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97 Commits

Author SHA1 Message Date
FlightControl
c5ce3342e2 Finish 2.4.13 2018-11-14 19:22:22 +01:00
FlightControl
6c4ca046a9 Fixed problem with DESIGNATE:SetFlashStatusMenu() documentation. 2018-11-14 19:22:10 +01:00
FlightControl
4017876fe2 Fixing problem in SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ). 2018-11-14 18:58:43 +01:00
FlightControl
9651614894 Fixing problem in SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ). 2018-11-14 18:58:08 +01:00
FlightControl
369606f0f1 Finish 2.4.11 2018-11-12 19:38:48 +01:00
FlightControl
8d4ce5e486 Fixing autolase problem... now the duration is fixed.
I think I also fixed the lase duration problem ...
2018-11-12 19:38:22 +01:00
FlightControl
dd242bc1fe Finish 2.4.10 2018-11-09 07:44:37 +01:00
FlightControl
34d73af8bf Changed the default lase duration for designations to 120 seconds. A new method has been added to change the lase duration yourself. Use SetLaseDuratioin API! 2018-11-09 07:44:11 +01:00
FlightControl
604255bfba Finish 2.4.9 2018-11-09 06:46:23 +01:00
FlightControl
cfc0367c55 Fixing problems with A2A_GCI. 2018-11-09 06:45:34 +01:00
FlightControl
f4a89d62e3 Finish 2.4.8 2018-11-06 19:11:25 +01:00
FlightControl
a36e39205b Further fixes and optimizations for the A2A dispatcher plane optimization. 2018-11-06 18:50:42 +01:00
FlightControl
3789674666 First version of AI_A2G_DISPATCHER ...
- Created a new AI_AIR class. AI_A2A and AI_A2G inherit from AI_AIR.
- Created a new AI_A2G_DISPATCHER class.
- Created a new AI_A2G_ENGAGE class, that implements the SEAD, CAS and BAI actions.
- The AI_A2G_DISPATCHER implements now:
  * SEAD, CAS and BAI attacks from airbases.
  * AddDefenseCoordinate() to set a defense coordinate.
  * RemoveDefenseCoordinate() to remove a defense coordinate.
  * SetDefenseReactivenessHigh() for high reactiveness.
  * SetDefenseReactivenessMedium() for medium reactiveness.
  * SetDefenseReactivenessLow() for low reactiveness.
  * Overhead for ground attacks.
  * Grouping for ground attacks.
  * Evaluates task type based on enemy group composition.

- Tested AI_A2A_DISPATCHER for backward compatibility.
- Implemented spawning of airplanes in AI_A2A_DISPATCHER:
  * SetSquadronVisible() method to make the squadron visible at the airport.
2018-11-05 21:52:31 +01:00
FlightControl
a22774b278 Fixing takeoff bug in air for dispatchers. 2018-11-05 21:44:47 +01:00
FlightControl
81bb8dd65f Reworking a confusion with the takeoff in air spawning. 2018-11-05 21:41:52 +01:00
FlightControl
9d3796b605 Changes 2018-11-05 21:26:47 +01:00
FlightControl
3e3dfc83aa First Version of AI_A2G_DISPATCHER. There are lots of challenges here to overcome. One of the first one is the defense points. 2018-11-02 16:43:06 +01:00
Frank
e062db9411 Merge pull request #1050 from FlightControl-Master/FF/Develop
Several improvements and fixes.
2018-10-28 14:16:07 +01:00
Frank
023eae825d RCT 2018-10-28 13:16:32 +01:00
Frank
1a4baeafb6 Warehose v0.6.6
WAREHOUSE:
- Improved parking spot check for airbase ship.
AI_FORMATION:
- Added Stop option
CT:
- fixes
COORDINATE:
- Improved landing waypoint.
2018-10-28 13:15:38 +01:00
Frank
b754972490 Merge branch 'FF/Develop' of https://github.com/FlightControl-Master/MOOSE into FF/Develop 2018-10-26 18:55:41 +02:00
Frank
0c36e4e40d CT 2018-10-26 18:55:36 +02:00
funkyfranky
1f97495fdd CT,RAT,WH work 2018-10-26 16:04:02 +02:00
FlightControl
c164c0f9e3 Merge branch 'hotfix/2.4.8' into feature/Feature-AI-A2A-Dispatcher 2018-10-26 14:09:25 +02:00
FlightControl
f0b5ec1025 Fixed the out of fuel bug. 2018-10-26 12:08:48 +02:00
Frank
b72ea2d02c minor 2018-10-26 00:12:21 +02:00
Frank
238fcf1176 WAREHOUSE v0.6.5
* fixed bug for assignments
2018-10-24 23:13:56 +02:00
Frank
c354fecc6d Merge branch 'develop' into FF/Develop 2018-10-24 21:47:52 +02:00
Frank
4434d1da21 Fixes
AI_FORMATION:
* added stop possibility ad interval input
WAREHOUSE
* added autodefence assignment
UNIT:
* improved  InAir() check function
2018-10-24 21:32:07 +02:00
FlightControl
17ffc7cef9 Updates for visibility of squadrons before start. 2018-10-24 20:55:04 +02:00
Frank
006fd25e56 Merge pull request #1044 from cjbehm/bugfix/CONTROLLABLE-honor-GotPath
Honor the GotPath return value from COORDINATE
2018-10-24 15:20:18 +02:00
Chris
f2eafe0302 Honor the GotPath return value from COORDINATE
PathOnRoad is always defined, at least as an empty table.
Use the 3rd return value instead, which indicates whether
a road route was found
2018-10-24 00:17:26 -04:00
FlightControl
52069cc1d0 Respawning of existing visible resources at the airbases is working. 2018-10-24 00:18:02 +02:00
Frank
d9374f0389 Controllable
Added more general orbit task.
2018-10-23 23:35:25 +02:00
Frank
19520f9688 CT v0.1.0 2018-10-22 23:41:48 +02:00
FlightControl
1eda5af7df Visible before start, uncontrolled planes. 2018-10-22 07:06:24 +02:00
Frank
2ea8487e04 ARTY v1.0.7
Fixed bug when targets get removed because ARTY group is immobile and not declared as cargo.
CT fixes
2018-10-22 00:08:38 +02:00
FlightControl
b0885ada00 Fixing resuming task after refuelling. 2018-10-21 14:36:31 +02:00
FlightControl
1c6c0c4d81 Fixing resuming task after refuelling. 2018-10-21 14:36:05 +02:00
FlightControl
3011b0ac8e Merge branch 'develop' 2018-10-21 13:18:29 +02:00
FlightControl
e4334cccb3 Fixing back to the inclusion of inactive units. 2018-10-21 13:12:20 +02:00
Frank
645ca570a8 CT 0.0.9
many fixes
2018-10-20 12:20:35 +02:00
FlightControl
fd30da2f95 Merge branch 'develop' 2018-10-20 04:31:59 +02:00
FlightControl
b378ad2885 Fixing path calculation. Direct route when the length between the two coordinates is less than 2 km. 2018-10-20 04:26:45 +02:00
FlightControl
9c45031a33 Merge branch 'develop' 2018-10-19 17:01:11 +02:00
FlightControl
e4606b4d05 Fixing path calculation. Direct route when the length between the two coordinates is less than 1 km. 2018-10-19 17:00:43 +02:00
funkyfranky
07e690caf0 CT008 2018-10-19 15:09:26 +02:00
Frank
223de9d1aa Range 2018-10-18 22:51:51 +02:00
FlightControl
a22b9e925a Merge branch 'develop' 2018-10-18 20:25:35 +02:00
FlightControl
90e7688cea Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now. 2018-10-18 20:25:21 +02:00
FlightControl
9ecd48f523 Merge branch 'develop' 2018-10-18 20:11:49 +02:00
FlightControl
ce9d1837a7 Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now. 2018-10-18 20:11:31 +02:00
FlightControl
bbf83eca3e Merge branch 'develop' 2018-10-18 18:24:56 +02:00
FlightControl
65c28d6628 Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now. 2018-10-18 18:24:25 +02:00
funkyfranky
7d7c521bce CT007 2018-10-18 16:50:08 +02:00
FlightControl
f0ac7818b3 Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now. 2018-10-18 07:27:50 +02:00
FlightControl
07d666b030 Optimized the boarding and unboarding of cargo. fixed bug when in defence of APC, cargo would not be loaded. The boarding and unboarding has become much more stable now. 2018-10-18 07:27:09 +02:00
Frank
baaee9f92e Merge branch 'develop' into FF/Develop 2018-10-17 22:10:04 +02:00
Frank
3a9be7a890 CTA 0.0.6 2018-10-17 22:07:11 +02:00
Frank
3c1547bd6c Merge pull request #1033 from FlightControl-Master/FF/Develop
Warehouse v0.6.4
2018-10-17 21:59:57 +02:00
Frank
92bf8b59e6 CTR 2018-10-17 21:54:44 +02:00
Frank
4b39312c2c CT 2018-10-17 21:20:30 +02:00
Frank
ea767650ae Merge branch 'develop' into FF/Develop 2018-10-17 21:20:19 +02:00
Frank
e0afd19a94 Warehouse v0.6.4
- Added possibility to auto save assets on mission end.
- Minor bug fixes.
2018-10-17 21:17:45 +02:00
FlightControl
767bb58ac9 Merge branch 'develop' 2018-10-17 19:23:47 +02:00
FlightControl
8a78308dbc Improvements on the pickup. Avoid a template as part of a CarrierSet to be considered as a valid carrier for pickup. And improved the timing of the loading. 2018-10-17 19:21:35 +02:00
funkyfranky
d2db1e56cc WH 2018-10-17 16:00:22 +02:00
Frank
5f8ebbaf6a CCT 2018-10-17 00:28:08 +02:00
Frank
52758b6900 Merge pull request #1031 from FlightControl-Master/FF/Develop
Warehouse v0.6.3
2018-10-17 00:22:19 +02:00
Frank
3bb2405563 Merge branch 'develop' into FF/Develop 2018-10-17 00:17:44 +02:00
Frank
c6403325f5 Warehouse v0.6.3
Persistance of assets.
2018-10-17 00:17:25 +02:00
funkyfranky
e17b5356dd WH 2018-10-16 16:32:35 +02:00
Frank
d87cb41b75 Warehouse v0.6.2
added first version of save/load assets

PseudoATC
fixed bearing info
other bugs reported!
2018-10-15 23:50:40 +02:00
funkyfranky
40154788d6 WH, CT WIP 2018-10-15 16:19:43 +02:00
FlightControl
a8f42d61fa APC defense ... optimized the unloading of infantry when enemies are nearby. Now the infantry is reloading into the APCs when the enemies are eliminated. 2018-10-15 07:20:46 +02:00
Frank
b923f66c56 CT v0.0.6 2018-10-14 22:27:30 +02:00
FlightControl
a0355af13b Fixing a stupid typo with the dead event handler in SET_UNIT.
Addint methods in Point.lua and Utils.lua.
2018-10-14 14:07:42 +02:00
FlightControl
112945b3f6 Fixing a stupid typo with the dead event handler in SET_UNIT. 2018-10-14 14:05:27 +02:00
Frank
09c46595e5 Merge pull request #1030 from FlightControl-Master/FF/Develop
Added wind to AoA
2018-10-13 23:27:12 +02:00
Frank
003b0c875e Added wind ot AoA
COORDINATE
* added GetWindWithTurbulences function

POSITIONABLE
* Included wind in AoA calculation
2018-10-13 23:25:45 +02:00
Frank
ee2668ac65 Merge pull request #1029 from FlightControl-Master/FF/Develop
Aircraft attitude
2018-10-13 19:53:05 +02:00
Frank
f47bf4771f Remove CT 2018-10-13 19:45:26 +02:00
Frank
8551830517 Merge branch 'develop' into FF/Develop 2018-10-13 19:42:30 +02:00
Frank
8b78090a57 CT v0.0.5 2018-10-13 19:42:17 +02:00
FlightControl
d2bdb2a791 Merge branch 'develop' 2018-10-13 07:54:28 +02:00
FlightControl
f8f0114f06 Documentation and exact location of test missions. 2018-10-13 07:54:15 +02:00
FlightControl
8619d48c80 Merge branch 'develop' 2018-10-13 07:49:34 +02:00
FlightControl
4171cc45f5 Fixing a mistake on capture. 2018-10-13 07:49:14 +02:00
FlightControl
5bccd2c6c9 Merge branch 'develop' 2018-10-13 07:34:01 +02:00
FlightControl
a60626468c Implemented the capturing of the airbase. 2018-10-13 07:33:25 +02:00
Frank
f9cb5d5966 CT v0.0.4
Fixed wrong z-position.
Generalized abort parameters.
Added preliminary F10 menu.
2018-10-13 00:37:15 +02:00
funkyfranky
33509a49e0 CT v0.0.3 2018-10-12 16:16:39 +02:00
Frank
eda359e20f CT v0.0.2 2018-10-12 00:11:39 +02:00
Frank
46882ed192 Merge branch 'develop' into FF/Develop 2018-10-11 19:36:57 +02:00
funkyfranky
bbd5766688 CT general dist 2018-10-11 16:17:58 +02:00
Frank
ccf2f60068 CT 2018-10-11 00:34:14 +02:00
funkyfranky
fa4abed028 Added AoA function and carrier training WIP 2018-10-10 15:56:34 +02:00
22 changed files with 1669 additions and 624 deletions

View File

@@ -438,13 +438,14 @@ function AI_A2A:onafterStatus()
RTB = false
end
end
if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
if DistanceFromHomeBase < 5000 then
self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Home( "Destroy" )
end
end
-- I think this code is not requirement anymore after release 2.5.
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
-- if DistanceFromHomeBase < 5000 then
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
-- self:Home( "Destroy" )
-- end
-- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
@@ -481,9 +482,12 @@ function AI_A2A:onafterStatus()
end
-- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then
if not self:Is( "Started" ) and
not self:Is( "Stopped" ) and
not self:Is( "Fuel" ) and
not self:Is( "Damaged" ) and
not self:Is( "Home" ) then
if self.IdleCount >= 2 then
if Damage ~= InitialLife then
@@ -503,8 +507,11 @@ function AI_A2A:onafterStatus()
if RTB == true then
self:__RTB( 0.5 )
end
if not self:Is("Home") then
self:__Status( 10 )
end
self:__Status( 10 )
end
end
@@ -635,7 +642,7 @@ end
--- @param Wrapper.Group#GROUP AIGroup
function AI_A2A.Resume( AIGroup, Fsm )
AIGroup:F( { "AI_A2A.Resume:", AIGroup:GetName() } )
AIGroup:I( { "AI_A2A.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( 0.5 )
end

View File

@@ -476,13 +476,12 @@ function AI_A2A_CAP:OnEventDead( EventData )
end
--- @param Wrapper.Group#GROUP AICap
function AI_A2A_CAP.Resume( AICap )
function AI_A2A_CAP.Resume( AICap, Fsm )
AICap:F( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
if AICap:IsAlive() then
local _AI_A2A = AICap:GetState( AICap, "AI_A2A" ) -- #AI_A2A
_AI_A2A:__Reset( 1 )
_AI_A2A:__Route( 5 )
Fsm:__Reset( 1 )
Fsm:__Route( 5 )
end
end

View File

@@ -1,5 +1,6 @@
--- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
--
-- ===
--
-- Features:
--
@@ -18,6 +19,19 @@
-- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}.
-- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}.
--
-- ===
--
-- ## Missions:
--
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
--
-- ===
--
-- ## YouTube Channel:
--
-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
-- # QUICK START GUIDE
--
@@ -183,18 +197,6 @@ do -- AI_A2A_DISPATCHER
--
-- ===
--
-- # 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)
--
-- ===
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia3.JPG)
--
-- 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.
@@ -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.
@@ -995,16 +1004,75 @@ 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.DefenderCAPIndex = 0
self:__Start( 5 )
return self
end
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self, AI_A2A_DISPATCHER ).onafterStart( self, From, Event, To )
-- Spawn the resources.
for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
DefenderSquadron.Resource = {}
if DefenderSquadron.ResourceCount then
for Resource = 1, DefenderSquadron.ResourceCount do
self:ParkDefender( DefenderSquadron )
end
end
end
end
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:ParkDefender( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
Spawn:InitGrouping( 1 )
local SpawnGroup
if self:IsSquadronVisible( DefenderSquadron.Name ) then
SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold )
local GroupName = SpawnGroup:GetName()
DefenderSquadron.Resources = DefenderSquadron.Resources or {}
DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {}
DefenderSquadron.Resources[TemplateID][GroupName] = {}
DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup
end
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.ResourceCount = -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 )
@@ -1027,6 +1095,7 @@ do -- AI_A2A_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ParkDefender( Squadron, Defender )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1053,6 +1122,7 @@ do -- AI_A2A_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ParkDefender( Squadron, Defender )
end
end
end
@@ -1442,7 +1512,7 @@ do -- AI_A2A_DISPATCHER
-- Just remember that your template (groups late activated) need to start with the prefix you have specified in your code.
-- If you have only one prefix name for a squadron, you don't need to use the `{ }`, otherwise you need to use the brackets.
--
-- @param #number Resources (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.
-- @param #number ResourceCount (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.
--
-- @usage
-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
@@ -1465,13 +1535,13 @@ do -- AI_A2A_DISPATCHER
--
-- @usage
-- -- This is an example like the previous, but now with infinite resources.
-- -- The Resources parameter is not given in the SetSquadron method.
-- -- The ResourceCount parameter is not given in the SetSquadron method.
-- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
-- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
--
--
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, Resources )
function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
@@ -1480,6 +1550,7 @@ 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
@@ -1495,10 +1566,11 @@ do -- AI_A2A_DISPATCHER
DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
end
end
DefenderSquadron.Resources = Resources
DefenderSquadron.ResourceCount = ResourceCount
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 } } )
self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
return self
end
@@ -1517,6 +1589,54 @@ do -- AI_A2A_DISPATCHER
end
--- Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot.
-- They will lock the parking spot.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.
-- A2ADispatcher:SetSquadronVisible( "Mineralnye" )
--
function AI_A2A_DISPATCHER:SetSquadronVisible( SquadronName )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self:GetSquadron( SquadronName )
DefenderSquadron.Uncontrolled = true
for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do
DefenderSpawn:InitUnControlled()
end
end
--- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #bool true if visible.
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.
-- local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" )
--
function AI_A2A_DISPATCHER:IsSquadronVisible( SquadronName )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self:GetSquadron( SquadronName )
if DefenderSquadron then
return DefenderSquadron.Uncontrolled == true
end
return nil
end
--- Set a CAP for a Squadron.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
@@ -1663,16 +1783,19 @@ 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.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 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 +1816,13 @@ 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.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources.
local Gci = DefenderSquadron.Gci
if Gci then
return DefenderSquadron
end
end
end
return nil
@@ -2450,21 +2576,21 @@ do -- AI_A2A_DISPATCHER
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
self.Defenders[ DefenderName ] = Squadron
if Squadron.Resources then
Squadron.Resources = Squadron.Resources - Size
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount - Size
end
self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
if Squadron.Resources then
Squadron.Resources = Squadron.Resources + Defender:GetSize()
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount + Defender:GetSize()
end
self.Defenders[ DefenderName ] = nil
self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender )
@@ -2606,7 +2732,80 @@ do -- AI_A2A_DISPATCHER
return Friendlies
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded )
local SquadronName = DefenderSquadron.Name
DefendersNeeded = DefendersNeeded or 4
local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
if self:IsSquadronVisible( SquadronName ) then
-- Here we CAP the new planes.
-- The Resources table is filled in advance.
local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template.
-- We determine the grouping based on the parameters set.
self:F( { DefenderGrouping = DefenderGrouping } )
-- New we will form the group to spawn in.
-- We search for the first free resource matching the template.
local DefenderUnitIndex = 1
local DefenderCAPTemplate = nil
local DefenderName = nil
for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do
self:F( { GroupName = GroupName } )
local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName )
if DefenderUnitIndex == 1 then
DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate )
self.DefenderCAPIndex = self.DefenderCAPIndex + 1
DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName
DefenderName = DefenderCAPTemplate.name
else
-- Add the unit in the template to the DefenderCAPTemplate.
local DefenderUnitTemplate = DefenderTemplate.units[1]
DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate
end
DefenderUnitIndex = DefenderUnitIndex + 1
DefenderSquadron.Resources[TemplateID][GroupName] = nil
if DefenderUnitIndex > DefenderGrouping then
break
end
end
if DefenderCAPTemplate then
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local SpawnGroup = GROUP:Register( DefenderName )
DefenderCAPTemplate.lateActivation = nil
DefenderCAPTemplate.uncontrolled = nil
local Takeoff = self:GetSquadronTakeoff( SquadronName )
DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
local Defender = _DATABASE:Spawn( DefenderCAPTemplate )
self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
return Defender, DefenderGrouping
end
else
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
if DefenderGrouping then
Spawn:InitGrouping( DefenderGrouping )
else
Spawn:InitGrouping()
end
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local Defender = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
return Defender, DefenderGrouping
end
return nil, nil
end
---
-- @param #AI_A2A_DISPATCHER self
@@ -2623,15 +2822,9 @@ do -- AI_A2A_DISPATCHER
local Cap = DefenderSquadron.Cap
if Cap then
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
Spawn:InitGrouping( DefenderGrouping )
local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude )
self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP, DefenderGrouping )
local DefenderCAP, DefenderGrouping = self:ResourceActivate( DefenderSquadron )
if DefenderCAP then
local Fsm = AI_A2A_CAP:New( DefenderCAP, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.PatrolMinSpeed, Cap.PatrolMaxSpeed, Cap.EngageMinSpeed, Cap.EngageMaxSpeed, Cap.AltType )
@@ -2646,7 +2839,7 @@ do -- AI_A2A_DISPATCHER
self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm )
function Fsm:onafterTakeoff( Defender, From, Event, To )
self:F({"GCI Birth", Defender:GetName()})
self:F({"CAP Birth", Defender:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
@@ -2680,9 +2873,9 @@ do -- AI_A2A_DISPATCHER
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
Defender:Destroy()
self:ParkDefender( Squadron, Defender )
end
end
end
end
end
@@ -2788,31 +2981,19 @@ do -- AI_A2A_DISPATCHER
self:F( { Grouping = DefenderGrouping, SquadronGrouping = DefenderSquadron.Grouping, DefaultGrouping = self.DefenderDefault.Grouping } )
self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
-- DefenderSquadron.Resources can have the value nil, which expresses unlimited resources.
-- DefendersNeeded cannot exceed DefenderSquadron.Resources!
if DefenderSquadron.Resources and DefendersNeeded > DefenderSquadron.Resources then
DefendersNeeded = DefenderSquadron.Resources
-- DefenderSquadron.ResourceCount can have the value nil, which expresses unlimited resources.
-- DefendersNeeded cannot exceed DefenderSquadron.ResourceCount!
if DefenderSquadron.ResourceCount and DefendersNeeded > DefenderSquadron.ResourceCount then
DefendersNeeded = DefenderSquadron.ResourceCount
BreakLoop = true
end
while ( DefendersNeeded > 0 ) do
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
if DefenderGrouping then
Spawn:InitGrouping( DefenderGrouping )
else
Spawn:InitGrouping()
end
local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
self:F( { GCIDefender = DefenderGCI:GetName() } )
local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron, DefendersNeeded )
DefendersNeeded = DefendersNeeded - DefenderGrouping
self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
if DefenderGCI then
DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead
@@ -2879,6 +3060,7 @@ do -- AI_A2A_DISPATCHER
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
Defender:Destroy()
self:ParkDefender( Squadron, Defender )
end
end
end -- if DefenderGCI then
@@ -3460,7 +3642,7 @@ do
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
-- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.
-- @param #number GciRadius The radius in meters wherein detected airplanes will GCI.
-- @param #number Resources The amount of resources that will be allocated to each squadron.
-- @param #number ResourceCount The amount of resources that will be allocated to each squadron.
-- @return #AI_A2A_GCICAP
-- @usage
--
@@ -3535,7 +3717,7 @@ do
--
-- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, nil, nil, nil, nil, nil, 30 )
--
function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
local EWRSetGroup = SET_GROUP:New()
EWRSetGroup:FilterPrefixes( EWRPrefixes )
@@ -3589,7 +3771,7 @@ do
end
end
if Templates then
self:SetSquadron( AirbaseName, AirbaseName, Templates, Resources )
self:SetSquadron( AirbaseName, AirbaseName, Templates, ResourceCount )
end
end
@@ -3666,7 +3848,7 @@ do
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
-- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.
-- @param #number GciRadius The radius in meters wherein detected airplanes will GCI.
-- @param #number Resources The amount of resources that will be allocated to each squadron.
-- @param #number ResourceCount The amount of resources that will be allocated to each squadron.
-- @return #AI_A2A_GCICAP
-- @usage
--
@@ -3750,9 +3932,9 @@ do
--
-- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", nil, nil, nil, nil, nil, 30 )
--
function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
if BorderPrefix then
self:SetBorderZone( ZONE_POLYGON:New( BorderPrefix, GROUP:FindByName( BorderPrefix ) ) )

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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
)

View File

@@ -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

View File

@@ -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}.

View File

@@ -409,9 +409,9 @@ do -- SET_BASE
for ObjectID, ObjectData in pairs( self.Set ) do
if NearestObject == nil then
NearestObject = ObjectData
ClosestDistance = PointVec2:DistanceFromVec2( ObjectData:GetVec2() )
ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetVec2() )
else
local Distance = PointVec2:DistanceFromVec2( ObjectData:GetVec2() )
local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetVec2() )
if Distance < ClosestDistance then
NearestObject = ObjectData
ClosestDistance = Distance
@@ -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

View File

@@ -1702,7 +1702,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
-- When spawned in the air, we need to generate a Takeoff Event.
if Takeoff == GROUP.Takeoff.Air then
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 1 )
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 5 )
end
end
@@ -2005,10 +2005,10 @@ end
function SPAWN:InitUnControlled( UnControlled )
self:F2( { self.SpawnTemplatePrefix, UnControlled } )
self.SpawnUnControlled = UnControlled
self.SpawnUnControlled = UnControlled or true
for SpawnGroupID = 1, self.SpawnMaxGroups do
self.SpawnGroups[SpawnGroupID].UnControlled = UnControlled
self.SpawnGroups[SpawnGroupID].UnControlled = self.SpawnUnControlled
end
return self

View File

@@ -57,8 +57,6 @@ do -- UserFlag
--
function USERFLAG:Set( Number ) --R2.3
self:F( { Number = Number } )
trigger.action.setUserFlag( self.UserFlagName, Number )
return self

View File

@@ -286,9 +286,9 @@ do -- DESIGNATE
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
-- * The flashing of the status menu is disabled by default.
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
-- * The method @{#DESIGNATE.SetFlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
--
-- Designate:FlashStatusMenu( true )
-- Designate:SetFlashStatusMenu( true )
--
-- The example will activate the flashing of the status menu for this Designate object.
--
@@ -474,7 +474,7 @@ do -- DESIGNATE
self.Designating = {}
self:SetDesignateName()
self.LaseDuration = 60
self:SetLaseDuration() -- Default is 120 seconds.
self:SetFlashStatusMenu( false )
self:SetFlashDetectionMessages( true )
@@ -677,6 +677,14 @@ do -- DESIGNATE
return self
end
--- Set the lase duration for designations.
-- @param #DESIGNATE self
-- @param #number LaseDuration The time in seconds a lase will continue to hold on target. The default is 120 seconds.
-- @return #DESIGNATE
function DESIGNATE:SetLaseDuration( LaseDuration )
self.LaseDuration = LaseDuration or 120
return self
end
--- Generate an array of possible laser codes.
-- Each new lase will select a code from this table.
@@ -1000,9 +1008,9 @@ do -- DESIGNATE
if string.find( Designating, "L", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, self.LaseDuration, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, self.LaseDuration ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
@@ -1160,10 +1168,10 @@ do -- DESIGNATE
if string.find( self.Designating[Index], "L", 1, true ) == nil then
self.Designating[Index] = self.Designating[Index] .. "L"
self.LaseStart = timer.getTime()
self.LaseDuration = Duration
self:Lasing( Index, Duration, LaserCode )
end
self.LaseStart = timer.getTime()
self.LaseDuration = Duration
self:Lasing( Index, Duration, LaserCode )
end
@@ -1322,7 +1330,7 @@ do -- DESIGNATE
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self:__Lasing( -30, Index, Duration, LaserCodeRequested )
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )
self:SetDesignateMenu()

View File

@@ -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.

View File

@@ -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

View File

@@ -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 )

View File

@@ -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

View File

@@ -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 )

View File

@@ -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

View File

@@ -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

View File

@@ -908,16 +908,23 @@ function UNIT:InAir()
-- Implementation of workaround. The original code is below.
-- This to simulate the landing on buildings.
-- local UnitInAir = DCSUnit:inAir()
local UnitInAir = true
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
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