mirror of
https://github.com/FlightControl-Master/MOOSE.git
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279 lines
9.8 KiB
Lua
279 lines
9.8 KiB
Lua
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
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-- @field #AI_CARGO_SHIP
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AI_CARGO_SHIP = {
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ClassName = "AI_CARGO_SHIP",
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Coordinate = nil -- Core.Point#COORDINATE
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}
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--- Creates a new AI_CARGO_SHIP object.
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function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane )
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local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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self:AddTransition( "*", "Home", "*" )
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self:SetCombatRadius( CombatRadius )
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self:SetShippingLane ( ShippingLane )
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self:SetCarrier( Ship )
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return self
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end
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--- Set the Carrier
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-- @param #AI_CARGO_SHIP self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @return #AI_CARGO_SHIP
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function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroops:Is( "Loaded" ) then
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-- Better hope they can swim!
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AICargoTroops:Destroyed()
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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return self
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end
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--- FInd a free Carrier within a radius
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-- @param #AI_CARGO_SHIP self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Group#GROUP NewCarrier
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function AI_CARGO_SHIP:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone", Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO_SHIP" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttributes( "Trucks" ) then
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return NearUnit:GetGroup()
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end
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end
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end
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return nil
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end
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function AI_CARGO_SHIP:SetShippingLane( ShippingLane )
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self.ShippingLane = ShippingLane
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return self
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end
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function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
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self.CombatRadius = CombatRadius or 0
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return self
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end
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--- Follow Infantry to the Carrier
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-- @param #AI_CARGO_SHIP self
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-- @param #AI_CARGO_SHIP Me
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-- @param Wrapper.Unit#UNIT ShipUnit
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO_SHIP
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function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
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BASE:T("DEBUGGING*** AI_CARGO_SHIP:FollowToCarrier")
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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if ShipUnit:IsAlive() then
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-- Check if the Cargo is near the CargoCarrier
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
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-- Cargo does not need to navigate to Carrier
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Me:Guard()
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate new route
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
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self:F({Waypoints=Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
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end
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end
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end
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end
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function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
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self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } )
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if self.CombatRadius > 0 then
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if Ship and Ship:IsAlive() then
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = Ship:GetCoordinate()
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if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) then
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-- There are no enemies within combat radius. Reload the CargoCarrier.
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self:Reload()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat radius. Unload the CargoCarrier.
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self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
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else
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if self:Is( "Unloaded" ) then
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--self:Follow()
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end
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self:F( "I am here" .. self:GetCurrentState() )
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if self:Is( "Following" ) then
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for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( ShipUnit, 40 ) then
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ShipUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( ShipUnit, 25 ) then
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ShipUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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self.CarrierCoordinate = Ship:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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end
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function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
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Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
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if Ship:IsAlive() then
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self:Load( PickupZone )
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end
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end
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function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
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Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } )
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if Ship:IsAlive() then
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self:Unload( DeployZone )
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end
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end
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function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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if Ship and Ship:IsAlive() then
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AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
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self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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end
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end
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function AI_CARGO_SHIP:onafterPickedUp( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
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if Ship and Ship:IsAlive() then
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Speed = Speed or Ship:GetSpeedMax()*0.8
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local lane = self.ShippingLane
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if lane then
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local Waypoints = {}
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for i=1, #lane do
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local coord = lane[i]
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local Waypoint = coord:WaypointGround(_speed)
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table.insert(Waypoints, Waypoint)
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end
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local Waypoint = Waypoints[#Waypoints]
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Ship:Route(Waypoints, 1)
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else
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BASE:T("ERROR: No shipping lane defined for Naval Transport!")
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end
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end
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end
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function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
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if Ship and Ship:IsAlive() then
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self.RouteHome = true
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Speed = Speed or Ship:GetSpeedMax()*0.8
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local lane = self.ShippingLane
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if lane then
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local Waypoints = {}
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for i=1, #lane do
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local coord = lane[i]
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local Waypoint = coord:WaypointGround(_speed)
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table.insert(Waypoints, Waypoint)
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end
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local Waypoint = Waypoints[#Waypoints]
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Ship:Route(Waypoints, 1)
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else
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BASE:T("ERROR: No shipping lane defined for Naval Transport!")
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end
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end
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end
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