--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo). -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI_Cargo_Helicopter --- @type AI_CARGO_HELICOPTER -- @extends Core.Fsm#FSM_CONTROLLABLE --- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE} -- -- === -- -- @field #AI_CARGO_HELICOPTER AI_CARGO_HELICOPTER = { ClassName = "AI_CARGO_HELICOPTER", Coordinate = nil -- Core.Point#COORDINATE, } --- Creates a new AI_CARGO_HELICOPTER object. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param Core.Set#SET_CARGO CargoSet -- @param #number CombatRadius -- @return #AI_CARGO_HELICOPTER function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet ) local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP self:SetStartState( "Unloaded" ) self:AddTransition( "Unloaded", "Pickup", "*" ) self:AddTransition( "Loaded", "Deploy", "*" ) self:AddTransition( "Unloaded", "Load", "Boarding" ) self:AddTransition( "Boarding", "Board", "Boarding" ) self:AddTransition( "Boarding", "Loaded", "Loaded" ) self:AddTransition( "Loaded", "Unload", "Unboarding" ) self:AddTransition( "Unboarding", "Unboard", "Unboarding" ) self:AddTransition( "Unboarding", "Unloaded", "Unloaded" ) self:AddTransition( "*", "Landed", "*" ) self:AddTransition( "*", "Destroyed", "Destroyed" ) --- Pickup Handler OnBefore for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate -- @return #boolean --- Pickup Handler OnAfter for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate --- Pickup Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] Pickup -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate --- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] __Pickup -- @param #AI_CARGO_HELICOPTER self -- @param #number Delay -- @param Core.Point#COORDINATE Coordinate --- Deploy Handler OnBefore for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate -- @return #boolean --- Deploy Handler OnAfter for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate --- Deploy Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] Deploy -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate --- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] __Deploy -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate -- @param #number Delay self:SetCarrier( Helicopter ) return self end --- Set the Carrier. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @return #AI_CARGO_HELICOPTER function AI_CARGO_HELICOPTER:SetCarrier( Helicopter ) local AICargo = self self.Helicopter = Helicopter -- Wrapper.Group#GROUP self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self ) self.RoutePickup = false self.RouteDeploy = false Helicopter:HandleEvent( EVENTS.Dead ) Helicopter:HandleEvent( EVENTS.Hit ) Helicopter:HandleEvent( EVENTS.Land ) function Helicopter:OnEventDead( EventData ) local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" ) self:F({AICargoTroops=AICargoTroops}) if AICargoTroops then self:F({}) if not AICargoTroops:Is( "Loaded" ) then -- There are enemies within combat range. Unload the Helicopter. AICargoTroops:Destroyed() end end end function Helicopter:OnEventHit( EventData ) local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" ) if AICargoTroops then self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } ) if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then -- There are enemies within combat range. Unload the Helicopter. AICargoTroops:Unload() end end end function Helicopter:OnEventLand( EventData ) AICargo:Landed() end self.Coalition = self.Helicopter:GetCoalition() self:SetControllable( Helicopter ) return self end --- Find a free Carrier within a range. -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate -- @param #number Radius -- @return Wrapper.Group#GROUP NewCarrier function AI_CARGO_HELICOPTER:FindCarrier( Coordinate, Radius ) local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius ) CoordinateZone:Scan( { Object.Category.UNIT } ) for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do local NearUnit = UNIT:Find( DCSUnit ) self:F({NearUnit=NearUnit}) if not NearUnit:GetState( NearUnit, "AI_CARGO_HELICOPTER" ) then local Attributes = NearUnit:GetDesc() self:F({Attributes=Attributes}) if NearUnit:HasAttribute( "Trucks" ) then return NearUnit:GetGroup() end end end return nil end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate -- @param #number Speed function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To ) if Helicopter and Helicopter:IsAlive() then if self.RoutePickup == true then self:Load( Helicopter:GetPointVec2() ) self.RoutePickup = false end if self.RouteDeploy == true then self:Unload() self.RouteDeploy = false end end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate -- @param #number Speed function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed ) if Helicopter and Helicopter:IsAlive() then self.RoutePickup = true local Route = {} --- Calculate the target route point. local CoordinateFrom = Helicopter:GetCoordinate() local CoordinateTo = Coordinate --- Create a route point of type air. local WaypointFrom = CoordinateFrom:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true ) --- Create a route point of type air. local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true ) Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointTo --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... Helicopter:WayPointInitialize( Route ) local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) -- Now route the helicopter Helicopter:Route( Route, 0.5 ) end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate -- @param #number Speed function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed ) if Helicopter and Helicopter:IsAlive() then self.RouteDeploy = true local Route = {} --- Calculate the target route point. local CoordinateFrom = Helicopter:GetCoordinate() local CoordinateTo = Coordinate --- Create a route point of type air. local WaypointFrom = CoordinateFrom:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true ) --- Create a route point of type air. local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true ) Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointTo --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... Helicopter:WayPointInitialize( Route ) local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) -- Now route the helicopter Helicopter:Route( Route, 0.5 ) end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To, Coordinate ) local Boarding = false if Helicopter and Helicopter:IsAlive() then self.BoardingCount = 0 if Helicopter and Helicopter:IsAlive() then self.Helicopter_Cargo = {} for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT for _, Cargo in pairs( self.CargoSet:GetSet() ) do local Cargo = Cargo -- Cargo.Cargo#CARGO self:F( { IsUnLoaded = Cargo:IsUnLoaded() } ) if Cargo:IsUnLoaded() then if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then self:F( { "In radius", HelicopterUnit:GetName() } ) --Cargo:Ungroup() Cargo:Board( HelicopterUnit, 25 ) self:__Board( 1, Cargo ) Boarding = true -- So now this APCUnit has Cargo that is being loaded. -- This will be used further in the logic to follow and to check cargo status. self.Helicopter_Cargo[HelicopterUnit] = Cargo break end end end end end end return Boarding end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To ) if Helicopter and Helicopter:IsAlive() then self:F({ IsLoaded = self.Cargo:IsLoaded() } ) if not self.Cargo:IsLoaded() then self:__Board( 10 ) else self:__Loaded( 1 ) end end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To ) local Loaded = true if Helicopter and Helicopter:IsAlive() then for HelicopterUnit, Cargo in pairs( self.APC_Cargo ) do local Cargo = Cargo -- Cargo.Cargo#CARGO self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } ) if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then Loaded = false end end end return Loaded end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To ) if Helicopter and Helicopter:IsAlive() then for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do Cargo:UnBoard() self:__Unboard( 10, Cargo ) end end end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To ) if Helicopter and Helicopter:IsAlive() then if not self.Cargo:IsUnLoaded() then self:__Unboard( 10 ) else self:__Unloaded( 1 ) end end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To ) local AllUnloaded = true --Cargo:Regroup() if Helicopter and Helicopter:IsAlive() then for _, CargoCheck in pairs( self.CargoSet:GetSet() ) do local CargoCheck = CargoCheck -- Cargo.Cargo#CARGO self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } ) if CargoCheck:IsUnLoaded() == false then AllUnloaded = false break end end if AllUnloaded == true then self.Helicopter = Helicopter self.Helicopter_Cargo = {} end end self:F( { AllUnloaded = AllUnloaded } ) return AllUnloaded end