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- AI_A2A_Gci Removed reference to SetEngageZone - Fixed link to #AI_A2G_SEAD.SetEngageRange #2025 - AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more. - AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now. - AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029 - SETTINGS Fixed link to Message #2021 - Fixed wrong indent of "Developer Note" in various classes
403 lines
17 KiB
Lua
403 lines
17 KiB
Lua
--- **AI** - Models the intelligent transportation of infantry and other cargo.
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--
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-- ===
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--
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-- ### Author: **acrojason** (derived from AI_Cargo_APC by FlightControl)
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--
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-- ===
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--
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-- @module AI.AI_Cargo_Ship
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-- @image AI_Cargo_Dispatcher.JPG
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--- @type AI_CARGO_SHIP
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-- @extends AI.AI_Cargo#AI_CARGO
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--- Brings a dynamic cargo handling capability for an AI naval group.
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--
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-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
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-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
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-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.
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-- Please consult the @{Cargo.Cargo} module for more information.
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--
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-- ## Cargo loading.
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--
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-- The module will automatically load cargo when the Ship is within boarding or loading radius.
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-- The boarding or loading radius is specified when the cargo is created in the simulation and depends on the type of
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-- cargo and the specified boarding radius.
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--
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-- ## Defending the Ship when enemies are nearby
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-- This is not supported for naval cargo because most tanks don't float. Protect your transports...
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--
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-- ## Infantry or cargo **health**.
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-- When cargo is unboarded from the Ship, the cargo is actually respawned into the battlefield.
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-- As a result, the unboarding cargo is very _healthy_ every time it unboards.
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-- This is due to the limitation of the DCS simulator, which is not able to specify the health of newly spawned units as a parameter.
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-- However, cargo that was destroyed when unboarded and following the Ship won't be respawned again (this is likely not a thing for
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-- naval cargo due to the lack of support for defending the Ship mentioned above). Destroyed is destroyed.
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-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance
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-- this has marginal impact on the overall battlefield simulation. Given the relatively short duration of DCS missions and the somewhat
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-- lengthy naval transport times, most units entering the Ship as cargo will be freshly en route to an amphibious landing or transporting
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-- between warehouses.
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--
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-- ## Control the Ships on the map.
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--
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-- Currently, naval transports can only be controlled via scripts due to their reliance upon predefined Shipping Lanes created in the Mission
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-- Editor. An interesting future enhancement could leverage new pathfinding functionality for ships in the Ops module.
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--
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-- ## Cargo deployment.
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--
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-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
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-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
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--
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-- ## Cargo pickup.
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--
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-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
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-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
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--
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--
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-- # Developer Note
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--
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-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
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-- Therefore, this class is considered to be deprecated
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--
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-- @field #AI_CARGO_SHIP
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AI_CARGO_SHIP = {
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ClassName = "AI_CARGO_SHIP",
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Coordinate = nil -- Core.Point#COORDINATE
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}
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--- Creates a new AI_CARGO_SHIP object.
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-- @param #AI_CARGO_SHIP self
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-- @param Wrapper.Group#GROUP Ship The carrier Ship group
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-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported
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-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When CombatRadius is 0, no defense will occur.
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-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
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-- @return #AI_CARGO_SHIP
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function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane )
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local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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self:AddTransition( "*", "Home", "*" )
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self:SetCombatRadius( 0 ) -- Don't want to deploy cargo in middle of water to defend Ship, so set CombatRadius to 0
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self:SetShippingLane ( ShippingLane )
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self:SetCarrier( Ship )
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return self
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end
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--- Set the Carrier
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-- @param #AI_CARGO_SHIP self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @return #AI_CARGO_SHIP
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function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroops:Is( "Loaded" ) then
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-- Better hope they can swim!
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AICargoTroops:Destroyed()
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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return self
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end
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--- FInd a free Carrier within a radius
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-- @param #AI_CARGO_SHIP self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Group#GROUP NewCarrier
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function AI_CARGO_SHIP:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone", Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO_SHIP" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttributes( "Trucks" ) then
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return NearUnit:GetGroup()
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end
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end
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end
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return nil
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end
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function AI_CARGO_SHIP:SetShippingLane( ShippingLane )
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self.ShippingLane = ShippingLane
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return self
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end
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function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
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self.CombatRadius = CombatRadius or 0
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return self
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end
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--- Follow Infantry to the Carrier
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-- @param #AI_CARGO_SHIP self
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-- @param #AI_CARGO_SHIP Me
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-- @param Wrapper.Unit#UNIT ShipUnit
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO_SHIP
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function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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if ShipUnit:IsAlive() then
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-- Check if the Cargo is near the CargoCarrier
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
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-- Cargo does not need to navigate to Carrier
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Me:Guard()
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate new route
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
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self:F({Waypoints=Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
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end
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end
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end
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end
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function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
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self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } )
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if self.CombatRadius > 0 then
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-- We really shouldn't find ourselves in here for Ships since the CombatRadius should always be 0.
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-- This is to avoid Unloading the Ship in the middle of the sea.
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if Ship and Ship:IsAlive() then
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = Ship:GetCoordinate()
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if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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-- There are no enemies within combat radius. Reload the CargoCarrier.
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self:Reload()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) then
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--self:Follow()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( ShipUnit, 40 ) then
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ShipUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( ShipUnit, 25 ) then
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ShipUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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self.CarrierCoordinate = Ship:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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end
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--- Check if cargo ship is alive and trigger Load event
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-- @param Wrapper.Group#Group Ship
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-- @param #AI_CARGO_SHIP self
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function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
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Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
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if Ship:IsAlive() then
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self:Load( PickupZone )
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end
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end
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--- Check if cargo ship is alive and trigger Unload event. Good time to remind people that Lua is case sensitive and Unload != UnLoad
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-- @param Wrapper.Group#GROUP Ship
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-- @param #AI_CARGO_SHIP self
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function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
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Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } )
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if Ship:IsAlive() then
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self:Unload( DeployZone )
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end
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end
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--- on after Pickup event.
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-- @param AI_CARGO_SHIP Ship
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate of the pickup point
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-- @param #number Speed Speed in km/h to sail to the pickup coordinate. Default is 50% of max speed for the unit
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-- @param #number Height Altitude in meters to move to the pickup coordinate. This parameter is ignored for Ships
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil if there was no PickupZoneSet provided
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function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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if Ship and Ship:IsAlive() then
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AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
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self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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end
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end
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--- On after Deploy event.
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-- @param #AI_CARGO_SHIP self
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-- @param Wrapper.Group#GROUP SHIP
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate Coordinate of the deploy point
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-- @param #number Speed Speed in km/h to sail to the deploy coordinate. Default is 50% of max speed for the unit
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-- @param #number Height Altitude in meters to move to the deploy coordinate. This parameter is ignored for Ships
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-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
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function AI_CARGO_SHIP:onafterDeploy( Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
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if Ship and Ship:IsAlive() then
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Speed = Speed or Ship:GetSpeedMax()*0.8
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local lane = self.ShippingLane
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if lane then
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local Waypoints = {}
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for i=1, #lane do
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local coord = lane[i]
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local Waypoint = coord:WaypointGround(_speed)
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table.insert(Waypoints, Waypoint)
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end
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local TaskFunction = Ship:TaskFunction( "AI_CARGO_SHIP._Deploy", self, Coordinate, DeployZone )
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local Waypoint = Waypoints[#Waypoints]
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Ship:SetTaskWaypoint( Waypoint, TaskFunction )
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Ship:Route(Waypoints, 1)
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self:GetParent( self, AI_CARGO_SHIP ).onafterDeploy( self, Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
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else
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self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
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end
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end
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end
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--- On after Unload event.
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-- @param #AI_CARGO_SHIP self
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-- @param Wrapper.Group#GROUP Ship
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
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function AI_CARGO_SHIP:onafterUnload( Ship, From, Event, To, DeployZone, Defend )
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self:F( { Ship, From, Event, To, DeployZone, Defend = Defend } )
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local UnboardInterval = 5
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local UnboardDelay = 5
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if Ship and Ship:IsAlive() then
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for _, ShipUnit in pairs( Ship:GetUnits() ) do
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local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
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Ship:RouteStop()
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for _, Cargo in pairs( ShipUnit:GetCargo() ) do
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self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
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if Cargo:IsLoaded() then
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local unboardCoord = DeployZone:GetRandomPointVec2()
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Cargo:__UnBoard( UnboardDelay, unboardCoord, 1000)
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UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
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self:__Unboard( UnboardDelay, Cargo, ShipUnit, DeployZone, Defend )
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if not Defend == true then
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Cargo:SetDeployed( true )
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end
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end
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end
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end
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end
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end
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function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
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if Ship and Ship:IsAlive() then
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self.RouteHome = true
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Speed = Speed or Ship:GetSpeedMax()*0.8
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local lane = self.ShippingLane
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if lane then
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local Waypoints = {}
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-- Need to find a more generalized way to do this instead of reversing the shipping lane.
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-- This only works if the Source/Dest route waypoints are numbered 1..n and not n..1
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for i=#lane, 1, -1 do
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local coord = lane[i]
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local Waypoint = coord:WaypointGround(_speed)
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table.insert(Waypoints, Waypoint)
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end
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local Waypoint = Waypoints[#Waypoints]
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Ship:Route(Waypoints, 1)
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else
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self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
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end
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end
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end
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