mirror of
https://github.com/FlightControl-Master/MOOSE.git
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339 lines
8.6 KiB
Lua
339 lines
8.6 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_Airplane
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--- @type AI_CARGO_AIRPLANE
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # AI\_CARGO\_AIRPLANE class, extends @{Core.Base@BASE}
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--
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-- ===
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--
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-- @field #AI_CARGO_AIRPLANE
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AI_CARGO_AIRPLANE = {
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ClassName = "AI_CARGO_AIRPLANE",
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Coordinate = nil -- Core.Point#COORDINATE,
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}
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--- Creates a new AI_CARGO_AIRPLANE object.
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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-- @param Core.Set#SET_CARGO CargoSet
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-- @param #number CombatRadius
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-- @return #AI_CARGO_AIRPLANE
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function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_AIRPLANE
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self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
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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( "*", "Destroyed", "Destroyed" )
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--- Pickup Handler OnBefore for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup
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-- @param #AI_CARGO_AIRPLANE 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 Wrapper.Airbase#AIRBASE Airbase
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-- @return #boolean
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--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
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-- @param #AI_CARGO_AIRPLANE 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 Wrapper.Airbase#AIRBASE Airbase
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--- Pickup Trigger for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Airbase#AIRBASE Airbase
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--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
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-- @param #AI_CARGO_AIRPLANE self
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-- @param #number Delay
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-- @param Wrapper.Airbase#AIRBASE Airbase
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--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
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-- @param #AI_CARGO_AIRPLANE 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 Wrapper.Airbase#AIRBASE Airbase
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-- @return #boolean
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--- Deploy Handler OnAfter for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
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-- @param #AI_CARGO_AIRPLANE 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 Wrapper.Airbase#AIRBASE Airbase
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--- Deploy Trigger for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Airbase#AIRBASE Airbase
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--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
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-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Airbase#AIRBASE Airbase
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-- @param #number Delay
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self:SetCarrier( Airplane )
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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_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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-- @return #AI_CARGO_AIRPLANE
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function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
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local AICargo = self
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self.Airplane = Airplane -- Wrapper.Unit#UNIT
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self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self )
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self.RoutePickup = false
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self.RouteDeploy = false
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Airplane:HandleEvent( EVENTS.Dead )
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Airplane:HandleEvent( EVENTS.Hit )
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Airplane:HandleEvent( EVENTS.EngineShutdown )
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function Airplane:OnEventDead( EventData )
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local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
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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 Airplane.
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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 Airplane:OnEventHit( EventData )
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local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
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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 Airplane.
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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 Airplane:OnEventEngineShutdown( EventData )
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AICargo:Landed()
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end
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self.Coalition = self.Airplane:GetCoalition()
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self:SetControllable( Airplane )
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return self
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Airbase#AIRBASE Airbase
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-- @param #number Radius
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-- @return Wrapper.Unit#UNIT NewCarrier
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function AI_CARGO_AIRPLANE: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_AIRPLANE" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttribute( "Trucks" ) then
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self:SetCarrier( NearUnit )
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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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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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-- @param From
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-- @param Event
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-- @param To
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-- @param Wrapper.Airbase#AIRBASE Airbase
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-- @param #number Speed
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function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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if self.RoutePickup == true then
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self:Load( Airplane:GetPointVec2() )
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self.RoutePickup = false
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end
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if self.RouteDeploy == true then
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self:Unload()
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self.RouteDeploy = false
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end
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Group#GROUP Airplane
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-- @param From
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-- @param Event
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-- @param To
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-- @param Wrapper.Airbase#AIRBASE Airbase
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-- @param #number Speed
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function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Airbase, Speed )
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if Airplane and Airplane:IsAlive() then
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self.RoutePickup = true
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Airplane:RouteRTB( Airbase, Speed)
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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-- @param From
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-- @param Event
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-- @param To
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-- @param Wrapper.Airbase#AIRBASE Airbase
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-- @param #number Speed
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function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed )
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if Airplane and Airplane:IsAlive() then
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self.RouteDeploy = true
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Airplane:RouteRTB( Airbase, Speed)
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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function AI_CARGO_AIRPLANE:onafterLoad( Airplane, From, Event, To, Coordinate )
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if Airplane and Airplane:IsAlive() then
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for _, Cargo in pairs( self.CargoSet:GetSet() ) do
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if Cargo:IsInLoadRadius( Coordinate ) then
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self:__Board( 5 )
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Cargo:Board( Airplane, 25 )
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self.Cargo = 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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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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function AI_CARGO_AIRPLANE:onafterBoard( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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self:F({ IsLoaded = self.Cargo:IsLoaded() } )
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if not self.Cargo:IsLoaded() then
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self:__Board( 10 )
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else
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self:__Loaded( 1 )
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end
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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function AI_CARGO_AIRPLANE:onafterLoaded( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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self.Cargo:UnBoard()
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self:__Unboard( 10 )
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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function AI_CARGO_AIRPLANE:onafterUnboard( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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if not self.Cargo:IsUnLoaded() then
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self:__Unboard( 10 )
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else
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self:__Unloaded( 1 )
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end
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end
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end
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--- @param #AI_CARGO_AIRPLANE self
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-- @param Wrapper.Unit#UNIT Airplane
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function AI_CARGO_AIRPLANE:onafterUnloaded( Airplane, From, Event, To )
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if Airplane and Airplane:IsAlive() then
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self.Airplane = Airplane
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end
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end
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