--- **Tasking** - Base class to model tasks for players to transport cargo. -- -- ## Features: -- -- * TASK_CARGO is the **base class** for: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} -- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR} -- -- -- === -- -- ## Test Missions: -- -- Test missions can be located on the main GITHUB site. -- -- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Dispatching) -- -- === -- -- ## Tasking system. -- -- #### If you are not yet aware what the MOOSE tasking system is about, read FIRST the explanation on the @{Tasking.Task} module. -- -- === -- -- ## Context of cargo tasking. -- -- The Moose framework provides various CARGO classes that allow DCS physical or logical objects to be transported or sling loaded by Carriers. -- The CARGO_ classes, as part of the MOOSE core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units. -- -- The TASK_CARGO class is not meant to use within your missions as a mission designer. It is a base class, and other classes are derived from it. -- -- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. -- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. -- -- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description. -- So please browse further below to understand how to use it from a player perspective! -- -- === -- -- ## Cargo tasking from a player perspective. -- -- A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J). -- The player needs to accept the task from the task overview list within the mission, using the menus. -- -- Once the task is assigned to the player and accepted by the player, the player will obtain -- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported. -- -- Each @{Cargo.Cargo} object has a certain state: -- -- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported. -- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle. -- * **Boarding**: The cargo is running or moving towards your Carrier for loading. -- * **UnBoarding**: The cargo is driving or jumping out of your Carrier and moves to a location in the Deployment Zone. -- -- Cargo must be transported towards different Deployment @{Core.Zone}s. -- -- The Cargo Menu system allows to execute **various actions** to transport the cargo. -- In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed. -- Depending on the location of your Carrier unit, the menu options will vary. -- -- ### Joining a Cargo Transport Task -- -- Once you've joined a task, using the **Join Planned Task Menu**, -- you can Pickup cargo from a pickup location and Deploy cargo in deployment zones, using the **Task Action Menu**. -- -- ### Task Action Menu. -- -- When a player has joined a **`CARGO`** task (type), for that player only, -- it's **Task Action Menu** will show an additional menu options. -- -- From within this menu, you will be able to route to a cargo location, deploy zone, and load/unload cargo. -- -- ### Pickup cargo by Boarding, Loading and Sling Loading. -- -- There are three different ways how cargo can be picked up: -- -- - **Boarding**: Moveable cargo (like infantry or vehicles), can be boarded, that means, the cargo will move towards your carrier to board. -- However, it can only execute the boarding actions if it is within the foreseen **Reporting Range**. -- Therefore, it is important that you steer your Carrier within the Reporting Range around the cargo, -- so that boarding actions can be executed on the cargo. The reporting range is set by the mission designer. -- Fortunately, the cargo is reporting to you when it is within reporting range. -- -- - **Loading**: Stationary cargo (like crates), which are heavy, can only be loaded or sling loaded, meaning, -- your carrier must be close enough to the cargo to be able to load the cargo within the carrier bays. -- Moose provides you with an additional menu system to load stationary cargo into your carrier bays using the menu. -- These menu options will become available, when the carrier is within loading range. -- The Moose cargo will report to the carrier when the range is close enough. The load range is set by the mission designer. -- -- - **Sling Loading**: Stationary cargo (like crates), which are heavy, can only be loaded or sling loaded, meaning, -- your carrier must be close enough to the cargo to be able to load the cargo within the carrier bays. -- Sling loading cargo is done using the default DCS menu system. However, Moose cargo will report to the carrier that -- it is within sling loading range. -- -- In order to be able to pickup cargo, you'll need to know where the cargo is located, right? -- -- Fortunately, if your Carrier is not within the reporting range of the cargo, -- **the HQ can help to route you to the locations of cargo**. -- -- ![Task_Types](../Tasking/Task_Cargo_Main_Menu.JPG) -- -- Use the task action menu to receive HQ help for this. -- -- ![Task_Types](../Tasking/Task_Cargo_Action_Menu.JPG) -- -- Depending on the location within the battlefield, the task action menu will contain **Route options** that can be selected -- to start the HQ sending you routing messages. -- The **route options will vary**, depending on the position of your carrier, and the location of the cargo and the deploy zones. -- Note that the route options will **only be created** for cargo that is **in scope of your cargo transportation task**, -- so there may be other cargo objects within the DCS simulation, but if those belong to other cargo transportations tasks, -- then no routing options will be shown for these cargo. -- This is done to ensure that **different teams** have a **defined scope** for defined cargo, and that **multiple teams** can join -- **multiple tasks**, transporting cargo **simultaneously** in a **cooperation**. -- -- In this example, there is a menu option to **Route to pickup cargo...**. -- Use this menu to route towards cargo locations for pickup into your carrier. -- -- ![Task_Types](../Tasking/Task_Cargo_Types_Menu.JPG) -- -- When you select this menu, you'll see a new menu listing the different cargo types that are out there in the dcs simulator. -- These cargo types are symbolic names that are assigned by the mission designer, like oil, liquid, engineers, food, workers etc. -- MOOSE has introduced this concept to allow mission designers to make different cargo types for different purposes. -- Only the creativity of the mission designer limits now the things that can be done with cargo ... -- Okay, let's continue ..., and let's select Oil ... -- -- When selected, the HQ will send you routing messages. -- -- ![Task_Types](../Tasking/Task_Cargo_Routing_BR.JPG) -- -- An example of routing in BR mode. -- -- Note that the coordinate display format in the message can be switched between LL DMS, LL DDM, MGRS and BR. -- -- ![Task_Types](../Tasking/Main_Settings.JPG) -- -- Use the @{Core.Settings} menu to change your display format preferences. -- -- ![Task_Types](../Tasking/Settings_A2G_Coordinate.JPG) -- -- There you can change the display format to another format that suits your need. -- Because cargo transportation is Air 2 Ground oriented, you need to select the A2G coordinate format display options. -- Note that the main settings menu contains much more -- options to control your display formats, like switch to metric and imperial, or change the duration of the display messages. -- -- ![Task_Types](../Tasking/Task_Cargo_Routing_LL.JPG) -- -- Here I changed the routing display format to LL DMS. -- -- One important thing to know, is that the routing messages will flash at regular time intervals. -- When using BR coordinate display format, the **distance and angle will change accordingly** from your carrier position and the location of the cargo. -- -- Another important note is the routing towards deploy zones. -- These routing options will only be shown, when your carrier bays have cargo loaded. -- So, only when there is something to be deployed from your carrier, the deploy options will be shown. -- -- #### Pickup Cargo. -- -- In order to pickup cargo, use the **task action menu** to **route to a specific cargo**. -- When a cargo route is selected, the HQ will send you routing messages indicating the location of the cargo. -- -- Upon arrival at the cargo, and when the cargo is within **reporting range**, the cargo will contact you and **further instructions will be given**. -- -- - When your Carrier is airborne, you will receive instructions to land your Carrier. -- The action will not be completed until you've landed your Carrier. -- -- - For ground carriers, you can just drive to the optimal cargo board or load position. -- -- It takes a bit of skill to land a helicopter near a cargo to be loaded, but that is part of the game, isn't it? -- Expecially when you are landing in a "hot" zone, so when cargo is under immediate threat of fire. -- -- #### Board Cargo (infantry). -- -- ![](../Tasking/Boarding_Ready.png) -- -- If your Carrier is within the **Reporting Range of the cargo**, and the cargo is **moveable**, the **cargo can be boarded**! -- This type of cargo will be most of the time be infantry. -- -- ![](../Tasking/Boarding_Menu.png) -- -- A **Board cargo...** sub menu has appeared, because your carrier is in boarding range of the cargo (infantry). -- Select the **Board cargo...** menu. -- -- ![](../Tasking/Boarding_Menu_Engineers.png) -- -- Any cargo that can be boarded (thus movable cargo), within boarding range of the carrier, will be listed here! -- In this example, the cargo **Engineers** can be boarded, by selecting the menu option. -- -- ![](../Tasking/Boarding_Started.png) -- -- After the menu option to board the cargo has been selected, the boarding process is started. -- A message from the cargo is communicated to the pilot, that boarding is started. -- -- ![](../Tasking/Boarding_Ongoing.png) -- -- **The pilot must wait at the exact position until all cargo has been boarded!** -- -- The moveable cargo will run in formation to your carrier, and will board one by one, depending on the near range set by the mission designer. -- The near range as added because carriers can be large or small, depending on the object size of the carrier. -- -- ![](../Tasking/Boarding_In_Progress.png) -- -- ![](../Tasking/Boarding_Almost_Done.png) -- -- Note that multiple units may need to board your Carrier, so it is required to await the full boarding process. -- -- ![](../Tasking/Boarding_Done.png) -- -- Once the cargo is fully boarded within your Carrier, you will be notified of this. -- -- **Remarks:** -- -- * For airborne Carriers, it is required to land first before the Boarding process can be initiated. -- If during boarding the Carrier gets airborne, the boarding process will be cancelled. -- * The carrier must remain stationary when the boarding sequence has started until further notified. -- -- #### Load Cargo. -- -- Cargo can be loaded into vehicles or helicopters or airplanes, as long as the carrier is sufficiently near to the cargo object. -- -- ![](../Tasking/Loading_Ready.png) -- -- If your Carrier is within the **Loading Range of the cargo**, thus, sufficiently near to the cargo, and the cargo is **stationary**, the **cargo can be loaded**, but not boarded! -- -- ![](../Tasking/Loading_Menu.png) -- -- Select the task action menu and now a **Load cargo...** sub menu will be listed. -- Select the **Load cargo...** sub menu, and a further detailed menu will be shown. -- -- ![](../Tasking/Loading_Menu_Crate.png) -- -- For each non-moveable cargo object (crates etc), **within loading range of the carrier**, the cargo will be listed and can be loaded into the carrier! -- -- ![](../Tasking/Loading_Cargo_Loaded.png) -- -- Once the cargo is loaded within your Carrier, you will be notified of this. -- -- **Remarks:** -- -- * For airborne Carriers, it is required to **land first right near the cargo**, before the loading process can be initiated. -- As stated, this requires some pilot skills :-) -- -- #### Sling Load Cargo (helicopters only). -- -- If your Carrier is within the **Loading Range of the cargo**, and the cargo is **stationary**, the **cargo can also be sling loaded**! -- Note that this is only possible for helicopters. -- -- To sling load cargo, there is no task action menu required. Just follow the normal sling loading procedure and the cargo will report. -- Use the normal DCS sling loading menu system to hook the cargo you the cable attached on your helicopter. -- -- Again note that you may land firstly right next to the cargo, before the loading process can be initiated. -- As stated, this requires some pilot skills :-) -- -- -- ### Deploy cargo by Unboarding, Unloading and Sling Deploying. -- -- #### **Deploying the relevant cargo within deploy zones, will make you achieve cargo transportation tasks!!!** -- -- There are two different ways how cargo can be deployed: -- -- - **Unboarding**: Moveable cargo (like infantry or vehicles), can be unboarded, that means, -- the cargo will step out of the carrier and will run to a group location. -- Moose provides you with an additional menu system to unload stationary cargo from the carrier bays, -- using the menu. These menu options will become available, when the carrier is within the deploy zone. -- -- - **Unloading**: Stationary cargo (like crates), which are heavy, can only be unloaded or sling loaded. -- Moose provides you with an additional menu system to unload stationary cargo from the carrier bays, -- using the menu. These menu options will become available, when the carrier is within the deploy zone. -- -- - **Sling Deploying**: Stationary cargo (like crates), which are heavy, can also be sling deployed. -- Once the cargo is within the deploy zone, the cargo can be deployed from the sling onto the ground. -- -- In order to be able to deploy cargo, you'll need to know where the deploy zone is located, right? -- Fortunately, the HQ can help to route you to the locations of deploy zone. -- Use the task action menu to receive HQ help for this. -- -- ![](../Tasking/Routing_Deploy_Zone_Menu.png) -- -- Depending on the location within the battlefield, the task action menu will contain **Route options** that can be selected -- to start the HQ sending you routing messages. Also, if the carrier cargo bays contain cargo, -- then beside **Route options** there will also be **Deploy options** listed. -- These **Deploy options** are meant to route you to the deploy zone locations. -- -- ![](../Tasking/Routing_Deploy_Zone_Menu_Workplace.png) -- -- Depending on the task that you have selected, the deploy zones will be listed. -- **There may be multiple deploy zones within the mission, but only the deploy zones relevant for your task will be available in the menu!** -- -- ![](../Tasking/Routing_Deploy_Zone_Message.png) -- -- When a routing option is selected, you are sent routing messages in a selected coordinate format. -- Possible routing coordinate formats are: Bearing Range (BR), Lattitude Longitude (LL) or Military Grid System (MGRS). -- Note that for LL, there are two sub formats. (See pickup). -- -- ![](../Tasking/Routing_Deploy_Zone_Arrived.png) -- -- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone! -- -- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile. -- ![Task_Types](../Tasking/Task_Cargo_Settings.JPG) -- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination. -- -- #### Unboard Cargo. -- -- If your carrier contains cargo, and the cargo is **moveable**, the **cargo can be unboarded**! -- You can only unload cargo if there is cargo within your cargo bays within the carrier. -- -- ![](../Tasking/Unboarding_Menu.png) -- -- Select the task action menu and now an **Unboard cargo...** sub menu will be listed! -- Again, this option will only be listed if there is a non moveable cargo within your cargo bays. -- -- ![](../Tasking/Unboarding_Menu_Engineers.png) -- -- Now you will see a menu option to unload the non-moveable cargo. -- In this example, you can unload the **Engineers** that was loaded within your carrier cargo bays. -- Depending on the cargo loaded within your cargo bays, you will see other options here! -- Select the relevant menu option from the cargo unload menu, and the cargo will unloaded from your carrier. -- -- ![](../Tasking/Unboarding_Started.png) -- -- **The cargo will step out of your carrier and will move towards a grouping point.** -- When the unboarding process has started, you will be notified by a message to your carrier. -- -- ![](../Tasking/Unboarding_In_Progress.png) -- -- The moveable cargo will unboard one by one, so note that multiple units may need to unboard your Carrier, -- so it is required to await the full completion of the unboarding process. -- -- ![](../Tasking/Unboarding_Done.png) -- -- Once the cargo is fully unboarded from your carrier, you will be notified of this. -- -- **Remarks:** -- -- * For airborne carriers, it is required to land first before the unboarding process can be initiated. -- If during unboarding the Carrier gets airborne, the unboarding process will be cancelled. -- * Once the moveable cargo is unboarded, they will start moving towards a specified gathering point. -- * The moveable cargo will send a message to your carrier with unboarding status updates. -- -- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!** -- -- #### Unload Cargo. -- -- If your carrier contains cargo, and the cargo is **stationary**, the **cargo can be unloaded**, but not unboarded! -- You can only unload cargo if there is cargo within your cargo bays within the carrier. -- -- ![](../Tasking/Unloading_Menu.png) -- -- Select the task action menu and now an **Unload cargo...** sub menu will be listed! -- Again, this option will only be listed if there is a non moveable cargo within your cargo bays. -- -- ![](../Tasking/Unloading_Menu_Crate.png) -- -- Now you will see a menu option to unload the non-moveable cargo. -- In this example, you can unload the **Crate** that was loaded within your carrier cargo bays. -- Depending on the cargo loaded within your cargo bays, you will see other options here! -- Select the relevant menu option from the cargo unload menu, and the cargo will unloaded from your carrier. -- -- ![](../Tasking/Unloading_Done.png) -- -- Once the cargo is unloaded fom your Carrier, you may be notified of this, when there is a truck near to the cargo. -- If there is no truck near to the unload area, no message will be sent to your carrier! -- -- **Remarks:** -- -- * For airborne Carriers, it is required to land first, before the unloading process can be initiated. -- * A truck must be near the unload area to get messages to your carrier of the unload event! -- * Unloading is only for non-moveable cargo. -- * The non-moveable cargo must be within your cargo bays, or no unload option will be available. -- -- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!** -- -- -- #### Sling Deploy Cargo (helicopters only). -- -- If your Carrier is within the **deploy zone**, and the cargo is **stationary**, the **cargo can also be sling deploying**! -- Note that this is only possible for helicopters. -- -- To sling deploy cargo, there is no task action menu required. Just follow the normal sling deploying procedure. -- -- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!** -- -- ## Cargo tasking from a mission designer perspective. -- -- Please consult the documentation how to implement the derived classes of SET_CARGO in: -- -- - @{Tasking.Task_CARGO#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective. -- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective. -- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective. -- -- -- # Developer Note -- -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Therefore, this class is considered to be deprecated -- -- === -- -- ### Author: **FlightControl** -- -- ### Contributions: -- -- === -- -- @module Tasking.Task_CARGO -- @image MOOSE.JPG do -- TASK_CARGO --- @type TASK_CARGO -- @extends Tasking.Task#TASK --- Model tasks for players to transport Cargo. -- -- This models the process of a flexible transporation tasking system of cargo. -- -- # 1) A flexible tasking system. -- -- The TASK_CARGO classes provide you with a flexible tasking sytem, -- that allows you to transport cargo of various types between various locations -- and various dedicated deployment zones. -- -- The cargo in scope of the TASK\_CARGO classes must be explicitly given, and is of type SET\_CARGO. -- The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission. -- -- # 2) Cargo Tasking from a mission designer perspective. -- -- A cargo task is governed by a @{Tasking.Mission} object. Tasks are of different types. -- The @{#TASK} object is used or derived by more detailed tasking classes that will implement the task execution mechanisms -- and goals. -- -- ## 2.1) Derived cargo task classes. -- -- The following TASK_CARGO classes are derived from @{#TASK}. -- -- TASK -- TASK_CARGO -- TASK_CARGO_TRANSPORT -- TASK_CARGO_CSAR -- -- ### 2.1.1) Cargo Tasks -- -- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. -- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. -- -- ## 2.2) Handle TASK_CARGO Events ... -- -- The TASK_CARGO classes define @{Cargo} transport tasks, -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- -- ### 2.2.1) Boarding events. -- -- Specific Cargo event can be captured, that allow to trigger specific actions! -- -- * **Boarded**: Triggered when the Cargo has been Boarded into your Carrier. -- * **UnBoarded**: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone. -- -- ### 2.2.2) Loading events. -- -- Specific Cargo event can be captured, that allow to trigger specific actions! -- -- * **Loaded**: Triggered when the Cargo has been Loaded into your Carrier. -- * **UnLoaded**: Triggered when the cargo has been Unloaded from your Carrier and has arrived at the Deployment Zone. -- -- ### 2.2.2) Standard TASK_CARGO Events -- -- The TASK_CARGO is implemented using a @{Core.Fsm#FSM_TASK}, and has the following standard statuses: -- -- * **None**: Start of the process. -- * **Planned**: The cargo task is planned. -- * **Assigned**: The cargo task is assigned to a @{Wrapper.Group#GROUP}. -- * **Success**: The cargo task is successfully completed. -- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. -- -- -- -- === -- -- @field #TASK_CARGO TASK_CARGO = { ClassName = "TASK_CARGO", } --- Instantiates a new TASK_CARGO. -- @param #TASK_CARGO self -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. -- @param #string TaskType The type of Cargo task. -- @param #string TaskBriefing The Cargo Task briefing. -- @return #TASK_CARGO self function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_CARGO self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType}) self.SetCargo = SetCargo self.TaskType = TaskType self.SmokeColor = SMOKECOLOR.Red self.CargoItemCount = {} -- Map of Carriers having a cargo item count to check the cargo loading limits. self.CargoLimit = 10 self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value self:AddTransition( "*", "CargoDeployed", "*" ) --- CargoDeployed Handler OnBefore for TASK_CARGO -- @function [parent=#TASK_CARGO] OnBeforeCargoDeployed -- @param #TASK_CARGO self -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. -- @return #boolean --- CargoDeployed Handler OnAfter for TASK_CARGO -- @function [parent=#TASK_CARGO] OnAfterCargoDeployed -- @param #TASK_CARGO self -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. -- @usage -- -- -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone. -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) -- -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) -- -- -- Here we add the task. We name the task "Build a Workplace". -- -- We provide the CargoSetWorkmaterials, and a briefing as the 2nd and 3rd parameter. -- -- The :AddTransportTask() returns a Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object, which we keep as a reference for further actions. -- -- The WorkplaceTask holds the created and returned Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object. -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) -- -- -- Here we set a TransportDeployZone. We use the WorkplaceTask as the reference, and provide a ZONE object. -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) -- -- Helos = { SPAWN:New( "Helicopters 1" ), SPAWN:New( "Helicopters 2" ), SPAWN:New( "Helicopters 3" ), SPAWN:New( "Helicopters 4" ), SPAWN:New( "Helicopters 5" ) } -- EnemyHelos = { SPAWN:New( "Enemy Helicopters 1" ), SPAWN:New( "Enemy Helicopters 2" ), SPAWN:New( "Enemy Helicopters 3" ) } -- -- -- This is our worker method! So when a cargo is deployed within a deployment zone, this method will be called. -- -- By example we are spawning here a random friendly helicopter and a random enemy helicopter. -- function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) -- Helos[ math.random(1,#Helos) ]:Spawn() -- EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn() -- end self:AddTransition( "*", "CargoPickedUp", "*" ) --- CargoPickedUp Handler OnBefore for TASK_CARGO -- @function [parent=#TASK_CARGO] OnBeforeCargoPickedUp -- @param #TASK_CARGO self -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @return #boolean --- CargoPickedUp Handler OnAfter for TASK_CARGO -- @function [parent=#TASK_CARGO] OnAfterCargoPickedUp -- @param #TASK_CARGO self -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. local Fsm = self:GetUnitProcess() -- Fsm:SetStartState( "Planned" ) -- -- Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } ) Fsm:AddTransition( { "Planned", "Assigned", "Cancelled", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Loaded", "UnLoaded", "Landed", "Boarding" }, "SelectAction", "*" ) Fsm:AddTransition( "*", "RouteToPickup", "RoutingToPickup" ) Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup", Cancelled = "CancelRouteToPickup" } ) Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" ) Fsm:AddTransition( "Cancelled", "CancelRouteToPickup", "Cancelled" ) Fsm:AddTransition( "*", "RouteToDeploy", "RoutingToDeploy" ) Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy", Cancelled = "CancelRouteToDeploy" } ) Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" ) Fsm:AddTransition( "Cancelled", "CancelRouteToDeploy", "Cancelled" ) Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy", "Landing" }, "Land", "Landing" ) Fsm:AddTransition( "Landing", "Landed", "Landed" ) Fsm:AddTransition( "*", "PrepareBoarding", "AwaitBoarding" ) Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" ) Fsm:AddTransition( "Boarding", "Boarded", "Boarded" ) Fsm:AddTransition( "*", "Load", "Loaded" ) Fsm:AddTransition( "*", "PrepareUnBoarding", "AwaitUnBoarding" ) Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" ) Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" ) Fsm:AddTransition( "*", "Unload", "Unloaded" ) Fsm:AddTransition( "*", "Planned", "Planned" ) Fsm:AddTransition( "Deployed", "Success", "Success" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Failed", "Fail", "Failed" ) ---- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param #TASK_CARGO Task function Fsm:OnAfterAssigned( TaskUnit, Task ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:SelectAction() end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param #TASK_CARGO Task function Fsm:onafterSelectAction( TaskUnit, Task ) local TaskUnitName = TaskUnit:GetName() local MenuTime = Task:InitTaskControlMenu( TaskUnit ) local MenuControl = Task:GetTaskControlMenu( TaskUnit ) Task.SetCargo:ForEachCargo( --- @param Cargo.Cargo#CARGO Cargo function( Cargo ) if Cargo:IsAlive() then -- if Task:is( "RoutingToPickup" ) then -- MENU_GROUP_COMMAND:New( -- TaskUnit:GetGroup(), -- "Cancel Route " .. Cargo.Name, -- MenuControl, -- self.MenuRouteToPickupCancel, -- self, -- Cargo -- ):SetTime(MenuTime) -- end --self:F( { CargoUnloaded = Cargo:IsUnLoaded(), CargoLoaded = Cargo:IsLoaded(), CargoItemCount = CargoItemCount } ) local TaskGroup = TaskUnit:GetGroup() if Cargo:IsUnLoaded() then local CargoBayFreeWeight = TaskUnit:GetCargoBayFreeWeight() local CargoWeight = Cargo:GetWeight() self:F({CargoBayFreeWeight=CargoBayFreeWeight}) -- Only when there is space within the bay to load the next cargo item! if CargoBayFreeWeight > CargoWeight then if Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then local NotInDeployZones = true for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do if Cargo:IsInZone( DeployZone ) then NotInDeployZones = false end end if NotInDeployZones then if not TaskUnit:InAir() then if Cargo:CanBoard() == true then if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then Cargo:Report( "Ready for boarding.", "board", TaskUnit:GetGroup() ) local BoardMenu = MENU_GROUP:New( TaskGroup, "Board cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, BoardMenu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() else Cargo:Report( "Board at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() .. "." ), "reporting", TaskUnit:GetGroup() ) end else if Cargo:CanLoad() == true then if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then Cargo:Report( "Ready for loading.", "load", TaskUnit:GetGroup() ) local LoadMenu = MENU_GROUP:New( TaskGroup, "Load cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, LoadMenu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() else Cargo:Report( "Load at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() ) .. " within " .. Cargo.NearRadius .. ".", "reporting", TaskUnit:GetGroup() ) end else --local Cargo = Cargo -- Cargo.CargoSlingload#CARGO_SLINGLOAD if Cargo:CanSlingload() == true then if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then Cargo:Report( "Ready for sling loading.", "slingload", TaskUnit:GetGroup() ) local SlingloadMenu = MENU_GROUP:New( TaskGroup, "Slingload cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, SlingloadMenu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() else Cargo:Report( "Slingload at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() ) .. ".", "reporting", TaskUnit:GetGroup() ) end end end end else Cargo:ReportResetAll( TaskUnit:GetGroup() ) end end else if not Cargo:IsDeployed() == true then local RouteToPickupMenu = MENU_GROUP:New( TaskGroup, "Route to pickup cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) --MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, RouteToPickupMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() Cargo:ReportResetAll( TaskUnit:GetGroup() ) if Cargo:CanBoard() == true then if not Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then local BoardMenu = MENU_GROUP:New( TaskGroup, "Board cargo", RouteToPickupMenu ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, BoardMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() end else if Cargo:CanLoad() == true then if not Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then local LoadMenu = MENU_GROUP:New( TaskGroup, "Load cargo", RouteToPickupMenu ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, LoadMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() end else --local Cargo = Cargo -- Cargo.CargoSlingload#CARGO_SLINGLOAD if Cargo:CanSlingload() == true then if not Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then local SlingloadMenu = MENU_GROUP:New( TaskGroup, "Slingload cargo", RouteToPickupMenu ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, SlingloadMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() end end end end end end end -- Cargo in deployzones are flagged as deployed. for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do if Cargo:IsInZone( DeployZone ) then Task:I( { CargoIsDeployed = Task.CargoDeployed and "true" or "false" } ) if Cargo:IsDeployed() == false then Cargo:SetDeployed( true ) -- Now we call a callback method to handle the CargoDeployed event. Task:I( { CargoIsAlive = Cargo:IsAlive() and "true" or "false" } ) if Cargo:IsAlive() then Task:CargoDeployed( TaskUnit, Cargo, DeployZone ) end end end end end if Cargo:IsLoaded() == true and Cargo:IsLoadedInCarrier( TaskUnit ) == true then if not TaskUnit:InAir() then if Cargo:CanUnboard() == true then local UnboardMenu = MENU_GROUP:New( TaskGroup, "Unboard cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, UnboardMenu, self.MenuUnboardCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() else if Cargo:CanUnload() == true then local UnloadMenu = MENU_GROUP:New( TaskGroup, "Unload cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, UnloadMenu, self.MenuUnloadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() end end end end -- Deployzones are optional zones that can be selected to request routing information. for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do if not Cargo:IsInZone( DeployZone ) then local RouteToDeployMenu = MENU_GROUP:New( TaskGroup, "Route to deploy cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Zone " .. DeployZoneName, RouteToDeployMenu, self.MenuRouteToDeploy, self, DeployZone ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() end end end end ) Task:RefreshTaskControlMenu( TaskUnit, MenuTime, "Cargo" ) self:__SelectAction( -1 ) end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param #TASK_CARGO Task function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) --local MenuControl = Task:GetTaskControlMenu( TaskUnit ) --MenuControl:Remove() end function Fsm:MenuBoardCargo( Cargo ) self:__PrepareBoarding( 1.0, Cargo ) end function Fsm:MenuLoadCargo( Cargo ) self:__Load( 1.0, Cargo ) end function Fsm:MenuUnboardCargo( Cargo, DeployZone ) self:__PrepareUnBoarding( 1.0, Cargo, DeployZone ) end function Fsm:MenuUnloadCargo( Cargo, DeployZone ) self:__Unload( 1.0, Cargo, DeployZone ) end function Fsm:MenuRouteToPickup( Cargo ) self:__RouteToPickup( 1.0, Cargo ) end function Fsm:MenuRouteToDeploy( DeployZone ) self:__RouteToDeploy( 1.0, DeployZone ) end --- --#TASK_CAROG_TRANSPORT self --#Wrapper.Unit#UNIT --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task -- @param From -- @param Event -- @param To -- @param Core.Cargo#CARGO Cargo function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if Cargo:IsAlive() then self.Cargo = Cargo -- Cargo.Cargo#CARGO Task:SetCargoPickup( self.Cargo, TaskUnit ) self:__RouteToPickupPoint( -0.1 ) end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterArriveAtPickup( TaskUnit, Task ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if self.Cargo:IsAlive() then if TaskUnit:IsAir() then Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() ) self:__Land( -0.1, "Pickup" ) else self:__SelectAction( -0.1 ) end end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterCancelRouteToPickup( TaskUnit, Task ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) Task:GetMission():GetCommandCenter():MessageToGroup( "Cancelled routing to Cargo " .. self.Cargo:GetName(), TaskUnit:GetGroup() ) self:__SelectAction( -0.1 ) end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:F( DeployZone ) self.DeployZone = DeployZone Task:SetDeployZone( self.DeployZone, TaskUnit ) self:__RouteToDeployZone( -0.1 ) end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterArriveAtDeploy( TaskUnit, Task ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if TaskUnit:IsAir() then Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() ) self:__Land( -0.1, "Deploy" ) else self:__SelectAction( -0.1 ) end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterCancelRouteToDeploy( TaskUnit, Task ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) Task:GetMission():GetCommandCenter():MessageToGroup( "Cancelled routing to deploy zone " .. self.DeployZone:GetName(), TaskUnit:GetGroup() ) self:__SelectAction( -0.1 ) end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if Action == "Pickup" then if self.Cargo:IsAlive() then if self.Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then if TaskUnit:InAir() then self:__Land( -10, Action ) else Task:GetMission():GetCommandCenter():MessageToGroup( "Landed at pickup location...", TaskUnit:GetGroup() ) self:__Landed( -0.1, Action ) end else self:__RouteToPickup( -0.1, self.Cargo ) end end else if TaskUnit:IsAlive() then if TaskUnit:IsInZone( self.DeployZone ) then if TaskUnit:InAir() then self:__Land( -10, Action ) else Task:GetMission():GetCommandCenter():MessageToGroup( "Landed at deploy zone " .. self.DeployZone:GetName(), TaskUnit:GetGroup() ) self:__Landed( -0.1, Action ) end else self:__RouteToDeploy( -0.1, self.Cargo ) end end end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if Action == "Pickup" then if self.Cargo:IsAlive() then if self.Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then if TaskUnit:InAir() then self:__Land( -0.1, Action ) else self:__SelectAction( -0.1 ) end else self:__RouteToPickup( -0.1, self.Cargo ) end end else if TaskUnit:IsAlive() then if TaskUnit:IsInZone( self.DeployZone ) then if TaskUnit:InAir() then self:__Land( -10, Action ) else self:__SelectAction( -0.1 ) end else self:__RouteToDeploy( -0.1, self.Cargo ) end end end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if Cargo and Cargo:IsAlive() then self:__Board( -0.1, Cargo ) end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterBoard( TaskUnit, Task, From, Event, To, Cargo ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) function Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess ) self:F({From, Event, To, TaskUnit, TaskProcess }) TaskProcess:__Boarded( 0.1, self ) end if Cargo:IsAlive() then if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then if TaskUnit:InAir() then --- ABORT the boarding. Split group if any and go back to select action. else Cargo:MessageToGroup( "Boarding ...", TaskUnit:GetGroup() ) if not Cargo:IsBoarding() then Cargo:Board( TaskUnit, nil, self ) end end else --self:__ArriveAtCargo( -0.1 ) end end end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterBoarded( TaskUnit, Task, From, Event, To, Cargo ) local TaskUnitName = TaskUnit:GetName() self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) Cargo:MessageToGroup( "Boarded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() ) self:__Load( -0.1, Cargo ) end --- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterLoad( TaskUnit, Task, From, Event, To, Cargo ) local TaskUnitName = TaskUnit:GetName() self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) if not Cargo:IsLoaded() then Cargo:Load( TaskUnit ) end Cargo:MessageToGroup( "Loaded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() ) TaskUnit:AddCargo( Cargo ) Task:CargoPickedUp( TaskUnit, Cargo ) self:SelectAction( -1 ) end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task -- @param From -- @param Event -- @param To -- @param Cargo -- @param Core.Zone#ZONE_BASE DeployZone function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo } ) self.Cargo = Cargo self.DeployZone = nil -- Check if the Cargo is at a deployzone... If it is, provide it as a parameter! if Cargo:IsAlive() then for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do if Cargo:IsInZone( DeployZone ) then self.DeployZone = DeployZone -- Core.Zone#ZONE_BASE break end end self:__UnBoard( -0.1, Cargo, self.DeployZone ) end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task -- @param From -- @param Event -- @param To -- @param Cargo -- @param Core.Zone#ZONE_BASE DeployZone function Fsm:onafterUnBoard( TaskUnit, Task, From, Event, To, Cargo, DeployZone ) self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo, DeployZone } ) function self.Cargo:OnEnterUnLoaded( From, Event, To, DeployZone, TaskProcess ) self:F({From, Event, To, DeployZone, TaskProcess }) TaskProcess:__UnBoarded( -0.1 ) end if self.Cargo:IsAlive() then self.Cargo:MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup() ) if DeployZone then self.Cargo:UnBoard( DeployZone:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) else self.Cargo:UnBoard( TaskUnit:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterUnBoarded( TaskUnit, Task ) local TaskUnitName = TaskUnit:GetName() self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) self.Cargo:MessageToGroup( "UnBoarded cargo " .. self.Cargo:GetName(), TaskUnit:GetGroup() ) self:Unload( self.Cargo ) end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterUnload( TaskUnit, Task, From, Event, To, Cargo, DeployZone ) local TaskUnitName = TaskUnit:GetName() self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) if not Cargo:IsUnLoaded() then if DeployZone then Cargo:UnLoad( DeployZone:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) else Cargo:UnLoad( TaskUnit:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) end end TaskUnit:RemoveCargo( Cargo ) Cargo:MessageToGroup( "Unloaded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() ) self:Planned() self:__SelectAction( 1 ) end return self end --- Set a limit on the amount of cargo items that can be loaded into the Carriers. -- @param #TASK_CARGO self -- @param CargoLimit Specifies a number of cargo items that can be loaded in the helicopter. -- @return #TASK_CARGO function TASK_CARGO:SetCargoLimit( CargoLimit ) self.CargoLimit = CargoLimit return self end ---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green function TASK_CARGO:SetSmokeColor(SmokeColor) -- Makes sure Coloe is set if SmokeColor == nil then self.SmokeColor = SMOKECOLOR.Red -- Make sure a default color is exist elseif type(SmokeColor) == "number" then self:F2(SmokeColor) if SmokeColor > 0 and SmokeColor <=5 then -- Make sure number is within ragne, assuming first enum is one self.SmokeColor = SMOKECOLOR.SmokeColor end end end --@return SmokeColor function TASK_CARGO:GetSmokeColor() return self.SmokeColor end --- @param #TASK_CARGO self function TASK_CARGO:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end --- @param #TASK_CARGO self -- @return Core.Set#SET_CARGO The Cargo Set. function TASK_CARGO:GetCargoSet() return self.SetCargo end --- @param #TASK_CARGO self -- @return #list The Deployment Zones. function TASK_CARGO:GetDeployZones() return self.DeployZones end --- @param #TASK_CARGO self -- @param AI.AI_Cargo#AI_CARGO Cargo The cargo. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit ) self:F({Cargo, TaskUnit}) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local MenuTime = self:InitTaskControlMenu( TaskUnit ) local MenuControl = self:GetTaskControlMenu( TaskUnit ) local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT ActRouteCargo:Reset() ActRouteCargo:SetCoordinate( Cargo:GetCoordinate() ) ActRouteCargo:SetRange( Cargo:GetLoadRadius() ) ActRouteCargo:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Cargo " .. Cargo:GetName(), MenuControl, MenuTime, "Cargo" ) ActRouteCargo:Start() return self end --- @param #TASK_CARGO self -- @param Core.Zone#ZONE DeployZone -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local MenuTime = self:InitTaskControlMenu( TaskUnit ) local MenuControl = self:GetTaskControlMenu( TaskUnit ) local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE ActRouteDeployZone:Reset() ActRouteDeployZone:SetZone( DeployZone ) ActRouteDeployZone:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Deploy Zone" .. DeployZone:GetName(), MenuControl, MenuTime, "Cargo" ) ActRouteDeployZone:Start() return self end --- @param #TASK_CARGO self -- @param Core.Zone#ZONE DeployZone -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit ) self.DeployZones[DeployZone:GetName()] = DeployZone return self end --- @param #TASK_CARGO self -- @param Core.Zone#ZONE DeployZone -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit ) self.DeployZones[DeployZone:GetName()] = nil return self end --- @param #TASK_CARGO self -- @param #list DeployZones -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit ) for DeployZoneID, DeployZone in pairs( DeployZones or {} ) do self.DeployZones[DeployZone:GetName()] = DeployZone end return self end --- @param #TASK_CARGO self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. function TASK_CARGO:GetTargetZone( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE return ActRouteTarget:GetZone() end --- Set a score when progress is made. -- @param #TASK_CARGO self -- @param #string Text The text to display to the player, when there is progress on the task goals. -- @param #number Score The score in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetScoreOnProgress( Text, Score, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score ) return self end --- Set a score when success is achieved. -- @param #TASK_CARGO self -- @param #string Text The text to display to the player, when the task goals have been achieved. -- @param #number Score The score in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScore( "Success", Text, Score ) return self end --- Set a penalty when the task goals have failed.. -- @param #TASK_CARGO self -- @param #string Text The text to display to the player, when the task goals has failed. -- @param #number Penalty The penalty in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetScoreOnFail( Text, Penalty, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScore( "Failed", Text, Penalty ) return self end function TASK_CARGO:SetGoalTotal() self.GoalTotal = self.SetCargo:Count() end function TASK_CARGO:GetGoalTotal() return self.GoalTotal end --- @param #TASK_CARGO self function TASK_CARGO:UpdateTaskInfo() if self:IsStatePlanned() or self:IsStateAssigned() then self.TaskInfo:AddTaskName( 0, "MSOD" ) self.TaskInfo:AddCargoSet( self.SetCargo, 10, "SOD", true ) local Coordinates = {} for CargoName, Cargo in pairs( self.SetCargo:GetSet() ) do local Cargo = Cargo -- Cargo.Cargo#CARGO if not Cargo:IsLoaded() then Coordinates[#Coordinates+1] = Cargo:GetCoordinate() end end self.TaskInfo:AddCoordinates( Coordinates, 1, "M" ) end end function TASK_CARGO:ReportOrder( ReportGroup ) return 0 end --- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection. -- @param #TASK_CARGO self -- @param #number AutoAssignMethod The method to be applied to the task. -- @param Wrapper.Group#GROUP TaskGroup The player group. function TASK_CARGO:GetAutoAssignPriority( AutoAssignMethod, TaskGroup ) if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then return math.random( 1, 9 ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then return 0 elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then return 1 end return 0 end end