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- AI_A2A_Gci Removed reference to SetEngageZone - Fixed link to #AI_A2G_SEAD.SetEngageRange #2025 - AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more. - AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now. - AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029 - SETTINGS Fixed link to Message #2021 - Fixed wrong indent of "Developer Note" in various classes
662 lines
25 KiB
Lua
662 lines
25 KiB
Lua
--- **AI** - Models the intelligent transportation of cargo using helicopters.
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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.AI_Cargo_Helicopter
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-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
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--- @type AI_CARGO_HELICOPTER
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Brings a dynamic cargo handling capability for an AI helicopter group.
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--
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-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
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--
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-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
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-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo.
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-- Please consult the @{Cargo.Cargo} module for more information.
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--
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-- ## Cargo pickup.
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--
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-- Using the @{#AI_CARGO_HELICOPTER.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
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-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
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--
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-- ## Cargo deployment.
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--
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-- Using the @{#AI_CARGO_HELICOPTER.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
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-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
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--
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-- ## Infantry health.
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--
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-- When infantry is unboarded from the helicopters, the infantry is actually respawned into the battlefield.
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-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
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-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
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-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
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-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
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-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
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-- time is not so much of an issue ...
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--
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--
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-- # Developer Note
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--
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-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
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-- Therefore, this class is considered to be deprecated
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--
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-- ===
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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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-- @return #AI_CARGO_HELICOPTER
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function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
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local self = BASE:Inherit( self, AI_CARGO:New( Helicopter, CargoSet ) ) -- #AI_CARGO_HELICOPTER
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self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
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self:SetStartState( "Unloaded" )
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-- Boarding
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self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
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self:AddTransition( "*", "Landed", "*" )
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self:AddTransition( "*", "Load", "*" )
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self:AddTransition( "*", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "PickedUp", "Loaded" )
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-- Unboarding
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "*", "Queue", "*" )
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self:AddTransition( "*", "Orbit" , "*" )
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self:AddTransition( "*", "Destroyed", "*" )
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self:AddTransition( "*", "Unload", "*" )
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self:AddTransition( "*", "Unloaded", "Unloaded" )
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self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
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-- RTB
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self:AddTransition( "*", "Home" , "*" )
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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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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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--- PickedUp Handler OnAfter for AI_CARGO_HELICOPTER - Cargo set has been picked up, ready to deploy
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-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickedUp
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter The helicopter #GROUP object
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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.Unit#UNIT Unit The helicopter #UNIT object
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--- Unloaded Handler OnAfter for AI_CARGO_HELICOPTER - Cargo unloaded, carrier is empty
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-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterUnloaded
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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 Cargo.CargoGroup#CARGO_GROUP Cargo The #CARGO_GROUP object.
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-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
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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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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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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 Delay in seconds.
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h to go to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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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 Place at which cargo is deployed.
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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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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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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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--- Deployed Handler OnAfter for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeployed
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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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--- 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 Place at which the cargo is deployed.
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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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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 #number Delay Delay in seconds.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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--- Home Trigger for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] Home
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
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-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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-- @param #number Height (optional) Height the Helicopter should be flying at.
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--- Home Asynchronous Trigger for AI_CARGO_HELICOPTER
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-- @function [parent=#AI_CARGO_HELICOPTER] __Home
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-- @param #number Delay Delay in seconds.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
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-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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-- @param #number Height (optional) Height the Helicopter should be flying at.
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-- We need to capture the Crash events for the helicopters.
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-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
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-- So, we need to unlock this when the helo is not anymore ...
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Helicopter:HandleEvent( EVENTS.Crash,
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function( Helicopter, EventData )
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AI_CARGO_QUEUE[Helicopter] = nil
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end
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)
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-- We need to capture the Land events for the helicopters.
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-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
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-- So, we need to unlock this when the helo has landed, which can be anywhere ...
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-- But only free the landing coordinate after 1 minute, to ensure that all helos have left.
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Helicopter:HandleEvent( EVENTS.Land,
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function( Helicopter, EventData )
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self:ScheduleOnce( 60,
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function( Helicopter )
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AI_CARGO_QUEUE[Helicopter] = nil
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end, Helicopter
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)
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end
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)
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self:SetCarrier( Helicopter )
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self.landingspeed = 15 -- kph
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self.landingheight = 5.5 -- meter
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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_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: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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--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param #number speed Landing speed in kph(!), e.g. 15
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-- @param #number height Landing height in meters(!), e.g. 5.5
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-- @return #AI_CARGO_HELICOPTER self
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-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
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--
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-- BASE:TraceOn()
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-- BASE:TraceClass("AI_CARGO_HELICOPTER")
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--
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-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
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-- Adjust if necessary.
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function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
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local _speed = speed or 15
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local _height = height or 5.5
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self.landingheight = _height
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self.landingspeed = _speed
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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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function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
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self:F({From, Event, To})
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Helicopter:F( { Name = Helicopter:GetName() } )
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if Helicopter and Helicopter:IsAlive() then
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-- S_EVENT_LAND is directly called in two situations:
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-- 1 - When the helo lands normally on the ground.
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-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
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-- For point 2, this is an issue, the infantry may not unload in this case!
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-- So we check if the helo is on the ground, and velocity< 15.
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-- Only then the infantry can unload (and load too, for consistency)!
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self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
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if self.RoutePickup == true then
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if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
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--self:Load( Helicopter:GetPointVec2() )
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self:Load( self.PickupZone )
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self.RoutePickup = false
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end
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end
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if self.RouteDeploy == true then
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if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
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self:Unload( self.DeployZone )
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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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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, Speed, DeployZone )
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self:F({From, Event, To, Coordinate, Speed, DeployZone})
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local HelicopterInZone = false
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if Helicopter and Helicopter:IsAlive() == true then
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local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
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if Distance > 2000 then
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self:__Queue( -10, Coordinate, Speed, DeployZone )
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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 landheight = CoordinateTo:GetLandHeight() -- get target height
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CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
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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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-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
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self.DeployZone = DeployZone
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else
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self:__Queue( -10, Coordinate, Speed, DeployZone )
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end
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end
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else
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AI_CARGO_QUEUE[Helicopter] = nil
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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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self:F({From, Event, To, Coordinate})
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if Helicopter and Helicopter:IsAlive() then
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local Route = {}
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local CoordinateTo = Coordinate
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local landheight = CoordinateTo:GetLandHeight() -- get target height
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CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
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local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
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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 ), 150, 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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|
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--- On after Deployed event.
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-- @param #AI_CARGO_HELICOPTER self
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-- @param Wrapper.Group#GROUP Helicopter
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Cargo.Cargo#CARGO Cargo Cargo object.
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-- @param #boolean Deployed Cargo is deployed.
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-- @return #boolean True if all cargo has been unloaded.
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function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
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self:F( { From, Event, To, DeployZone = DeployZone } )
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self:Orbit( Helicopter:GetCoordinate(), 50 )
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|
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-- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first.
|
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self:ScheduleOnce( 30,
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function( Helicopter )
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AI_CARGO_QUEUE[Helicopter] = nil
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end, Helicopter
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)
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self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
|
|
|
|
end
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--- On after Pickup event.
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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
|
|
-- @param To
|
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-- @param Core.Point#COORDINATE Coordinate Pickup place.
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-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
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-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
|
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
|
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function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
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self:F({Coordinate, Speed, Height, PickupZone })
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|
|
|
if Helicopter and Helicopter:IsAlive() ~= nil then
|
|
|
|
Helicopter:Activate()
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|
|
|
self.RoutePickup = true
|
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Coordinate.y = Height
|
|
|
|
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
|
|
|
|
local Route = {}
|
|
|
|
--- Calculate the target route point.
|
|
local CoordinateFrom = Helicopter:GetCoordinate()
|
|
|
|
--- Create a route point of type air.
|
|
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
|
|
|
--- Create a route point of type air.
|
|
local CoordinateTo = Coordinate
|
|
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
|
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
|
|
|
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, 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.PickupZone = PickupZone
|
|
|
|
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterPickup( self, Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Depoloy function and queue.
|
|
-- @param #AI_CARGO_HELICOPTER self
|
|
-- @param Wrapper.Group#GROUP AICargoHelicopter
|
|
-- @param Core.Point#COORDINATE Coordinate Coordinate
|
|
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
|
|
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
|
|
end
|
|
|
|
--- On after Deploy event.
|
|
-- @param #AI_CARGO_HELICOPTER self
|
|
-- @param Wrapper.Group#GROUP Helicopter Transport helicopter.
|
|
-- @param From
|
|
-- @param Event
|
|
-- @param To
|
|
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
|
|
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
|
-- @param #number Height Height in meters to move to the deploy coordinate.
|
|
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
|
self:F({From, Event, To, Coordinate, Speed, Height, DeployZone})
|
|
if Helicopter and Helicopter:IsAlive() ~= nil then
|
|
|
|
self.RouteDeploy = true
|
|
|
|
|
|
local Route = {}
|
|
|
|
--- Calculate the target route point.
|
|
|
|
Coordinate.y = Height
|
|
|
|
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
|
|
|
|
--- Create a route point of type air.
|
|
local CoordinateFrom = Helicopter:GetCoordinate()
|
|
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
|
Route[#Route+1] = WaypointFrom
|
|
Route[#Route+1] = WaypointFrom
|
|
|
|
--- Create a route point of type air.
|
|
|
|
local CoordinateTo = Coordinate
|
|
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
|
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
|
|
|
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, 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 = {}
|
|
|
|
-- The _Deploy function does not exist.
|
|
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
|
|
|
|
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, 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, 0 )
|
|
|
|
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeploy( self, Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- On after Home event.
|
|
-- @param #AI_CARGO_HELICOPTER self
|
|
-- @param Wrapper.Group#GROUP Helicopter
|
|
-- @param From
|
|
-- @param Event
|
|
-- @param To
|
|
-- @param Core.Point#COORDINATE Coordinate Home place.
|
|
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
|
-- @param #number Height Height in meters to move to the home coordinate.
|
|
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
|
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
|
|
self:F({From, Event, To, Coordinate, Speed, Height})
|
|
|
|
if Helicopter and Helicopter:IsAlive() ~= nil then
|
|
|
|
self.RouteHome = true
|
|
|
|
local Route = {}
|
|
|
|
--- Calculate the target route point.
|
|
|
|
--Coordinate.y = Height
|
|
Height = Height or 50
|
|
|
|
Speed = Speed or Helicopter:GetSpeedMax()*0.5
|
|
|
|
--- Create a route point of type air.
|
|
local CoordinateFrom = Helicopter:GetCoordinate()
|
|
|
|
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
|
|
Route[#Route+1] = WaypointFrom
|
|
|
|
--- Create a route point of type air.
|
|
local CoordinateTo = Coordinate
|
|
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
|
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
|
|
|
|
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, 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
|
|
|