mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Also added methods to set and/or randomize the pickup speed, pickup radius, deploy speed, deploy radius.
686 lines
19 KiB
Lua
686 lines
19 KiB
Lua
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI_Cargo_Helicopter
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--- @type AI_CARGO_HELICOPTER
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
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--
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-- ===
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--
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-- @field #AI_CARGO_HELICOPTER
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AI_CARGO_HELICOPTER = {
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ClassName = "AI_CARGO_HELICOPTER",
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Coordinate = nil -- Core.Point#COORDINATE,
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}
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AI_CARGO_QUEUE = {}
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--- Creates a new AI_CARGO_HELICOPTER object.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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-- @param Core.Set#SET_CARGO CargoSet
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-- @param #number CombatRadius
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-- @return #AI_CARGO_HELICOPTER
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function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER
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self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
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self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
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self:SetStartState( "Unloaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "Unloaded", "Load", "Boarding" )
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self:AddTransition( "Boarding", "Board", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Queue", "*" )
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self:AddTransition( "*", "Orbit" , "*" )
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self:AddTransition( "*", "Home" , "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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-- @return #boolean
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--- Pickup Handler OnAfter for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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--- Pickup Trigger for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Core.Point#COORDINATE Coordinate
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--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #number Delay
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-- @param Core.Point#COORDINATE Coordinate
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--- Deploy Handler OnBefore for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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-- @return #boolean
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--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Point#COORDINATE Coordinate
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--- Deploy Trigger for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Core.Point#COORDINATE Coordinate
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--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Delay
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self:SetCarrier( Helicopter )
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return self
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end
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function AI_CARGO_HELICOPTER:IsTransporting()
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return self.Transporting == true
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end
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function AI_CARGO_HELICOPTER:IsRelocating()
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return self.Relocating == true
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end
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--- Set the Carrier.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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-- @return #AI_CARGO_HELICOPTER
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function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
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local AICargo = self
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self.Helicopter = Helicopter -- Wrapper.Group#GROUP
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self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self )
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self.RoutePickup = false
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self.RouteDeploy = false
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Helicopter:HandleEvent( EVENTS.Dead )
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Helicopter:HandleEvent( EVENTS.Hit )
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Helicopter:HandleEvent( EVENTS.Land )
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function Helicopter:OnEventDead( EventData )
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local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
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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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-- There are enemies within combat range. Unload the Helicopter.
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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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function Helicopter:OnEventHit( EventData )
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local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat range. Unload the Helicopter.
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AICargoTroops:Unload()
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end
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end
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end
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function Helicopter:OnEventLand( EventData )
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AICargo:Landed()
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end
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self.Coalition = self.Helicopter:GetCoalition()
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self:SetControllable( Helicopter )
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return self
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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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
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-- @param #number Speed
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function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
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if Helicopter and Helicopter:IsAlive() then
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if self.RoutePickup == true then
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self:Load( Helicopter:GetPointVec2() )
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self.RoutePickup = false
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self.Relocating = true
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end
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if self.RouteDeploy == true then
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self:Unload( true )
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self.RouteDeploy = false
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self.Transporting = false
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self.Relocating = false
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end
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end
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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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
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-- @param #number Speed
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function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate )
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local HelicopterInZone = false
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if Helicopter and Helicopter:IsAlive() then
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local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
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if Distance > 500 then
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self:__Queue( -10, Coordinate )
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else
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local ZoneFree = true
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for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do
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local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS
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if ZoneQueue:IsCoordinateInZone( Coordinate ) then
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ZoneFree = false
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end
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end
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self:F({ZoneFree=ZoneFree})
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if ZoneFree == true then
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local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 )
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AI_CARGO_QUEUE[Helicopter] = ZoneQueue
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local Route = {}
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-- local CoordinateFrom = Helicopter:GetCoordinate()
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-- local WaypointFrom = CoordinateFrom:WaypointAir(
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-- "RADIO",
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-- POINT_VEC3.RoutePointType.TurningPoint,
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-- POINT_VEC3.RoutePointAction.TurningPoint,
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-- Speed,
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-- true
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-- )
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-- Route[#Route+1] = WaypointFrom
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local CoordinateTo = Coordinate
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local WaypointTo = CoordinateTo:WaypointAir(
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"RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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50,
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true
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)
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Route[#Route+1] = WaypointTo
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local Tasks = {}
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Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
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Route[#Route].task = Helicopter:TaskCombo( Tasks )
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Route[#Route+1] = WaypointTo
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-- Now route the helicopter
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Helicopter:Route( Route, 0 )
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else
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self:__Queue( -10, Coordinate )
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end
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end
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end
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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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
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-- @param #number Speed
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function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
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if Helicopter and Helicopter:IsAlive() then
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if not self:IsTransporting() then
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local Route = {}
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-- local CoordinateFrom = Helicopter:GetCoordinate()
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-- local WaypointFrom = CoordinateFrom:WaypointAir(
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-- "RADIO",
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-- POINT_VEC3.RoutePointType.TurningPoint,
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-- POINT_VEC3.RoutePointAction.TurningPoint,
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-- Speed,
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-- true
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-- )
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-- Route[#Route+1] = WaypointFrom
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local CoordinateTo = Coordinate
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local WaypointTo = CoordinateTo:WaypointAir(
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"RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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50,
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true
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)
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Route[#Route+1] = WaypointTo
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local Tasks = {}
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Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 0, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
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Route[#Route].task = Helicopter:TaskCombo( Tasks )
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Route[#Route+1] = WaypointTo
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-- Now route the helicopter
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Helicopter:Route( Route, 0 )
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end
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end
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To, Coordinate )
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local Boarding = false
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if Helicopter and Helicopter:IsAlive() then
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self.BoardingCount = 0
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if Helicopter and Helicopter:IsAlive() then
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self.Helicopter_Cargo = {}
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for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
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local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
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for _, Cargo in pairs( self.CargoSet:GetSet() ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
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if Cargo:IsUnLoaded() then
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if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
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self:F( { "In radius", HelicopterUnit:GetName() } )
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--Cargo:Ungroup()
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Cargo:Board( HelicopterUnit, 25 )
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self:__Board( 1, Cargo )
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Boarding = true
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-- So now this APCUnit has Cargo that is being loaded.
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-- This will be used further in the logic to follow and to check cargo status.
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self.Helicopter_Cargo[HelicopterUnit] = Cargo
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break
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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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return Boarding
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo )
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self:F( { APC, From, Event, To, Cargo } )
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if Helicopter and Helicopter:IsAlive() then
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self:F({ IsLoaded = Cargo:IsLoaded() } )
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if not Cargo:IsLoaded() then
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self:__Board( 10, Cargo )
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else
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self:__Loaded( 1, Cargo )
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end
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end
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
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self:F( { APC, From, Event, To } )
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local Loaded = true
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if Helicopter and Helicopter:IsAlive() then
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for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } )
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if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
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Loaded = false
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end
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end
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end
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return Loaded
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deployed )
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if Helicopter and Helicopter:IsAlive() then
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for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
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local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
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for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
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Cargo:UnBoard()
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Cargo:SetDeployed( true )
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self:__Unboard( 10, Cargo, Deployed )
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end
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end
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end
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, Deployed )
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if Helicopter and Helicopter:IsAlive() then
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if not Cargo:IsUnLoaded() then
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self:__Unboard( 10, Cargo, Deployed )
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else
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self:__Unloaded( 1, Cargo, Deployed )
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end
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end
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
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self:F( { APC, From, Event, To, Cargo:GetName(), Deployed = Deployed } )
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local AllUnloaded = true
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--Cargo:Regroup()
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if Helicopter and Helicopter:IsAlive() then
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for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
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local CargoCheck = self.Helicopter_Cargo[HelicopterUnit] -- Cargo.Cargo#CARGO
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if CargoCheck then
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self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
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if CargoCheck:IsUnLoaded() == false then
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AllUnloaded = false
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break
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end
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end
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end
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if AllUnloaded == true then
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if Deployed == true then
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for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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end
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self.Helicopter_Cargo = {}
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end
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self.Helicopter = Helicopter
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end
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end
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self:F( { AllUnloaded = AllUnloaded } )
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return AllUnloaded
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, Deployed )
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self:Orbit( Helicopter:GetCoordinate(), 50 )
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AI_CARGO_QUEUE[Helicopter] = nil
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end
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--- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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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
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-- @param #number Speed
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function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate )
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if Helicopter and Helicopter:IsAlive() ~= nil then
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Helicopter:Activate()
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self.RoutePickup = true
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Coordinate.y = math.random( 50, 200 )
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local Route = {}
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--- Calculate the target route point.
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local CoordinateFrom = Helicopter:GetCoordinate()
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local CoordinateTo = Coordinate
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--- Create a route point of type air.
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|
local WaypointFrom = CoordinateFrom:WaypointAir(
|
|
"RADIO",
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
150,
|
|
true
|
|
)
|
|
|
|
--- Create a route point of type air.
|
|
local WaypointTo = CoordinateTo:WaypointAir(
|
|
"RADIO",
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
150,
|
|
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
|
|
|
|
|
|
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate )
|
|
AICargoHelicopter:__Queue( -10, Coordinate, 100 )
|
|
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:onafterDeploy( Helicopter, From, Event, To, Coordinate )
|
|
|
|
if Helicopter and Helicopter:IsAlive() ~= nil then
|
|
|
|
self.RouteDeploy = true
|
|
|
|
|
|
local Route = {}
|
|
|
|
--- Calculate the target route point.
|
|
|
|
Coordinate.y = math.random( 50, 200 )
|
|
|
|
--- Create a route point of type air.
|
|
local CoordinateFrom = Helicopter:GetCoordinate()
|
|
local WaypointFrom = CoordinateFrom:WaypointAir(
|
|
"RADIO",
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
150,
|
|
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,
|
|
150,
|
|
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 ), 0, 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, 1 )
|
|
|
|
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:onafterHome( Helicopter, From, Event, To, Coordinate )
|
|
|
|
if Helicopter and Helicopter:IsAlive() ~= nil then
|
|
|
|
self.RouteHome = true
|
|
|
|
local Route = {}
|
|
|
|
--- Calculate the target route point.
|
|
|
|
Coordinate.y = math.random( 50, 200 )
|
|
|
|
--- Create a route point of type air.
|
|
local CoordinateFrom = Helicopter:GetCoordinate()
|
|
local WaypointFrom = CoordinateFrom:WaypointAir(
|
|
"RADIO",
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
150,
|
|
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,
|
|
150,
|
|
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
|
|
|