--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_Cargo_Dispatcher -- @image AI_Cargo_Dispatcher.JPG --- @type AI_CARGO_DISPATCHER -- @extends Core.Fsm#FSM --- A dynamic cargo handling capability for AI groups. -- -- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. -- The AI_CARGO_DISPATCHER module uses the @{Cargo.Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects -- to transport @{Cargo.Cargo} towards several deploy zones. -- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo. -- Please consult the @{Cargo.Cargo} module for more information. -- -- # 1) AI_CARGO_DISPATCHER constructor -- -- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI\_CARGO\_DISPATCHER object. -- -- # 2) AI_CARGO_DISPATCHER is a FSM -- -- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. -- The first column is the **From** state, the second column the **Event**, and the third column the **To** state. -- -- So, each of the rows have the following structure. -- -- * **From** => **Event** => **To** -- -- Important to know is that an event can only be executed if the **current state** is the **From** state. -- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed, -- and the resulting state will be the **To** state. -- -- These are the different possible state transitions of this state machine implementation: -- -- * Idle => Start => Monitoring -- * Monitoring => Monitor => Monitoring -- * Monitoring => Stop => Idle -- -- * Monitoring => Pickup => Monitoring -- * Monitoring => Load => Monitoring -- * Monitoring => Loading => Monitoring -- * Monitoring => Loaded => Monitoring -- * Monitoring => PickedUp => Monitoring -- * Monitoring => Deploy => Monitoring -- * Monitoring => Unload => Monitoring -- * Monitoring => Unloaded => Monitoring -- * Monitoring => Deployed => Monitoring -- * Monitoring => Home => Monitoring -- -- -- ## 2.1) AI_CARGO_DISPATCHER States -- -- * **Monitoring**: The process is dispatching. -- * **Idle**: The process is idle. -- -- ## 2.2) AI_CARGO_DISPATCHER Events -- -- * **Start**: Start the transport process. -- * **Stop**: Stop the transport process. -- * **Monitor**: Monitor and take action. -- -- * **Pickup**: Pickup cargo. -- * **Load**: Load the cargo. -- * **Loading**: The dispatcher is coordinating the loading of a cargo. -- * **Loaded**: Flag that the cargo is loaded. -- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup. -- * **Deploy**: Deploy cargo to a location. -- * **Unload**: Unload the cargo. -- * **Unloaded**: Flag that the cargo is unloaded. -- * **Deployed**: All cargo is unloaded from the carriers in the group. -- * **Home**: A Carrier is going home. -- -- # 3) Enhance your mission scripts with **Tailored** Event Handling! -- -- Use these methods to capture the events and tailor the events with your own code! -- All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code. -- -- In order to properly capture the events, it is mandatory that you execute the following actions using your script: -- -- * Copy / Paste the code section into your script. -- * Change the CLASS literal to the object name you have in your script. -- * Within the function, you can now write your own code! -- * IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, -- but you need to declare them as they are automatically provided by the event handling system of MOOSE. -- -- You can send messages or fire off any other events within the code section. The sky is the limit! -- -- ## 3.1) Tailor the **Pickup** event -- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- Pickup event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location. -- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate. -- -- @param #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 CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, Height, PickupZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.2) Tailor the **Load** event -- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- Load event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. -- function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.3) Tailor the **Loading** event -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- Loading event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object. -- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation. -- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. -- function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.4) Tailor the **Loaded** event -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. -- You can use this event handler to post messages to players, or provide status updates etc. -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. -- -- The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit. -- A CarrierUnit is part of the larger CarrierGroup. -- -- -- --- Loaded event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. -- -- A CarrierUnit can be part of the larger CarrierGroup. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object. -- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation. -- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. -- function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.5) Tailor the **PickedUp** event -- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- PickedUp event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. -- function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.6) Tailor the **Deploy** event -- -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- Deploy event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Point#COORDINATE Coordinate The deploy coordinate. -- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate. -- -- @param #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 CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, Height, DeployZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.7) Tailor the **Unload** event -- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- Unload event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.8) Tailor the **Unloading** event -- -- -- --- UnLoading event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object. -- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation. -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.9) Tailor the **Unloaded** event -- -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- --- Unloaded event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. -- -- A CarrierUnit can be part of the larger CarrierGroup. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object. -- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation. -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- function CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.10) Tailor the **Deployed** event -- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- Deployed event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- function CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone ) -- -- -- Write here your own code. -- -- end -- -- ## 3.11) Tailor the **Home** event -- -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- --- Home event handler OnAfter for CLASS. -- -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. -- -- You can use this event handler to post messages to players, or provide status updates etc. -- -- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo and this event won't be triggered. -- -- @param #CLASS self -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. -- -- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities. -- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate. -- -- @param #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 CLASS:OnAfterHome( From, Event, To, CarrierGroup, Coordinate, Speed, Height, HomeZone ) -- -- -- Write here your own code. -- -- end -- -- -- # 3) Set the pickup parameters. -- -- Several parameters can be set to pickup cargo: -- -- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius. -- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo. -- * @{#AI_CARGO_DISPATCHER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo. -- -- # 4) Set the deploy parameters. -- -- Several parameters can be set to deploy cargo: -- -- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius. -- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo. -- * @{#AI_CARGO_DISPATCHER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo. -- -- # 5) Set the home zone when there isn't any more cargo to pickup. -- -- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup. -- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone. -- -- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command. -- -- === -- -- @field #AI_CARGO_DISPATCHER AI_CARGO_DISPATCHER = { ClassName = "AI_CARGO_DISPATCHER", SetCarrier = nil, DeployZoneSet = nil, AI_Cargo = {}, PickupCargo = {} } --- @field #AI_CARGO_DISPATCHER.AI_Cargo AI_CARGO_DISPATCHER.AI_Cargo = {} --- @field #AI_CARGO_DISPATCHER.PickupCargo AI_CARGO_DISPATCHER.PickupCargo = {} --- Creates a new AI_CARGO_DISPATCHER object. -- @param #AI_CARGO_DISPATCHER self -- @param Core.Set#SET_GROUP SetCarrier -- @param Core.Set#SET_CARGO SetCargo -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- SetCarriers = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart() -- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() -- SetDeployZone = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo ) -- function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo ) local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER self.SetCarrier = SetCarrier -- Core.Set#SET_GROUP self.SetCargo = SetCargo -- Core.Set#SET_CARGO self:SetStartState( "Idle" ) self:AddTransition( "Monitoring", "Monitor", "Monitoring" ) self:AddTransition( "Idle", "Start", "Monitoring" ) self:AddTransition( "Monitoring", "Stop", "Idle" ) self:AddTransition( "Monitoring", "Pickup", "Monitoring" ) self:AddTransition( "Monitoring", "Load", "Monitoring" ) self:AddTransition( "Monitoring", "Loading", "Monitoring" ) self:AddTransition( "Monitoring", "Loaded", "Monitoring" ) self:AddTransition( "Monitoring", "PickedUp", "Monitoring" ) self:AddTransition( "Monitoring", "Transport", "Monitoring" ) self:AddTransition( "Monitoring", "Deploy", "Monitoring" ) self:AddTransition( "Monitoring", "Unload", "Monitoring" ) self:AddTransition( "Monitoring", "Unloading", "Monitoring" ) self:AddTransition( "Monitoring", "Unloaded", "Monitoring" ) self:AddTransition( "Monitoring", "Deployed", "Monitoring" ) self:AddTransition( "Monitoring", "Home", "Monitoring" ) self:SetMonitorTimeInterval( 30 ) self.DeployRadiusInner = 200 self.DeployRadiusOuter = 500 self.PickupCargo = {} self.CarrierHome = {} -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset. function SetCarrier.OnAfterRemoved( SetCarrier, From, Event, To, CarrierName, Carrier ) self:F( { Carrier = Carrier:GetName() } ) self.PickupCargo[Carrier] = nil self.CarrierHome[Carrier] = nil end return self end --- Creates a new AI_CARGO_DISPATCHER object. -- @param #AI_CARGO_DISPATCHER self -- @param Core.Set#SET_GROUP SetCarrier -- @param Core.Set#SET_CARGO SetCargo -- @param Core.Set#SET_ZONE PickupZoneSet -- @param Core.Set#SET_ZONE DeployZoneSet -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- SetCarriers = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart() -- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() -- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone ) -- function AI_CARGO_DISPATCHER:NewWithZones( SetCarrier, SetCargo, PickupZoneSet, DeployZoneSet ) local self = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo ) -- #AI_CARGO_DISPATCHER self.PickupZoneSet = PickupZoneSet self.DeployZoneSet = DeployZoneSet return self end --- Set the monitor time interval. -- @param #AI_CARGO_DISPATCHER self -- @param #number MonitorTimeInterval -- @return #AI_CARGO_DISPATCHER function AI_CARGO_DISPATCHER:SetMonitorTimeInterval( MonitorTimeInterval ) self.MonitorTimeInterval = MonitorTimeInterval return self end --- Set the home zone. -- When there is nothing anymore to pickup, the carriers will go to a random coordinate in this zone. -- They will await here new orders. -- @param #AI_CARGO_DISPATCHER self -- @param Core.Zone#ZONE_BASE HomeZone -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the home coordinate -- local HomeZone = ZONE:New( "Home" ) -- AICargoDispatcher:SetHomeZone( HomeZone ) -- function AI_CARGO_DISPATCHER:SetHomeZone( HomeZone ) self.HomeZone = HomeZone return self end --- Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius. -- This radius is influencing the location where the carrier will land to pickup the cargo. -- There are two aspects that are very important to remember and take into account: -- -- - Ensure that the outer and inner radius are within reporting radius set by the cargo. -- For example, if the cargo has a reporting radius of 400 meters, and the outer and inner radius is set to 500 and 450 respectively, -- then no cargo will be loaded!!! -- - Also take care of the potential cargo position and possible reasons to crash the carrier. This is especially important -- for locations which are crowded with other objects, like in the middle of villages or cities. -- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces. -- -- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone. -- @param #AI_CARGO_DISPATCHER self -- @param #number OuterRadius The outer radius in meters around the cargo coordinate. -- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate. -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters! -- AICargoDispatcher:SetPickupRadius( 500, 300 ) -- function AI_CARGO_DISPATCHER:SetPickupRadius( OuterRadius, InnerRadius ) OuterRadius = OuterRadius or 0 InnerRadius = InnerRadius or OuterRadius self.PickupOuterRadius = OuterRadius self.PickupInnerRadius = InnerRadius return self end --- Set the speed or randomizes the speed in km/h to pickup the cargo. -- @param #AI_CARGO_DISPATCHER self -- @param #number MaxSpeed (optional) The maximum speed to move to the cargo pickup location. -- @param #number MinSpeed The minimum speed to move to the cargo pickup location. -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h. -- AICargoDispatcher:SetPickupSpeed( 200, 100 ) -- function AI_CARGO_DISPATCHER:SetPickupSpeed( MaxSpeed, MinSpeed ) MaxSpeed = MaxSpeed or 999 MinSpeed = MinSpeed or MaxSpeed self.PickupMinSpeed = MinSpeed self.PickupMaxSpeed = MaxSpeed return self end --- Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius. -- This radius is influencing the location where the carrier will land to deploy the cargo. -- There is an aspect that is very important to remember and take into account: -- -- - Take care of the potential cargo position and possible reasons to crash the carrier. This is especially important -- for locations which are crowded with other objects, like in the middle of villages or cities. -- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces. -- -- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone. -- @param #AI_CARGO_DISPATCHER self -- @param #number OuterRadius The outer radius in meters around the cargo coordinate. -- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate. -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters! -- AICargoDispatcher:SetDeployRadius( 500, 300 ) -- function AI_CARGO_DISPATCHER:SetDeployRadius( OuterRadius, InnerRadius ) OuterRadius = OuterRadius or 0 InnerRadius = InnerRadius or OuterRadius self.DeployOuterRadius = OuterRadius self.DeployInnerRadius = InnerRadius return self end --- Sets or randomizes the speed in km/h to deploy the cargo. -- @param #AI_CARGO_DISPATCHER self -- @param #number MaxSpeed The maximum speed to move to the cargo deploy location. -- @param #number MinSpeed (optional) The minimum speed to move to the cargo deploy location. -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h. -- AICargoDispatcher:SetDeploySpeed( 200, 100 ) -- function AI_CARGO_DISPATCHER:SetDeploySpeed( MaxSpeed, MinSpeed ) MaxSpeed = MaxSpeed or 999 MinSpeed = MinSpeed or MaxSpeed self.DeployMinSpeed = MinSpeed self.DeployMaxSpeed = MaxSpeed return self end --- Set the height or randomizes the height in meters to fly and pickup the cargo. The default height is 200 meters. -- @param #AI_CARGO_DISPATCHER self -- @param #number MaxHeight (optional) The maximum height to fly to the cargo pickup location. -- @param #number MinHeight (optional) The minimum height to fly to the cargo pickup location. -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the minimum pickup fly height to be 50 meters and the maximum height to be 200 meters. -- AICargoDispatcherHelicopter:SetPickupHeight( 200, 50 ) -- function AI_CARGO_DISPATCHER:SetPickupHeight( MaxHeight, MinHeight ) MaxHeight = MaxHeight or 200 MinHeight = MinHeight or MaxHeight self.PickupMinHeight = MinHeight self.PickupMaxHeight = MaxHeight return self end --- Set the height or randomizes the height in meters to fly and deploy the cargo. The default height is 200 meters. -- @param #AI_CARGO_DISPATCHER self -- @param #number MaxHeight (optional) The maximum height to fly to the cargo deploy location. -- @param #number MinHeight (optional) The minimum height to fly to the cargo deploy location. -- @return #AI_CARGO_DISPATCHER -- @usage -- -- -- Create a new cargo dispatcher -- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetCarrier, SetCargo, SetDeployZone ) -- -- -- Set the minimum deploy fly height to be 50 meters and the maximum height to be 200 meters. -- AICargoDispatcherHelicopter:SetDeployHeight( 200, 50 ) -- function AI_CARGO_DISPATCHER:SetDeployHeight( MaxHeight, MinHeight ) MaxHeight = MaxHeight or 200 MinHeight = MinHeight or MaxHeight self.DeployMinHeight = MinHeight self.DeployMaxHeight = MaxHeight return self end --- The Start trigger event, which actually takes action at the specified time interval. -- @param #AI_CARGO_DISPATCHER self function AI_CARGO_DISPATCHER:onafterMonitor() 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] --- 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 -- 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 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 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 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 ) end end end end end self:__Monitor( self.MonitorTimeInterval ) end --- Start event handler OnBefore for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStart -- @param #AI_CARGO_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Start event handler OnAfter for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStart -- @param #AI_CARGO_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To --- Start Trigger for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] Start -- @param #AI_CARGO_DISPATCHER self --- Start Asynchronous Trigger for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] __Start -- @param #AI_CARGO_DISPATCHER self -- @param #number Delay function AI_CARGO_DISPATCHER:onafterStart( From, Event, To ) self:__Monitor( -1 ) end --- Stop event handler OnBefore for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] OnBeforeStop -- @param #AI_CARGO_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Stop event handler OnAfter for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterStop -- @param #AI_CARGO_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To --- Stop Trigger for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] Stop -- @param #AI_CARGO_DISPATCHER self --- Stop Asynchronous Trigger for AI_CARGO_DISPATCHER -- @function [parent=#AI_CARGO_DISPATCHER] __Stop -- @param #AI_CARGO_DISPATCHER self -- @param #number Delay --- Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default. -- @param #AI_CARGO_DISPATCHER self -- @param From -- @param Event -- @param To -- @param Wrapper.Group#GROUP Carrier -- @param Cargo.Cargo#CARGO Cargo -- @return #AI_CARGO_DISPATCHER function AI_CARGO_DISPATCHER:onafterTransport( From, Event, To, Carrier, Cargo ) if self.DeployZoneSet then if self.AI_Cargo[Carrier]:IsTransporting() == true then local DeployZone = self.DeployZoneSet:GetRandomZone() local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius ) self.AI_Cargo[Carrier]:__Deploy( 0.1, DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ), math.random( self.DeployMinHeight, self.DeployMaxHeight ), DeployZone ) end end self:F( { Carrier = Carrier:GetName(), PickupCargo = self.PickupCargo } ) self.PickupCargo[Carrier] = nil end