--- **AI** -- (R2.3) - 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 --- Implements the transportation of cargo by airplanes. -- -- @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, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_AIRPLANE 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_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 plane. -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. -- @param #number Speed in km/h for travelling to pickup base. --- Pickup Trigger for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] Pickup -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. -- @param #number Speed in km/h for travelling to pickup base. --- 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 Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. -- @param #number Speed in km/h for travelling to pickup base. --- 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 -- @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. --- Deploy Trigger for AI_CARGO_AIRPLANE -- @function [parent=#AI_CARGO_AIRPLANE] Deploy -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. -- @param #number Speed Speed in km/h for travelling to deploy base. --- 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 Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. -- @param #number Speed Speed in km/h for travelling to deploy base. --- 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 -- Set carrier. self:SetCarrier( Airplane ) return self end function AI_CARGO_AIRPLANE:IsTransporting() return self.Transporting == true end function AI_CARGO_AIRPLANE:IsRelocating() return self.Relocating == true 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 ) self:F("Calling") 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}) self:F({IsAlive=Airplane:IsAlive()}) self:F({RoutePickup=self.RoutePickup}) if Airplane and Airplane:IsAlive() then -- Aircraft was sent to this airbase to pickup troops. Initiate loadling. if self.RoutePickup == true then self:Load( Airplane:GetPointVec2() ) self.RoutePickup = false 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 Wrapper.Airbase#AIRBASE Airbase Airbase where the troops as picked up. -- @param #number Speed in km/h for travelling to pickup base. function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Speed ) if Airplane and Airplane:IsAlive() then -- 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 if Airplane:InAir() or Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())>100 then -- Route aircraft to pickup airbase. self:Route( Airplane, Airbase, Speed ) -- Set airbase as starting point in the next Route() call. self.Airbase = Airbase -- Aircraft is on a pickup mission. self.RoutePickup = true -- Unclear!? self.Transporting = true self.Relocating = false else -- We are already at the right airbase ==> Landed ==> triggers loading of troops. Is usually called at engine shutdown event. self:Landed() end 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 Wrapper.Airbase#AIRBASE Airbase Airbase where troups should be deployed. -- @param #number Speed Speed in km/h for travelling to deploy base. function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Airbase, Speed ) if Airplane and Airplane:IsAlive()~=nil then -- Activate uncontrolled airplane. if Airplane:IsAlive()==false then Airplane:SetCommand({id = 'Start', params = {}}) end -- Route to destination airbase. self:Route( Airplane, Airbase, Speed ) -- Aircraft is on a depoly mission. self.RouteDeploy = true -- Set destination airbase for next :Route() command. self.Airbase = Airbase -- Unclear?! self.Transporting = false self.Relocating = false end end --- On after Load event. Checks if cargo is inside the load radius and if so starts the boarding process. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Transport plane. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Point#COORDINATE Coordinate Place where the cargo is guided to if it is inside the load radius. function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate ) if Airplane and Airplane:IsAlive()~=nil then for _, Cargo in pairs( self.CargoSet:GetSet() ) do self:F({Cargo:GetName()}) local InRadius = Cargo:IsInLoadRadius( Coordinate ) if InRadius then self:__Board( 5 ) Cargo:Board( Airplane, 25 ) self.Cargo = Cargo break end end end end --- On after Board event. Cargo is inside the load radius and boarding is performed. -- @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. function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To ) if Airplane and Airplane:IsAlive() then self:F({ IsLoaded = self.Cargo:IsLoaded() } ) if not self.Cargo:IsLoaded() then self:__Board( 10 ) else self:__Loaded( 1 ) end end end --- On after Loaded event. Cargo is inside the carrier and ready to be transported. -- @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. function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To ) env.info("FF troops loaded into cargo plane") if Airplane and Airplane:IsAlive() then 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. function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To ) if Airplane and Airplane:IsAlive() then self.Cargo:UnBoard() self:__Unboard( 10 ) end end --- On after Unboard event. Checks if unboarding process is finished. -- @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. function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To ) if Airplane and Airplane:IsAlive() then if not self.Cargo:IsUnLoaded() then self:__Unboard( 10 ) else self:__Unloaded( 1 ) end end end --- On after Unloaded event. Cargo has been unloaded, i.e. the unboarding process is finished. -- @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. function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To ) if Airplane and Airplane:IsAlive() then self.Airplane = Airplane 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 #boolean Uncontrolled If true, spawn group in uncontrolled state. function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Uncontrolled ) if Airplane and Airplane:IsAlive()~=nil 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