--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo). -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_Cargo_Airplane -- @image AI_Cargo_Dispatching_For_Airplanes.JPG --- @type AI_CARGO_AIRPLANE -- @extends Core.Fsm#FSM_CONTROLLABLE --- Brings a dynamic cargo handling capability for an AI airplane group. -- -- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases. -- -- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- @{Cargo.Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo. -- Please consult the @{Cargo.Cargo} module for more information. -- -- ## Cargo pickup. -- -- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate. -- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash! -- -- ## Cargo deployment. -- -- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate. -- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash! -- -- ## Infantry health. -- -- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield. -- As a result, the unboarding infantry is very _healthy_ every time it unboards. -- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter. -- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed. -- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- time is not so much of an issue ... -- -- -- @field #AI_CARGO_AIRPLANE AI_CARGO_AIRPLANE = { ClassName = "AI_CARGO_AIRPLANE", Coordinate = nil, -- Core.Point#COORDINATE } --- Creates a new AI_CARGO_AIRPLANE object. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Plane used for transportation of cargo. -- @param Core.Set#SET_CARGO CargoSet Cargo set to be transported. -- @return #AI_CARGO_AIRPLANE function AI_CARGO_AIRPLANE:New( Airplane, CargoSet ) local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE self:AddTransition( "*", "Landed", "*" ) self:AddTransition( "*", "Home" , "*" ) self:AddTransition( "*", "Destroyed", "Destroyed" ) --- Pickup Handler OnBefore for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. -- @param #number Speed in km/h for travelling to pickup base. -- @return #boolean --- Pickup Handler OnAfter for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff. -- @param #number Speed Speed in km/h for travelling to pickup base. -- @param #number Height Height in meters to move to the pickup coordinate. -- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up. --- Pickup Trigger for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] Pickup -- @param #AI_CARGO_AIRPLANE self -- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff. -- @param #number Speed Speed in km/h for travelling to pickup base. -- @param #number Height Height in meters to move to the pickup coordinate. -- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up. --- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] __Pickup -- @param #AI_CARGO_AIRPLANE self -- @param #number Delay Delay in seconds. -- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff. -- @param #number Speed Speed in km/h for travelling to pickup base. -- @param #number Height Height in meters to move to the pickup coordinate. -- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up. --- Deploy Handler OnBefore for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo plane. -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. -- @param #number Speed Speed in km/h for travelling to deploy base. -- @return #boolean --- Deploy Handler OnAfter for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff. -- @param #number Speed Speed in km/h for travelling to the deploy base. -- @param #number Height Height in meters to move to the home coordinate. -- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed. --- Deploy Trigger for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] Deploy -- @param #AI_CARGO_AIRPLANE self -- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff. -- @param #number Speed Speed in km/h for travelling to the deploy base. -- @param #number Height Height in meters to move to the home coordinate. -- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed. --- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] __Deploy -- @param #AI_CARGO_AIRPLANE self -- @param #number Delay Delay in seconds. -- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff. -- @param #number Speed Speed in km/h for travelling to the deploy base. -- @param #number Height Height in meters to move to the home coordinate. -- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed. --- On after Loaded event, i.e. triggered when the cargo is inside the carrier. -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo plane. -- @param From -- @param Event -- @param To --- On after Deployed event. -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeployed -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. -- Set carrier. self:SetCarrier( Airplane ) return self end --- Set the Carrier (controllable). Also initializes events for carrier and defines the coalition. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Transport plane. -- @return #AI_CARGO_AIRPLANE self function AI_CARGO_AIRPLANE:SetCarrier( Airplane ) local AICargo = self self.Airplane = Airplane -- Wrapper.Group#GROUP self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self ) self.RoutePickup = false self.RouteDeploy = false Airplane:HandleEvent( EVENTS.Dead ) Airplane:HandleEvent( EVENTS.Hit ) Airplane:HandleEvent( EVENTS.EngineShutdown ) function Airplane:OnEventDead( EventData ) local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" ) self:F({AICargoTroops=AICargoTroops}) if AICargoTroops then self:F({}) if not AICargoTroops:Is( "Loaded" ) then -- There are enemies within combat range. Unload the Airplane. AICargoTroops:Destroyed() end end end function Airplane:OnEventHit( EventData ) local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" ) 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 Airplane. AICargoTroops:Unload() end end end function Airplane:OnEventEngineShutdown( EventData ) AICargo.Relocating = false AICargo:Landed( self.Airplane ) end self.Coalition = self.Airplane:GetCoalition() self:SetControllable( Airplane ) return self end --- Find a free Carrier within a range. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Airbase#AIRBASE Airbase -- @param #number Radius -- @return Wrapper.Group#GROUP NewCarrier function AI_CARGO_AIRPLANE: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_AIRPLANE" ) then local Attributes = NearUnit:GetDesc() self:F({Desc=Attributes}) if NearUnit:HasAttribute( "Trucks" ) then self:SetCarrier( NearUnit ) break end end end end --- On after "Landed" event. Called on engine shutdown and initiates the pickup mission or unloading event. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. -- @param From -- @param Event -- @param To function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To ) self:F({Airplane, From, Event, To}) if Airplane and Airplane:IsAlive()~=nil then -- Aircraft was sent to this airbase to pickup troops. Initiate loadling. if self.RoutePickup == true then self:Load( self.PickupZone ) end -- Aircraft was send to this airbase to deploy troops. Initiate unloading. if self.RouteDeploy == true then self:Unload() self.RouteDeploy = false end end end --- On after "Pickup" event. Routes transport to pickup airbase. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff. -- @param #number Speed Speed in km/h for travelling to pickup base. -- @param #number Height Height in meters to move to the pickup coordinate. -- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up. function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone ) if Airplane and Airplane:IsAlive() then local airbasepickup=Coordinate:GetClosestAirbase() self.PickupZone = PickupZone or ZONE_AIRBASE:New(airbasepickup:GetName()) -- Get closest airbase of current position. local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase() -- Two cases. Aircraft spawned in air or at an airbase. if Airplane:InAir() then self.Airbase=nil --> route will start in air else self.Airbase=ClosestAirbase end -- Set pickup airbase. local Airbase = self.PickupZone:GetAirbase() -- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase. local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate()) if Airplane:InAir() or Dist>500 then -- Route aircraft to pickup airbase. self:Route( Airplane, Airbase, Speed, Height ) -- Set airbase as starting point in the next Route() call. self.Airbase = Airbase -- Aircraft is on a pickup mission. self.RoutePickup = true else -- We are already at the right airbase ==> Landed ==> triggers loading of troops. Is usually called at engine shutdown event. self.RoutePickup=true self:Landed() end self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, self.PickupZone ) end end --- On after Depoly event. Routes plane to the airbase where the troops are deployed. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff. -- @param #number Speed Speed in km/h for travelling to the deploy base. -- @param #number Height Height in meters to move to the home coordinate. -- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed. function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone ) if Airplane and Airplane:IsAlive()~=nil then local Airbase = Coordinate:GetClosestAirbase() if DeployZone then Airbase=DeployZone:GetAirbase() end -- Activate uncontrolled airplane. if Airplane:IsAlive()==false then Airplane:SetCommand({id = 'Start', params = {}}) end -- Route to destination airbase. self:Route( Airplane, Airbase, Speed, Height ) -- Aircraft is on a depoly mission. self.RouteDeploy = true -- Set destination airbase for next :Route() command. self.Airbase = Airbase self:GetParent( self, AI_CARGO_AIRPLANE ).onafterDeploy( self, Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone ) end end --- On after Unload event. Cargo is beeing unloaded, i.e. the unboarding process is started. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed. function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone ) local UnboardInterval = 10 local UnboardDelay = 10 if Airplane and Airplane:IsAlive() then for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do local Cargos = AirplaneUnit:GetCargo() for CargoID, Cargo in pairs( Cargos ) do local Angle = 180 local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees. local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) self:T( { CargoCarrierHeading, CargoDeployHeading } ) local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading ) Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate ) UnboardDelay = UnboardDelay + UnboardInterval Cargo:SetDeployed( true ) self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone ) end end end end --- Route the airplane from one airport or it's current position to another airbase. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Airplane group to be routed. -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase. -- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do. -- @param #number Height Height in meters to move to the Airbase. -- @param #boolean Uncontrolled If true, spawn group in uncontrolled state. function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled ) if Airplane and Airplane:IsAlive() then -- Set takeoff type. local Takeoff = SPAWN.Takeoff.Cold -- Get template of group. local Template = Airplane:GetTemplate() -- Nil check if Template==nil then return end -- Waypoints of the route. local Points={} -- To point. local AirbasePointVec2 = Airbase:GetPointVec2() local ToWaypoint = AirbasePointVec2:WaypointAir( POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8 ) ToWaypoint["airdromeId"] = Airbase:GetID() ToWaypoint["speed_locked"] = true -- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned. if self.Airbase then -- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine. Template.route.points[2] = ToWaypoint -- Respawn group at the current airbase. Airplane:RespawnAtCurrentAirbase(Template, Takeoff, Uncontrolled) else -- From point. local GroupPoint = Airplane:GetVec2() local FromWaypoint = {} FromWaypoint.x = GroupPoint.x FromWaypoint.y = GroupPoint.y FromWaypoint.type = "Turning Point" FromWaypoint.action = "Turning Point" FromWaypoint.speed = Airplane:GetSpeedMax()*0.8 -- The two route points. Points[1] = FromWaypoint Points[2] = ToWaypoint local PointVec3 = Airplane:GetPointVec3() Template.x = PointVec3.x Template.y = PointVec3.z Template.route.points = Points local GroupSpawned = Airplane:Respawn(Template) end end end --- On after Home event. Aircraft will be routed to their home base. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane The cargo plane. -- @param From From state. -- @param Event Event. -- @param To To State. -- @param Core.Point#COORDINATE Coordinate Home place (not used). -- @param #number Speed Speed in km/h to fly to the home airbase (zone). Default is 80% of max possible speed the unit can go. -- @param #number Height Height in meters to move to the home coordinate. -- @param Core.Zone#ZONE_AIRBASE HomeZone The home airbase (zone) where the plane should return to. function AI_CARGO_AIRPLANE:onafterHome(Airplane, From, Event, To, Coordinate, Speed, Height, HomeZone ) if Airplane and Airplane:IsAlive() then -- We are going home! self.RouteHome = true -- Home Base. local HomeBase=HomeZone:GetAirbase() self.Airbase=HomeBase -- Now route the airplane home self:Route( Airplane, HomeBase, Speed, Height ) end end