2018-05-23 10:42:27 +02:00

990 lines
38 KiB
Lua

--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
--
-- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG)
--
-- ===
--
-- The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers.
-- The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units.
--
-- This collection of classes in this module define tasks for human players to handle these cargo objects.
-- Cargo can be transported, picked-up, deployed and sling-loaded from and to other places.
--
-- The following classes are important to consider:
--
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
-- * @{#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
-- ===
--
-- @module Tasking.Task_Cargo
do -- TASK_CARGO
--- @type TASK_CARGO
-- @extends Tasking.Task#TASK
---
-- # TASK_CARGO class, extends @{Task#TASK}
--
-- ## A flexible tasking system
--
-- The TASK_CARGO classes provide you with a flexible tasking sytem,
-- that allows you to transport cargo of various types between various locations
-- and various dedicated deployment zones.
--
-- The cargo in scope of the TASK_CARGO classes must be explicitly given, and is of type SET_CARGO.
-- The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission.
--
--
-- ## Task execution experience from the player perspective
--
-- A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J).
-- The player needs to accept the task from the task overview list within the mission, using the radio menus.
--
-- Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain
-- an extra **Cargo Handling Radio Menu** that contains the CARGO objects that need to be transported.
--
-- Each CARGO object has a certain state:
--
-- * **UnLoaded**: The CARGO is located within the battlefield. It may still need to be transported.
-- * **Loaded**: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle.
-- * **Boarding**: The CARGO is running or moving towards your Carrier for loading.
-- * **UnBoarding**: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone.
--
-- Cargo must be transported towards different **Deployment @{Zone}s**.
--
-- The Cargo Handling Radio Menu system allows to execute **various actions** to handle the cargo.
-- In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed.
-- Depending on the location of your Carrier unit, the menu options will vary.
--
--
-- ## Cargo Pickup and Boarding
--
-- For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen **Reporting Range**.
-- Therefore, it is important that you steer your Carrier within the Reporting Range,
-- so that boarding actions can be executed on the cargo.
-- To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu:
--
-- ### Board Cargo
--
-- If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option.
-- Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo
-- pickup. If the cargo moves to your carrier, it will indicate the boarding status.
-- Note that multiple units need to board your Carrier, so it is required to await the full boarding process.
-- Once the cargo is fully boarded within your Carrier, you will be notified of this.
--
-- Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated.
-- If during boarding the Carrier gets airborne, the boarding process will be cancelled.
--
-- ## Pickup Cargo
--
-- If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location.
-- Routing information is shown in flight that directs you to the cargo within Reporting Range.
-- Upon arrival, the Cargo will contact you and further instructions will be given.
-- When your Carrier is airborne, you will receive instructions to land your Carrier.
-- The action will not be completed until you've landed your Carrier.
--
--
-- ## Cargo Deploy and UnBoarding
--
-- Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying @{Zone} type.
-- The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone.
--
-- ### UnBoard Cargo
--
-- If your Carrier is already within a Deployment Zone,
-- then the Cargo Handling Radio Menu allows to **UnBoard** a specific cargo that is
-- loaded within your Carrier group into the Deployment Zone.
-- Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier.
-- Ensure that you stay at the position or stay on the ground while Unboarding.
-- If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled.
--
-- ### Deploy Cargo
--
-- If your Carrier is not within a Deployment Zone, you'll need to fly towards one.
-- Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards.
-- Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center.
-- Upon arrival, the HQ will provide you with further instructions.
-- When your Carrier is airborne, you will receive instructions to land your Carrier.
-- The action will not be completed until you've landed your Carrier!
--
-- ## Handle TASK_CARGO Events ...
--
-- The TASK_CARGO classes define @{Cargo} transport tasks,
-- based on the tasking capabilities defined in @{Task#TASK}.
--
-- ### Specific TASK_CARGO Events
--
-- Specific Cargo Handling event can be captured, that allow to trigger specific actions!
--
-- * **Boarded**: Triggered when the Cargo has been Boarded into your Carrier.
-- * **UnBoarded**: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone.
--
-- ### Standard TASK_CARGO Events
--
-- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following standard statuses:
--
-- * **None**: Start of the process.
-- * **Planned**: The cargo task is planned.
-- * **Assigned**: The cargo task is assigned to a @{Wrapper.Group#GROUP}.
-- * **Success**: The cargo task is successfully completed.
-- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- @field #TASK_CARGO
--
TASK_CARGO = {
ClassName = "TASK_CARGO",
}
--- Instantiates a new TASK_CARGO.
-- @param #TASK_CARGO self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
-- @param #string TaskType The type of Cargo task.
-- @param #string TaskBriefing The Cargo Task briefing.
-- @return #TASK_CARGO self
function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_CARGO
self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType})
self.SetCargo = SetCargo
self.TaskType = TaskType
self.SmokeColor = SMOKECOLOR.Red
self.CargoItemCount = {} -- Map of Carriers having a cargo item count to check the cargo loading limits.
self.CargoLimit = 10
self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value
self:AddTransition( "*", "CargoDeployed", "*" )
--- CargoDeployed Handler OnBefore for TASK_CARGO
-- @function [parent=#TASK_CARGO] OnBeforeCargoDeployed
-- @param #TASK_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
-- @return #boolean
--- CargoDeployed Handler OnAfter for TASK_CARGO
-- @function [parent=#TASK_CARGO] OnAfterCargoDeployed
-- @param #TASK_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
self:AddTransition( "*", "CargoPickedUp", "*" )
--- CargoPickedUp Handler OnBefore for TASK_CARGO
-- @function [parent=#TASK_CARGO] OnBeforeCargoPickedUp
-- @param #TASK_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
-- @return #boolean
--- CargoPickedUp Handler OnAfter for TASK_CARGO
-- @function [parent=#TASK_CARGO] OnAfterCargoPickedUp
-- @param #TASK_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
local Fsm = self:GetUnitProcess()
-- Fsm:SetStartState( "Planned" )
--
-- Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } )
Fsm:AddTransition( { "Planned", "Assigned", "Cancelled", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Loaded", "UnLoaded", "Landed", "Boarding" }, "SelectAction", "*" )
Fsm:AddTransition( "*", "RouteToPickup", "RoutingToPickup" )
Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup", Cancelled = "CancelRouteToPickup" } )
Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" )
Fsm:AddTransition( "Cancelled", "CancelRouteToPickup", "Cancelled" )
Fsm:AddTransition( "*", "RouteToDeploy", "RoutingToDeploy" )
Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy", Cancelled = "CancelRouteToDeploy" } )
Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" )
Fsm:AddTransition( "Cancelled", "CancelRouteToDeploy", "Cancelled" )
Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy", "Landing" }, "Land", "Landing" )
Fsm:AddTransition( "Landing", "Landed", "Landed" )
Fsm:AddTransition( "*", "PrepareBoarding", "AwaitBoarding" )
Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" )
Fsm:AddTransition( "Boarding", "Boarded", "Boarded" )
Fsm:AddTransition( "*", "Load", "Loaded" )
Fsm:AddTransition( "*", "PrepareUnBoarding", "AwaitUnBoarding" )
Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" )
Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" )
Fsm:AddTransition( "*", "Unload", "Unloaded" )
Fsm:AddTransition( "*", "Planned", "Planned" )
Fsm:AddTransition( "Deployed", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
---- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #TASK_CARGO Task
function Fsm:OnAfterAssigned( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self:SelectAction()
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #TASK_CARGO Task
function Fsm:onafterSelectAction( TaskUnit, Task )
local TaskUnitName = TaskUnit:GetName()
local MenuTime = Task:InitTaskControlMenu( TaskUnit )
local MenuControl = Task:GetTaskControlMenu( TaskUnit )
local CargoItemCount = TaskUnit:CargoItemCount()
Task.SetCargo:ForEachCargo(
--- @param Cargo.Cargo#CARGO Cargo
function( Cargo )
if Cargo:IsAlive() then
-- if Task:is( "RoutingToPickup" ) then
-- MENU_GROUP_COMMAND:New(
-- TaskUnit:GetGroup(),
-- "Cancel Route " .. Cargo.Name,
-- MenuControl,
-- self.MenuRouteToPickupCancel,
-- self,
-- Cargo
-- ):SetTime(MenuTime)
-- end
--self:F( { CargoUnloaded = Cargo:IsUnLoaded(), CargoLoaded = Cargo:IsLoaded(), CargoItemCount = CargoItemCount } )
local TaskGroup = TaskUnit:GetGroup()
if Cargo:IsUnLoaded() then
if CargoItemCount < 1 then
if Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then
local NotInDeployZones = true
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if Cargo:IsInZone( DeployZone ) then
NotInDeployZones = false
end
end
if NotInDeployZones then
if not TaskUnit:InAir() then
if Cargo:CanBoard() == true then
if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then
Cargo:Report( "Ready for boarding.", "board", TaskUnit:GetGroup() )
local BoardMenu = MENU_GROUP:New( TaskGroup, "Board cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" )
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, BoardMenu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent()
else
Cargo:Report( "Board at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() .. "." ), "reporting", TaskUnit:GetGroup() )
end
else
if Cargo:CanLoad() == true then
if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then
Cargo:Report( "Ready for loading.", "load", TaskUnit:GetGroup() )
local LoadMenu = MENU_GROUP:New( TaskGroup, "Load cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" )
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, LoadMenu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent()
else
Cargo:Report( "Load at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() ) .. " within " .. Cargo.NearRadius .. ".", "reporting", TaskUnit:GetGroup() )
end
else
if Cargo:CanSlingload() == true then
if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then
Cargo:Report( "Ready for slingloading.", "slingload", TaskUnit:GetGroup() )
else
Cargo:Report( "Slingload at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() ) .. ".", "reporting", TaskUnit:GetGroup() )
end
end
end
end
else
Cargo:ReportResetAll( TaskUnit:GetGroup() )
end
end
else
if not Cargo:IsDeployed() == true then
local RouteToPickupMenu = MENU_GROUP:New( TaskGroup, "Route to pickup cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" )
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, RouteToPickupMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent()
Cargo:ReportResetAll( TaskUnit:GetGroup() )
end
end
end
-- Cargo in deployzones are flagged as deployed.
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if Cargo:IsInZone( DeployZone ) then
Task:E( { CargoIsDeployed = Task.CargoDeployed and "true" or "false" } )
if Cargo:IsDeployed() == false then
Cargo:SetDeployed( true )
-- Now we call a callback method to handle the CargoDeployed event.
Task:E( { CargoIsAlive = Cargo:IsAlive() and "true" or "false" } )
if Cargo:IsAlive() then
Task:CargoDeployed( TaskUnit, Cargo, DeployZone )
end
end
end
end
end
if Cargo:IsLoaded() == true and Cargo:IsLoadedInCarrier( TaskUnit ) == true then
if not TaskUnit:InAir() then
if Cargo:CanUnboard() == true then
local UnboardMenu = MENU_GROUP:New( TaskGroup, "Unboard cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" )
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, UnboardMenu, self.MenuUnboardCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent()
else
if Cargo:CanUnload() == true then
local UnloadMenu = MENU_GROUP:New( TaskGroup, "Unload cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" )
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, UnloadMenu, self.MenuUnloadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent()
end
end
end
end
-- Deployzones are optional zones that can be selected to request routing information.
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if not Cargo:IsInZone( DeployZone ) then
local RouteToDeployMenu = MENU_GROUP:New( TaskGroup, "Route to deploy cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" )
MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Zone " .. DeployZoneName, RouteToDeployMenu, self.MenuRouteToDeploy, self, DeployZone ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent()
end
end
end
end
)
Task:RefreshTaskControlMenu( TaskUnit, MenuTime, "Cargo" )
self:__SelectAction( -1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #TASK_CARGO Task
function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
--local MenuControl = Task:GetTaskControlMenu( TaskUnit )
--MenuControl:Remove()
end
function Fsm:MenuBoardCargo( Cargo )
self:__PrepareBoarding( 1.0, Cargo )
end
function Fsm:MenuLoadCargo( Cargo )
self:__Load( 1.0, Cargo )
end
function Fsm:MenuUnboardCargo( Cargo, DeployZone )
self:__PrepareUnBoarding( 1.0, Cargo, DeployZone )
end
function Fsm:MenuUnloadCargo( Cargo, DeployZone )
self:__Unload( 1.0, Cargo, DeployZone )
end
function Fsm:MenuRouteToPickup( Cargo )
self:__RouteToPickup( 1.0, Cargo )
end
function Fsm:MenuRouteToDeploy( DeployZone )
self:__RouteToDeploy( 1.0, DeployZone )
end
---
--#TASK_CAROG_TRANSPORT self
--#Wrapper.Unit#UNIT
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
-- @param From
-- @param Event
-- @param To
-- @param Core.Cargo#CARGO Cargo
function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if Cargo:IsAlive() then
self.Cargo = Cargo -- Cargo.Cargo#CARGO
Task:SetCargoPickup( self.Cargo, TaskUnit )
self:__RouteToPickupPoint( -0.1 )
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterArriveAtPickup( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if self.Cargo:IsAlive() then
if TaskUnit:IsAir() then
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
self:__Land( -0.1, "Pickup" )
else
self:__SelectAction( -0.1 )
end
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterCancelRouteToPickup( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:GetMission():GetCommandCenter():MessageToGroup( "Cancelled routing to Cargo " .. self.Cargo:GetName(), TaskUnit:GetGroup() )
self:__SelectAction( -0.1 )
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self:F( DeployZone )
self.DeployZone = DeployZone
Task:SetDeployZone( self.DeployZone, TaskUnit )
self:__RouteToDeployZone( -0.1 )
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterArriveAtDeploy( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if TaskUnit:IsAir() then
Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() )
self:__Land( -0.1, "Deploy" )
else
self:__SelectAction( -0.1 )
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterCancelRouteToDeploy( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:GetMission():GetCommandCenter():MessageToGroup( "Cancelled routing to deploy zone " .. self.DeployZone:GetName(), TaskUnit:GetGroup() )
self:__SelectAction( -0.1 )
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if Action == "Pickup" then
if self.Cargo:IsAlive() then
if self.Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -10, Action )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Landed at pickup location...", TaskUnit:GetGroup() )
self:__Landed( -0.1, Action )
end
else
self:__RouteToPickup( -0.1, self.Cargo )
end
end
else
if TaskUnit:IsAlive() then
if TaskUnit:IsInZone( self.DeployZone ) then
if TaskUnit:InAir() then
self:__Land( -10, Action )
else
Task:GetMission():GetCommandCenter():MessageToGroup( "Landed at deploy zone " .. self.DeployZone:GetName(), TaskUnit:GetGroup() )
self:__Landed( -0.1, Action )
end
else
self:__RouteToDeploy( -0.1, self.Cargo )
end
end
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if Action == "Pickup" then
if self.Cargo:IsAlive() then
if self.Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
self:__Land( -0.1, Action )
else
self:__SelectAction( -0.1 )
end
else
self:__RouteToPickup( -0.1, self.Cargo )
end
end
else
if TaskUnit:IsAlive() then
if TaskUnit:IsInZone( self.DeployZone ) then
if TaskUnit:InAir() then
self:__Land( -10, Action )
else
self:__SelectAction( -0.1 )
end
else
self:__RouteToDeploy( -0.1, self.Cargo )
end
end
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
if Cargo and Cargo:IsAlive() then
self:__Board( -0.1, Cargo )
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterBoard( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
function Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess )
self:F({From, Event, To, TaskUnit, TaskProcess })
TaskProcess:__Boarded( 0.1, self )
end
if Cargo:IsAlive() then
if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then
if TaskUnit:InAir() then
--- ABORT the boarding. Split group if any and go back to select action.
else
Cargo:MessageToGroup( "Boarding ...", TaskUnit:GetGroup() )
if not Cargo:IsBoarding() then
Cargo:Board( TaskUnit, 20, self )
end
end
else
--self:__ArriveAtCargo( -0.1 )
end
end
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterBoarded( TaskUnit, Task, From, Event, To, Cargo )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
Cargo:MessageToGroup( "Boarded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() )
self:__Load( -0.1, Cargo )
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterLoad( TaskUnit, Task, From, Event, To, Cargo )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
if not Cargo:IsLoaded() then
Cargo:Load( TaskUnit )
end
Cargo:MessageToGroup( "Loaded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() )
TaskUnit:AddCargo( Cargo )
Task:CargoPickedUp( TaskUnit, Cargo )
self:SelectAction( -1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
-- @param From
-- @param Event
-- @param To
-- @param Cargo
-- @param Core.Zone#ZONE_BASE DeployZone
function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo } )
self.Cargo = Cargo
self.DeployZone = nil
-- Check if the Cargo is at a deployzone... If it is, provide it as a parameter!
if Cargo:IsAlive() then
for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do
if Cargo:IsInZone( DeployZone ) then
self.DeployZone = DeployZone -- Core.Zone#ZONE_BASE
break
end
end
self:__UnBoard( -0.1, Cargo, self.DeployZone )
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
-- @param From
-- @param Event
-- @param To
-- @param Cargo
-- @param Core.Zone#ZONE_BASE DeployZone
function Fsm:onafterUnBoard( TaskUnit, Task, From, Event, To, Cargo, DeployZone )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo, DeployZone } )
function self.Cargo:OnEnterUnLoaded( From, Event, To, DeployZone, TaskProcess )
self:F({From, Event, To, DeployZone, TaskProcess })
TaskProcess:__UnBoarded( -0.1 )
end
if self.Cargo:IsAlive() then
self.Cargo:MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup() )
if DeployZone then
self.Cargo:UnBoard( DeployZone:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self )
else
self.Cargo:UnBoard( TaskUnit:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self )
end
end
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterUnBoarded( TaskUnit, Task )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
self.Cargo:MessageToGroup( "UnBoarded cargo " .. self.Cargo:GetName(), TaskUnit:GetGroup() )
self:Unload( self.Cargo )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_Cargo#TASK_CARGO Task
function Fsm:onafterUnload( TaskUnit, Task, From, Event, To, Cargo, DeployZone )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } )
if not Cargo:IsUnLoaded() then
if DeployZone then
Cargo:UnLoad( DeployZone:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self )
else
Cargo:UnLoad( TaskUnit:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self )
end
end
TaskUnit:RemoveCargo( Cargo )
Cargo:MessageToGroup( "Unloaded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() )
self:Planned()
self:__SelectAction( 1 )
end
return self
end
--- Set a limit on the amount of cargo items that can be loaded into the Carriers.
-- @param #TASK_CARGO self
-- @param CargoLimit Specifies a number of cargo items that can be loaded in the helicopter.
-- @return #TASK_CARGO
function TASK_CARGO:SetCargoLimit( CargoLimit )
self.CargoLimit = CargoLimit
return self
end
---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
function TASK_CARGO:SetSmokeColor(SmokeColor)
-- Makes sure Coloe is set
if SmokeColor == nil then
self.SmokeColor = SMOKECOLOR.Red -- Make sure a default color is exist
elseif type(SmokeColor) == "number" then
self:F2(SmokeColor)
if SmokeColor > 0 and SmokeColor <=5 then -- Make sure number is within ragne, assuming first enum is one
self.SmokeColor = SMOKECOLOR.SmokeColor
end
end
end
--@return SmokeColor
function TASK_CARGO:GetSmokeColor()
return self.SmokeColor
end
--- @param #TASK_CARGO self
function TASK_CARGO:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_CARGO self
-- @return Core.Set#SET_CARGO The Cargo Set.
function TASK_CARGO:GetCargoSet()
return self.SetCargo
end
--- @param #TASK_CARGO self
-- @return #list<Core.Zone#ZONE_BASE> The Deployment Zones.
function TASK_CARGO:GetDeployZones()
return self.DeployZones
end
--- @param #TASK_CARGO self
-- @param AI.AI_Cargo#AI_CARGO Cargo The cargo.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit )
self:F({Cargo, TaskUnit})
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local MenuTime = self:InitTaskControlMenu( TaskUnit )
local MenuControl = self:GetTaskControlMenu( TaskUnit )
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteCargo:Reset()
ActRouteCargo:SetCoordinate( Cargo:GetCoordinate() )
ActRouteCargo:SetRange( Cargo:GetLoadRadius() )
ActRouteCargo:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Cargo " .. Cargo:GetName(), MenuControl, MenuTime, "Cargo" )
ActRouteCargo:Start()
return self
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE DeployZone
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local MenuTime = self:InitTaskControlMenu( TaskUnit )
local MenuControl = self:GetTaskControlMenu( TaskUnit )
local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteDeployZone:Reset()
ActRouteDeployZone:SetZone( DeployZone )
ActRouteDeployZone:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Deploy Zone" .. DeployZone:GetName(), MenuControl, MenuTime, "Cargo" )
ActRouteDeployZone:Start()
return self
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE DeployZone
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit )
self.DeployZones[DeployZone:GetName()] = DeployZone
return self
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE DeployZone
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit )
self.DeployZones[DeployZone:GetName()] = nil
return self
end
--- @param #TASK_CARGO self
-- @param #list<Core.Zone#ZONE> DeployZones
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit )
for DeployZoneID, DeployZone in pairs( DeployZones or {} ) do
self.DeployZones[DeployZone:GetName()] = DeployZone
end
return self
end
--- @param #TASK_CARGO self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
function TASK_CARGO:GetTargetZone( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteTarget:GetZone()
end
--- Set a score when progress is made.
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when there is progress on the task goals.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnProgress( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
return self
end
--- Set a score when success is achieved.
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when the task goals have been achieved.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", Text, Score )
return self
end
--- Set a penalty when the task goals have failed..
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when the task goals has failed.
-- @param #number Penalty The penalty in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnFail( Text, Penalty, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", Text, Penalty )
return self
end
function TASK_CARGO:SetGoalTotal()
self.GoalTotal = self.SetCargo:Count()
end
function TASK_CARGO:GetGoalTotal()
return self.GoalTotal
end
--- @param #TASK_CARGO self
function TASK_CARGO:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then
self.TaskInfo:AddCargoSet( self.SetCargo, 10, "SOD", true )
end
end
function TASK_CARGO:ReportOrder( ReportGroup )
return 0
end
end