:T3(self.wid..string.format("Warehouse %s captured event mission end!",self.alias))
|
||||
|
||||
if self.autosave then
|
||||
self:Save(self.autosavepath, self.autosavefile)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Helper functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -7290,7 +7757,7 @@ end
|
||||
function WAREHOUSE:_ErrorMessage(text, duration)
|
||||
duration=duration or 20
|
||||
if duration>0 then
|
||||
MESSAGE:New(text, duration):ToAllIf()
|
||||
MESSAGE:New(text, duration):ToAll()
|
||||
end
|
||||
self:E(self.wid..text)
|
||||
end
|
||||
|
||||
@@ -687,9 +687,9 @@ function COMMANDCENTER:ReportMissionsPlayers( ReportGroup )
|
||||
|
||||
Report:Add( "Players active in all missions." )
|
||||
|
||||
for MissionID, Mission in pairs( self.Missions ) do
|
||||
local Mission = Mission -- Tasking.Mission#MISSION
|
||||
Report:Add( " - " .. Mission:ReportPlayers() )
|
||||
for MissionID, MissionData in pairs( self.Missions ) do
|
||||
local Mission = MissionData -- Tasking.Mission#MISSION
|
||||
Report:Add( " - " .. Mission:ReportPlayersPerTask(ReportGroup) )
|
||||
end
|
||||
|
||||
self:MessageToGroup( Report:Text(), ReportGroup )
|
||||
|
||||
@@ -657,5 +657,26 @@ function UTILS.Randomize(value, fac, lower, upper)
|
||||
return r
|
||||
end
|
||||
|
||||
--- Calculate the [dot product](https://en.wikipedia.org/wiki/Dot_product) of two vectors. The result is a number.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
|
||||
-- @return #number Scalar product of the two vectors a*b.
|
||||
function UTILS.VecDot(a, b)
|
||||
return a.x*b.x + a.y*b.y + a.z*b.z
|
||||
end
|
||||
|
||||
--- Calculate the [euclidean norm](https://en.wikipedia.org/wiki/Euclidean_distance) (length) of a 3D vector.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @return #number Norm of the vector.
|
||||
function UTILS.VecNorm(a)
|
||||
return math.sqrt(UTILS.VecDot(a, a))
|
||||
end
|
||||
|
||||
--- Calculate the [cross product](https://en.wikipedia.org/wiki/Cross_product) of two 3D vectors. The result is a 3D vector.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
-- @param DCS#Vec3 b Vector in 3D with x, y, z components.
|
||||
-- @return DCS#Vec3 Vector
|
||||
function UTILS.VecCross(a, b)
|
||||
return {x=a.y*b.z - a.z*b.y, y=a.z*b.x - a.x*b.z, z=a.x*b.y - a.y*b.x}
|
||||
end
|
||||
|
||||
|
||||
@@ -334,7 +334,7 @@ end
|
||||
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
|
||||
-- @param #AIRBASE self
|
||||
-- @param #string AirbaseName The Airbase Name.
|
||||
-- @return Wrapper.Airbase#AIRBASE self
|
||||
-- @return #AIRBASE self
|
||||
function AIRBASE:FindByName( AirbaseName )
|
||||
|
||||
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )
|
||||
|
||||
@@ -1975,6 +1975,24 @@ do -- Route methods
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Make the controllable to push follow a given route.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #table Route A table of Route Points.
|
||||
-- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second.
|
||||
-- @return #CONTROLLABLE The CONTROLLABLE.
|
||||
function CONTROLLABLE:RoutePush( Route, DelaySeconds )
|
||||
self:F2( Route )
|
||||
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
if DCSControllable then
|
||||
local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route.
|
||||
self:PushTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1).
|
||||
return self
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Stops the movement of the vehicle on the route.
|
||||
-- @param #CONTROLLABLE self
|
||||
@@ -2118,7 +2136,7 @@ do -- Route methods
|
||||
local canroad=false
|
||||
|
||||
-- Check if a valid path on road could be found.
|
||||
if PathOnRoad then
|
||||
if PathOnRoad and LengthDirect > 2000 then -- if the length of the movement is less than 1 km, drive directly.
|
||||
-- Check whether the road is very long compared to direct path.
|
||||
if LongRoad and Shortcut then
|
||||
|
||||
|
||||
@@ -121,6 +121,80 @@ function POSITIONABLE:Destroy( GenerateEvent )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a pos3 table of the objects current position and orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation.
|
||||
-- Coordinates are dependent on the position of the maps origin.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return DCS#Position Table consisting of the point and orientation tables.
|
||||
function POSITIONABLE:GetPosition()
|
||||
self:F2( self.PositionableName )
|
||||
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
local PositionablePosition = DCSPositionable:getPosition()
|
||||
self:T3( PositionablePosition )
|
||||
return PositionablePosition
|
||||
end
|
||||
|
||||
BASE:E( { "Cannot GetPositionVec3", Positionable = self, Alive = self:IsAlive() } )
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation.
|
||||
-- X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement.
|
||||
-- @return DCS#Vec3 Y orientation, i.e. vertical.
|
||||
-- @return DCS#Vec3 Z orientation, i.e. perpendicular to the direction of movement.
|
||||
function POSITIONABLE:GetOrientation()
|
||||
local position=self:GetPosition()
|
||||
if position then
|
||||
return position.x, position.y, position.z
|
||||
else
|
||||
BASE:E( { "Cannot GetOrientation", Positionable = self, Alive = self:IsAlive() } )
|
||||
return nil, nil, nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. along the direction of movement.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement.
|
||||
function POSITIONABLE:GetOrientationX()
|
||||
local position=self:GetPosition()
|
||||
if position then
|
||||
return position.x
|
||||
else
|
||||
BASE:E( { "Cannot GetOrientationX", Positionable = self, Alive = self:IsAlive() } )
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. vertical orientation.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return DCS#Vec3 Y orientation, i.e. vertical.
|
||||
function POSITIONABLE:GetOrientationY()
|
||||
local position=self:GetPosition()
|
||||
if position then
|
||||
return position.y
|
||||
else
|
||||
BASE:E( { "Cannot GetOrientationY", Positionable = self, Alive = self:IsAlive() } )
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. perpendicular to direction of movement.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return DCS#Vec3 Z orientation, i.e. perpendicular to movement.
|
||||
function POSITIONABLE:GetOrientationZ()
|
||||
local position=self:GetPosition()
|
||||
if position then
|
||||
return position.z
|
||||
else
|
||||
BASE:E( { "Cannot GetOrientationZ", Positionable = self, Alive = self:IsAlive() } )
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
|
||||
@@ -582,6 +656,153 @@ function POSITIONABLE:GetVelocityMPS()
|
||||
return 0
|
||||
end
|
||||
|
||||
--- Returns the Angle of Attack of a positionable.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number Angle of attack in degrees.
|
||||
function POSITIONABLE:GetAoA()
|
||||
|
||||
-- Get position of the unit.
|
||||
local unitpos = self:GetPosition()
|
||||
|
||||
if unitpos then
|
||||
|
||||
-- Get velocity vector of the unit.
|
||||
local unitvel = self:GetVelocityVec3()
|
||||
|
||||
if unitvel and UTILS.VecNorm(unitvel)~=0 then
|
||||
|
||||
-- Get wind vector including turbulences.
|
||||
local wind=self:GetCoordinate():GetWindWithTurbulenceVec3()
|
||||
|
||||
-- Include wind vector.
|
||||
unitvel.x=unitvel.x-wind.x
|
||||
unitvel.y=unitvel.y-wind.y
|
||||
unitvel.z=unitvel.z-wind.z
|
||||
|
||||
-- Unit velocity transformed into aircraft axes directions.
|
||||
local AxialVel = {}
|
||||
|
||||
-- Transform velocity components in direction of aircraft axes.
|
||||
AxialVel.x = UTILS.VecDot(unitpos.x, unitvel)
|
||||
AxialVel.y = UTILS.VecDot(unitpos.y, unitvel)
|
||||
AxialVel.z = UTILS.VecDot(unitpos.z, unitvel)
|
||||
|
||||
-- AoA is angle between unitpos.x and the x and y velocities.
|
||||
local AoA = math.acos(UTILS.VecDot({x = 1, y = 0, z = 0}, {x = AxialVel.x, y = AxialVel.y, z = 0})/UTILS.VecNorm({x = AxialVel.x, y = AxialVel.y, z = 0}))
|
||||
|
||||
--Set correct direction:
|
||||
if AxialVel.y > 0 then
|
||||
AoA = -AoA
|
||||
end
|
||||
|
||||
-- Return AoA value in degrees.
|
||||
return math.deg(AoA)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the unit's climb or descent angle.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number Climb or descent angle in degrees.
|
||||
function POSITIONABLE:GetClimbAnge()
|
||||
|
||||
-- Get position of the unit.
|
||||
local unitpos = self:GetPosition()
|
||||
|
||||
if unitpos then
|
||||
|
||||
-- Get velocity vector of the unit.
|
||||
local unitvel = self:GetVelocityVec3()
|
||||
|
||||
if unitvel and UTILS.VecNorm(unitvel)~=0 then
|
||||
|
||||
return math.asin(unitvel.y/UTILS.VecNorm(unitvel))
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns the pitch angle of a unit.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number Pitch ange in degrees.
|
||||
function POSITIONABLE:GetPitch()
|
||||
|
||||
-- Get position of the unit.
|
||||
local unitpos = self:GetPosition()
|
||||
|
||||
if unitpos then
|
||||
return math.deg(math.asin(unitpos.x.y))
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the roll angle of a unit.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number Pitch ange in degrees.
|
||||
function POSITIONABLE:GetRoll()
|
||||
|
||||
-- Get position of the unit.
|
||||
local unitpos = self:GetPosition()
|
||||
|
||||
if unitpos then
|
||||
|
||||
--first, make a vector that is perpendicular to y and unitpos.x with cross product
|
||||
local cp = UTILS.VecCross(unitpos.x, {x = 0, y = 1, z = 0})
|
||||
|
||||
--now, get dot product of of this cross product with unitpos.z
|
||||
local dp = UTILS.VecDot(cp, unitpos.z)
|
||||
|
||||
--now get the magnitude of the roll (magnitude of the angle between two vectors is acos(vec1.vec2/|vec1||vec2|)
|
||||
local Roll = math.acos(dp/(UTILS.VecNorm(cp)*UTILS.VecNorm(unitpos.z)))
|
||||
|
||||
--now, have to get sign of roll.
|
||||
-- by convention, making right roll positive
|
||||
-- to get sign of roll, use the y component of unitpos.z. For right roll, y component is negative.
|
||||
|
||||
if unitpos.z.y > 0 then -- left roll, flip the sign of the roll
|
||||
Roll = -Roll
|
||||
end
|
||||
|
||||
return math.deg(Roll)
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns the yaw angle of a unit.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE self
|
||||
-- @return #number Yaw ange in degrees.
|
||||
function POSITIONABLE:GetYaw()
|
||||
|
||||
local unitpos = self:GetPosition()
|
||||
if unitpos then
|
||||
-- get unit velocity
|
||||
local unitvel = self:GetVelocityVec3()
|
||||
|
||||
if unitvel and UTILS.VecNorm(unitvel) ~= 0 then --must have non-zero velocity!
|
||||
local AxialVel = {} --unit velocity transformed into aircraft axes directions
|
||||
|
||||
--transform velocity components in direction of aircraft axes.
|
||||
AxialVel.x = UTILS.VecDot(unitpos.x, unitvel)
|
||||
AxialVel.y = UTILS.VecDot(unitpos.y, unitvel)
|
||||
AxialVel.z = UTILS.VecDot(unitpos.z, unitvel)
|
||||
|
||||
--Yaw is the angle between unitpos.x and the x and z velocities
|
||||
--define right yaw as positive
|
||||
local Yaw = math.acos(UTILS.VecDot({x = 1, y = 0, z = 0}, {x = AxialVel.x, y = 0, z = AxialVel.z})/UTILS.VecNorm({x = AxialVel.x, y = 0, z = AxialVel.z}))
|
||||
|
||||
--now set correct direction:
|
||||
if AxialVel.z > 0 then
|
||||
Yaw = -Yaw
|
||||
end
|
||||
return Yaw
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Returns the message text with the callsign embedded (if there is one).
|
||||
-- @param #POSITIONABLE self
|
||||
|
||||
@@ -896,16 +896,35 @@ function UNIT:IsShip()
|
||||
end
|
||||
|
||||
--- Returns true if the UNIT is in the air.
|
||||
-- @param Wrapper.Positionable#UNIT self
|
||||
-- @param #UNIT self
|
||||
-- @return #boolean true if in the air.
|
||||
-- @return #nil The UNIT is not existing or alive.
|
||||
function UNIT:InAir()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject()
|
||||
local DCSUnit = self:GetDCSObject() --DCS#Unit
|
||||
|
||||
if DCSUnit then
|
||||
local UnitInAir = DCSUnit:inAir()
|
||||
-- Implementation of workaround. The original code is below.
|
||||
-- This to simulate the landing on buildings.
|
||||
|
||||
local UnitInAir = true
|
||||
|
||||
local UnitCategory = DCSUnit:getDesc().category
|
||||
if UnitCategory == Unit.Category.HELICOPTER then
|
||||
local VelocityVec3 = DCSUnit:getVelocity()
|
||||
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
||||
local Coordinate = DCSUnit:getPoint()
|
||||
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
|
||||
local Height = Coordinate.y - LandHeight
|
||||
if Velocity < 1 and Height <= 60 then
|
||||
UnitInAir = false
|
||||
end
|
||||
else
|
||||
UnitInAir = DCSUnit:inAir()
|
||||
end
|
||||
|
||||
|
||||
self:T3( UnitInAir )
|
||||
return UnitInAir
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user