--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo). -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_Cargo_Helicopter -- @image AI_Cargo_Dispatching_For_Helicopters.JPG --- @type AI_CARGO_HELICOPTER -- @extends Core.Fsm#FSM_CONTROLLABLE --- # AI\_CARGO\_TROOPS class, extends @{Core.Fsm#FSM_CONTROLLABLE} -- -- === -- -- @field #AI_CARGO_HELICOPTER AI_CARGO_HELICOPTER = { ClassName = "AI_CARGO_HELICOPTER", Coordinate = nil -- Core.Point#COORDINATE, } AI_CARGO_QUEUE = {} --- Creates a new AI_CARGO_HELICOPTER object. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param Core.Set#SET_CARGO CargoSet -- @return #AI_CARGO_HELICOPTER function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet ) local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 ) 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( "*", "Queue", "*" ) self:AddTransition( "*", "Orbit" , "*" ) self:AddTransition( "*", "Home" , "*" ) self:AddTransition( "*", "Destroyed", "Destroyed" ) --- Pickup Handler OnBefore for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate -- @return #boolean --- Pickup Handler OnAfter for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate --- Pickup Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] Pickup -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate --- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] __Pickup -- @param #AI_CARGO_HELICOPTER self -- @param #number Delay -- @param Core.Point#COORDINATE Coordinate --- Deploy Handler OnBefore for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate -- @return #boolean --- Deploy Handler OnAfter for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy -- @param #AI_CARGO_HELICOPTER self -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Point#COORDINATE Coordinate --- Deploy Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] Deploy -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate --- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER -- @function [parent=#AI_CARGO_HELICOPTER] __Deploy -- @param #AI_CARGO_HELICOPTER self -- @param Core.Point#COORDINATE Coordinate -- @param #number Delay -- We need to capture the Crash events for the helicopters. -- The helicopter reference is used in the semaphore AI_CARGO_QUEUE. -- So, we need to unlock this when the helo is not anymore ... Helicopter:HandleEvent( EVENTS.Crash, function( Helicopter, EventData ) AI_CARGO_QUEUE[Helicopter] = nil end ) -- We need to capture the Land events for the helicopters. -- The helicopter reference is used in the semaphore AI_CARGO_QUEUE. -- So, we need to unlock this when the helo has landed, which can be anywhere ... -- But only free the landing coordinate after 1 minute, to ensure that all helos have left. Helicopter:HandleEvent( EVENTS.Land, function( Helicopter, EventData ) self:ScheduleOnce( 60, function( Helicopter ) AI_CARGO_QUEUE[Helicopter] = nil end, Helicopter ) end ) self:SetCarrier( Helicopter ) return self end function AI_CARGO_HELICOPTER:IsTransporting() return self.Transporting == true end function AI_CARGO_HELICOPTER:IsRelocating() return self.Relocating == true end --- Set the Carrier. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @return #AI_CARGO_HELICOPTER function AI_CARGO_HELICOPTER:SetCarrier( Helicopter ) local AICargo = self self.Helicopter = Helicopter -- Wrapper.Group#GROUP self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self ) self.RoutePickup = false self.RouteDeploy = false Helicopter:HandleEvent( EVENTS.Dead ) Helicopter:HandleEvent( EVENTS.Hit ) Helicopter:HandleEvent( EVENTS.Land ) function Helicopter:OnEventDead( EventData ) local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" ) self:F({AICargoTroops=AICargoTroops}) if AICargoTroops then self:F({}) if not AICargoTroops:Is( "Loaded" ) then -- There are enemies within combat range. Unload the Helicopter. AICargoTroops:Destroyed() end end end function Helicopter:OnEventLand( EventData ) AICargo:Landed() end self.Coalition = self.Helicopter:GetCoalition() self:SetControllable( Helicopter ) return self end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To ) Helicopter:F( { Name = Helicopter:GetName() } ) if Helicopter and Helicopter:IsAlive() then -- S_EVENT_LAND is directly called in two situations: -- 1 - When the helo lands normally on the ground. -- 2 - when the helo is hit and goes RTB or even when it is destroyed. -- For point 2, this is an issue, the infantry may not unload in this case! -- So we check if the helo is on the ground, and velocity< 5. -- Only then the infantry can unload (and load too, for consistency)! self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } ) if self.RoutePickup == true then if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then self:Load( Helicopter:GetPointVec2() ) self.RoutePickup = false self.Relocating = true end end if self.RouteDeploy == true then if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then self:Unload( true ) self.RouteDeploy = false self.Transporting = false self.Relocating = false end end end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate -- @param #number Speed function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed ) local HelicopterInZone = false if Helicopter and Helicopter:IsAlive() == true then local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() ) if Distance > 2000 then self:__Queue( -10, Coordinate ) else local ZoneFree = true for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS if ZoneQueue:IsCoordinateInZone( Coordinate ) then ZoneFree = false end end self:F({ZoneFree=ZoneFree}) if ZoneFree == true then local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 ) AI_CARGO_QUEUE[Helicopter] = ZoneQueue local Route = {} -- local CoordinateFrom = Helicopter:GetCoordinate() -- local WaypointFrom = CoordinateFrom:WaypointAir( -- "RADIO", -- POINT_VEC3.RoutePointType.TurningPoint, -- POINT_VEC3.RoutePointAction.TurningPoint, -- Speed, -- true -- ) -- Route[#Route+1] = WaypointFrom local CoordinateTo = Coordinate local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true ) Route[#Route+1] = WaypointTo local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) Route[#Route+1] = WaypointTo -- Now route the helicopter Helicopter:Route( Route, 0 ) else self:__Queue( -10, Coordinate ) end end else AI_CARGO_QUEUE[Helicopter] = nil end end --- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate -- @param #number Speed function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate ) if Helicopter and Helicopter:IsAlive() then if not self:IsTransporting() then local Route = {} -- local CoordinateFrom = Helicopter:GetCoordinate() -- local WaypointFrom = CoordinateFrom:WaypointAir( -- "RADIO", -- POINT_VEC3.RoutePointType.TurningPoint, -- POINT_VEC3.RoutePointAction.TurningPoint, -- Speed, -- true -- ) -- Route[#Route+1] = WaypointFrom local CoordinateTo = Coordinate local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true ) Route[#Route+1] = WaypointTo local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) Route[#Route+1] = WaypointTo -- Now route the helicopter Helicopter:Route( Route, 0 ) end end end --- On Before event Load. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event -- @param #string To To state. function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To) local Boarding = false if Helicopter and Helicopter:IsAlive() then self.BoardingCount = 0 if Helicopter and Helicopter:IsAlive() then self.Helicopter_Cargo = {} for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT for _, Cargo in pairs( self.CargoSet:GetSet() ) do local Cargo = Cargo -- Cargo.Cargo#CARGO self:F( { IsUnLoaded = Cargo:IsUnLoaded() } ) if Cargo:IsUnLoaded() then if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then self:F( { "In radius", HelicopterUnit:GetName() } ) --Cargo:Ungroup() Cargo:Board( HelicopterUnit, 25 ) self:__Board( 1, Cargo ) Boarding = true -- So now this APCUnit has Cargo that is being loaded. -- This will be used further in the logic to follow and to check cargo status. self.Helicopter_Cargo[HelicopterUnit] = Cargo break end end end end end end return Boarding end --- On after Board event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Cargo.Cargo#CARGO Cargo Cargo object. function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo ) self:F( { Helicopter, From, Event, To, Cargo } ) if Helicopter and Helicopter:IsAlive() then self:F({ IsLoaded = Cargo:IsLoaded() } ) if not Cargo:IsLoaded() then self:__Board( 10, Cargo ) else self:__Loaded( 1, Cargo ) end end end --- On before Land event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Cargo.Cargo#CARGO Cargo Cargo object. -- @return #boolean Cargo is loaded. function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo ) self:F( { Helicopter, From, Event, To, Cargo } ) local Loaded = true if Helicopter and Helicopter:IsAlive() then for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do local Cargo = Cargo -- Cargo.Cargo#CARGO self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } ) if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then Loaded = false end end end return Loaded end --- On after Unload event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event. -- @param #boolean Deployed Cargo is deployed. function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deployed ) if Helicopter and Helicopter:IsAlive() then for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do Cargo:UnBoard() Cargo:SetDeployed( true ) self:__Unboard( 10, Cargo, Deployed ) end end end end --- On after Unboard event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Cargo.Cargo#CARGO Cargo Cargo object. -- @param #boolean Deployed Cargo is deployed. function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, Deployed ) if Helicopter and Helicopter:IsAlive() then if not Cargo:IsUnLoaded() then self:__Unboard( 10, Cargo, Deployed ) else self:__Unloaded( 1, Cargo, Deployed ) end end end --- On before Unloaded event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Cargo.Cargo#CARGO Cargo Cargo object. -- @param #boolean Deployed Cargo is deployed. -- @return #boolean True if all cargo has been unloaded. function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Cargo, Deployed ) self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } ) local AllUnloaded = true --Cargo:Regroup() if Helicopter and Helicopter:IsAlive() then for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do local CargoCheck = self.Helicopter_Cargo[HelicopterUnit] -- Cargo.Cargo#CARGO if CargoCheck then self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } ) if CargoCheck:IsUnLoaded() == false then AllUnloaded = false break end end end if AllUnloaded == true then if Deployed == true then for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do local Cargo = Cargo -- Cargo.Cargo#CARGO end self.Helicopter_Cargo = {} end self.Helicopter = Helicopter end end self:F( { AllUnloaded = AllUnloaded } ) return AllUnloaded end --- On after Unloaded event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Cargo.Cargo#CARGO Cargo Cargo object. -- @param #boolean Deployed Cargo is deployed. function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, Deployed ) self:Orbit( Helicopter:GetCoordinate(), 50 ) -- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first. self:ScheduleOnce( 30, function( Helicopter ) AI_CARGO_QUEUE[Helicopter] = nil end, Helicopter ) end --- On after Pickup event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate Pickup place. -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed ) if Helicopter and Helicopter:IsAlive() ~= nil then Helicopter:Activate() self.RoutePickup = true Coordinate.y = math.random( 50, 500 ) local _speed=Speed or Helicopter:GetSpeedMax()*0.5 local Route = {} --- Calculate the target route point. local CoordinateFrom = Helicopter:GetCoordinate() local CoordinateTo = Coordinate --- Create a route point of type air. local WaypointFrom = CoordinateFrom:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true ) --- Create a route point of type air. local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true ) Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointTo --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... Helicopter:WayPointInitialize( Route ) local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) Route[#Route+1] = WaypointTo -- Now route the helicopter Helicopter:Route( Route, 1 ) self.Transporting = true end end --- Depoloy function and queue. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP AICargoHelicopter -- @param Core.Point#COORDINATE Coordinate Coordinate function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate ) AICargoHelicopter:__Queue( -10, Coordinate, 100 ) end --- On after Deploy event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed ) if Helicopter and Helicopter:IsAlive() ~= nil then self.RouteDeploy = true local Route = {} --- Calculate the target route point. Coordinate.y = math.random( 50, 500 ) local _speed=Speed or Helicopter:GetSpeedMax()*0.5 --- Create a route point of type air. local CoordinateFrom = Helicopter:GetCoordinate() local WaypointFrom = CoordinateFrom:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true ) Route[#Route+1] = WaypointFrom Route[#Route+1] = WaypointFrom --- Create a route point of type air. local CoordinateTo = Coordinate local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true ) Route[#Route+1] = WaypointTo Route[#Route+1] = WaypointTo --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... Helicopter:WayPointInitialize( Route ) local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate ) Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) ) --Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) Route[#Route+1] = WaypointTo -- Now route the helicopter Helicopter:Route( Route, 0 ) end end --- On after Home event. -- @param #AI_CARGO_HELICOPTER self -- @param Wrapper.Group#GROUP Helicopter -- @param From -- @param Event -- @param To -- @param Core.Point#COORDINATE Coordinate Home place. -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed ) if Helicopter and Helicopter:IsAlive() ~= nil then self.RouteHome = true local Route = {} --- Calculate the target route point. Coordinate.y = math.random( 50, 200 ) local _speed=Speed or Helicopter:GetSpeedMax()*0.5 --- Create a route point of type air. local CoordinateFrom = Helicopter:GetCoordinate() local WaypointFrom = CoordinateFrom:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true ) Route[#Route+1] = WaypointFrom --- Create a route point of type air. local CoordinateTo = Coordinate local WaypointTo = CoordinateTo:WaypointAir( "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true ) Route[#Route+1] = WaypointTo --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... Helicopter:WayPointInitialize( Route ) local Tasks = {} Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) Route[#Route].task = Helicopter:TaskCombo( Tasks ) Route[#Route+1] = WaypointTo -- Now route the helicopter Helicopter:Route( Route, 0 ) end end