--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. -- -- === -- -- ### [Demo Missions]() -- -- ### [YouTube Playlist]() -- -- === -- -- ### Author: **FlightControl** -- ### Contributions: -- -- === -- -- @module Cargo.CargoCrate -- @image Cargo_Crates.JPG do -- CARGO_CRATE --- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters. -- @type CARGO_CRATE -- @extends Cargo.Cargo#CARGO_REPRESENTABLE --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. -- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers. -- -- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo: -- -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module. -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module. -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module. -- * AI Ships is planned. -- -- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. -- -- === -- -- @field #CARGO_CRATE CARGO_CRATE = { ClassName = "CARGO_CRATE" } --- CARGO_CRATE Constructor. -- @param #CARGO_CRATE self -- @param Wrapper.Static#STATIC CargoStatic -- @param #string Type -- @param #string Name -- @param #number LoadRadius (optional) -- @param #number NearRadius (optional) -- @return #CARGO_CRATE function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE self:F( { Type, Name, NearRadius } ) self.CargoObject = CargoStatic -- Wrapper.Static#STATIC -- Cargo objects are added to the _DATABASE and SET_CARGO objects. _EVENTDISPATCHER:CreateEventNewCargo( self ) self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) --self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) self:SetEventPriority( 4 ) self.NearRadius = NearRadius or 25 return self end --- @param #CARGO_CRATE self -- @param Core.Event#EVENTDATA EventData function CARGO_CRATE:OnEventCargoDead( EventData ) local Destroyed = false if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then if self.CargoObject:GetName() == EventData.IniUnitName then if not self.NoDestroy then Destroyed = true end end else if self:IsLoaded() then local CarrierName = self.CargoCarrier:GetName() if CarrierName == EventData.IniDCSUnitName then MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll() Destroyed = true self.CargoCarrier:ClearCargo() end end end if Destroyed then self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } ) self:Destroyed() end end --- Enter UnLoaded State. -- @param #CARGO_CRATE self -- @param #string Event -- @param #string From -- @param #string To -- @param Core.Point#POINT_VEC2 function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 ) --self:F( { ToPointVec2, From, Event, To } ) local Angle = 180 local Speed = 10 local Distance = 10 if From == "Loaded" then local StartCoordinate = self.CargoCarrier:GetCoordinate() local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) local CargoDeployCoord = StartCoordinate:Translate( Distance, CargoDeployHeading ) ToPointVec2 = ToPointVec2 or COORDINATE:NewFromVec2( { x= CargoDeployCoord.x, y = CargoDeployCoord.z } ) -- Respawn the group... if self.CargoObject then self.CargoObject:ReSpawnAt( ToPointVec2, 0 ) self.CargoCarrier = nil end end if self.OnUnLoadedCallBack then self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) ) self.OnUnLoadedCallBack = nil end end --- Loaded State. -- @param #CARGO_CRATE self -- @param #string Event -- @param #string From -- @param #string To -- @param Wrapper.Unit#UNIT CargoCarrier function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier ) --self:F( { From, Event, To, CargoCarrier } ) self.CargoCarrier = CargoCarrier -- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects). if self.CargoObject then self:T("Destroying") self.NoDestroy = true self.CargoObject:Destroy( false ) -- Do not generate a remove unit event, because we want to keep the template for later respawn in the database. --local Coordinate = self.CargoObject:GetCoordinate():GetRandomCoordinateInRadius( 50, 20 ) --self.CargoObject:ReSpawnAt( Coordinate, 0 ) end end --- Check if the cargo can be Boarded. -- @param #CARGO_CRATE self function CARGO_CRATE:CanBoard() return false end --- Check if the cargo can be Unboarded. -- @param #CARGO_CRATE self function CARGO_CRATE:CanUnboard() return false end --- Check if the cargo can be sling loaded. -- @param #CARGO_CRATE self function CARGO_CRATE:CanSlingload() return false end --- Check if Cargo Crate is in the radius for the Cargo to be reported. -- @param #CARGO_CRATE self -- @param Core.Point#COORDINATE Coordinate -- @return #boolean true if the Cargo Crate is within the report radius. function CARGO_CRATE:IsInReportRadius( Coordinate ) --self:F( { Coordinate, LoadRadius = self.LoadRadius } ) local Distance = 0 if self:IsUnLoaded() then Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) --self:T( Distance ) if Distance <= self.LoadRadius then return true end end return false end --- Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded. -- @param #CARGO_CRATE self -- @param Core.Point#Coordinate Coordinate -- @return #boolean true if the Cargo Crate is within the loading radius. function CARGO_CRATE:IsInLoadRadius( Coordinate ) --self:F( { Coordinate, LoadRadius = self.NearRadius } ) local Distance = 0 if self:IsUnLoaded() then Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) --self:T( Distance ) if Distance <= self.NearRadius then return true end end return false end --- Get the current Coordinate of the CargoGroup. -- @param #CARGO_CRATE self -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. -- @return #nil There is no valid Cargo in the CargoGroup. function CARGO_CRATE:GetCoordinate() --self:F() return self.CargoObject:GetCoordinate() end --- Check if the CargoGroup is alive. -- @param #CARGO_CRATE self -- @return #boolean true if the CargoGroup is alive. -- @return #boolean false if the CargoGroup is dead. function CARGO_CRATE:IsAlive() local Alive = true -- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive. -- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive. if self:IsLoaded() then Alive = Alive == true and self.CargoCarrier:IsAlive() else Alive = Alive == true and self.CargoObject:IsAlive() end return Alive end --- Route Cargo to Coordinate and randomize locations. -- @param #CARGO_CRATE self -- @param Core.Point#COORDINATE Coordinate function CARGO_CRATE:RouteTo( Coordinate ) self:F( {Coordinate = Coordinate } ) end --- Check if Cargo is near to the Carrier. -- The Cargo is near to the Carrier within NearRadius. -- @param #CARGO_CRATE self -- @param Wrapper.Group#GROUP CargoCarrier -- @param #number NearRadius -- @return #boolean The Cargo is near to the Carrier. -- @return #nil The Cargo is not near to the Carrier. function CARGO_CRATE:IsNear( CargoCarrier, NearRadius ) self:F( {NearRadius = NearRadius } ) return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) end --- Respawn the CargoGroup. -- @param #CARGO_CRATE self function CARGO_CRATE:Respawn() self:F( { "Respawning crate " .. self:GetName() } ) -- Respawn the group... if self.CargoObject then self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event. self:__Reset( -0.1 ) end end --- Respawn the CargoGroup. -- @param #CARGO_CRATE self function CARGO_CRATE:onafterReset() self:F( { "Reset crate " .. self:GetName() } ) -- Respawn the group... if self.CargoObject then self:SetDeployed( false ) self:SetStartState( "UnLoaded" ) self.CargoCarrier = nil -- Cargo objects are added to the _DATABASE and SET_CARGO objects. _EVENTDISPATCHER:CreateEventNewCargo( self ) end end --- Get the transportation method of the Cargo. -- @param #CARGO_CRATE self -- @return #string The transportation method of the Cargo. function CARGO_CRATE:GetTransportationMethod() if self:IsLoaded() then return "for unloading" else if self:IsUnLoaded() then return "for loading" else if self:IsDeployed() then return "delivered" end end end return "" end end