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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
1400 lines
51 KiB
Lua
1400 lines
51 KiB
Lua
--- **Cargo** - Management of CARGO logistics, that can be transported from and to transportation carriers.
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--
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-- ===
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--
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-- # 1) MOOSE Cargo System.
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--
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-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.
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-- However, these are merely static objects. Wouldn't it be nice if cargo could bring a new dynamism into your
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-- simulations? Where various objects of various types could be treated also as cargo?
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--
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-- This is what MOOSE brings to you, a complete new cargo object model that used the cargo capabilities of
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-- DCS world, but enhances it.
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--
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-- MOOSE Cargo introduces also a new concept, called a "carrier". These can be:
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--
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-- - Helicopters
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-- - Planes
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-- - Ground Vehicles
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-- - Ships
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--
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-- With the MOOSE Cargo system, you can:
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--
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-- - Take full control of the cargo as objects within your script (see below).
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-- - Board/Unboard infantry into carriers. Also other objects can be boarded, like mortars.
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-- - Load/Unload dcs world cargo objects into carriers.
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-- - Load/Unload other static objects into carriers (like tires etc).
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-- - Slingload cargo objects.
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-- - Board units one by one...
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--
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-- # 2) MOOSE Cargo Objects.
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--
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-- In order to make use of the MOOSE cargo system, you need to **declare** the DCS objects as MOOSE cargo objects!
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--
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-- This sounds complicated, but it is actually quite simple.
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--
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-- See here an example:
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--
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-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
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--
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-- The above code declares a MOOSE cargo object called `EngineerCargoGroup`.
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-- It actually just refers to an infantry group created within the sim called `"Engineers"`.
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-- The infantry group now becomes controlled by the MOOSE cargo object `EngineerCargoGroup`.
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-- A MOOSE cargo object also has properties, like the type of cargo, the logical name, and the reporting range.
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--
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-- There are 4 types of MOOSE cargo objects possible, each represented by its own class:
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--
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-- - @{Cargo.CargoGroup#CARGO_GROUP}: A MOOSE cargo that is represented by a DCS world GROUP object.
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-- - @{Cargo.CargoCrate#CARGO_CRATE}: A MOOSE cargo that is represented by a DCS world cargo object (static object).
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-- - @{Cargo.CargoUnit#CARGO_UNIT}: A MOOSE cargo that is represented by a DCS world unit object or static object.
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-- - @{Cargo.CargoSlingload#CARGO_SLINGLOAD}: A MOOSE cargo that is represented by a DCS world cargo object (static object), that can be slingloaded.
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--
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-- Note that a CARGO crate is not meant to be slingloaded (it can, but it is not **meant** to be handled like that.
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-- Instead, a CARGO_CRATE is able to load itself into the bays of a carrier.
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--
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-- Each of these MOOSE cargo objects behave in its own way, and have methods to be handled.
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--
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-- local InfantryGroup = GROUP:FindByName( "Infantry" )
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-- local InfantryCargo = CARGO_GROUP:New( InfantryGroup, "Engineers", "Infantry Engineers", 2000 )
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-- local CargoCarrier = UNIT:FindByName( "Carrier" )
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-- -- This call will make the Cargo run to the CargoCarrier.
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-- -- Upon arrival at the CargoCarrier, the Cargo will be Loaded into the Carrier.
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-- -- This process is now fully automated.
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-- InfantryCargo:Board( CargoCarrier, 25 )
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--
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-- The above would create a MOOSE cargo object called `InfantryCargo`, and using that object,
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-- you can board the cargo into the carrier `CargoCarrier`.
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-- Simple, isn't it? Told you, and this is only the beginning.
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--
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-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers.
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-- It would be too low-level and not end-user friendly to deal with cargo handling complexity.
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-- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.
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--
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-- # 3) Cargo Handling Classes, the main engines for mission designers!
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--
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-- For this reason, the MOOSE Cargo System is heavily used by 3 important **cargo handling class hierarchies** within MOOSE,
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-- that make cargo come "alive" within your mission in a full automatic manner!
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--
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-- ## 3.1) AI Cargo handlers.
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--
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-- - @{AI.AI_Cargo_APC} will create for you the capability to make an APC group handle cargo.
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-- - @{AI.AI_Cargo_Helicopter} will create for you the capability to make a Helicopter group handle cargo.
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--
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--
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-- ## 3.2) AI Cargo transportation dispatchers.
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--
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-- There are also dispatchers that make AI work together to transport cargo automatically!!!
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--
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-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
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-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
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--
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-- ## 3.3) Cargo transportation tasking.
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--
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-- And there is cargo transportation tasking for human players.
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--
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-- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
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--
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-- Please refer to the documentation reflected within these modules to understand the detailed capabilities.
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--
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-- # 4) Cargo SETs.
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--
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-- To make life a bit more easy, MOOSE cargo objects can be grouped into a @{Core.Set#SET_CARGO}.
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-- This is a collection of MOOSE cargo objects.
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--
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-- This would work as follows:
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--
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-- -- Define the cargo set.
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-- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
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--
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-- -- Now add cargo the cargo set.
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-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
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-- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
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-- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
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-- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
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-- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
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--
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-- This is a very powerful concept!
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-- Instead of having to deal with multiple MOOSE cargo objects yourself, the cargo set capability will group cargo objects into one set.
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-- The key is the **cargo type** name given at each cargo declaration!
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-- In the above example, the cargo type name is `"Workmaterials"`. Each cargo object declared is given that type name. (the 2nd parameter).
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-- What happens now is that the cargo set `CargoSetWorkmaterials` will be added with each cargo object **dynamically** when the cargo object is created.
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-- In other words, the cargo set `CargoSetWorkmaterials` will incorporate any `"Workmaterials"` dynamically into its set.
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--
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-- The cargo sets are extremely important for the AI cargo transportation dispatchers and the cargo transporation tasking.
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--
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-- # 5) Declare cargo directly in the mission editor!
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--
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-- But I am not finished! There is something more, that is even more great!
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-- Imagine the mission designers having to code all these lines every time it wants to embed cargo within a mission.
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--
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-- -- Now add cargo the cargo set.
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-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
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-- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
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-- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
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-- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
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-- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
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--
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-- This would be extremely tiring and a huge overload.
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-- However, the MOOSE framework allows to declare MOOSE cargo objects within the mission editor!!!
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--
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-- So, at mission startup, MOOSE will search for objects following a special naming convention, and will **create** for you **dynamically
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-- cargo objects** at **mission start**!!! -- These cargo objects can then be automatically incorporated within cargo set(s)!!!
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-- In other words, your mission will be reduced to about a few lines of code, providing you with a full dynamic cargo handling mission!
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--
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-- ## 5.1) Use \#CARGO tags in the mission editor:
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--
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-- MOOSE can create automatically cargo objects, if the name of the cargo contains the **\#CARGO** tag.
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-- When a mission starts, MOOSE will scan all group and static objects it found for the presence of the \#CARGO tag.
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-- When found, MOOSE will declare the object as cargo (create in the background a CARGO_ object, like CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD.
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-- The creation of these CARGO_ objects will allow to be filtered and automatically added in SET_CARGO objects.
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-- In other words, with very minimal code as explained in the above code section, you are able to create vast amounts of cargo objects just from within the editor.
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--
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-- What I talk about is this:
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--
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-- -- BEFORE THIS SCRIPT STARTS, MOOSE WILL ALREADY HAVE SCANNED FOR OBJECTS WITH THE #CARGO TAG IN THE NAME.
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-- -- FOR EACH OF THESE OBJECT, MOOSE WILL HAVE CREATED CARGO_ OBJECTS LIKE CARGO_GROUP, CARGO_CRATE AND CARGO_SLINGLOAD.
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--
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-- HQ = GROUP:FindByName( "HQ", "Bravo" )
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--
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-- CommandCenter = COMMANDCENTER
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-- :New( HQ, "Lima" )
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--
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-- Mission = MISSION
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-- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.RED )
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--
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-- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart()
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--
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-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
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--
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-- -- This is the most important now. You setup a new SET_CARGO filtering the relevant type.
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-- -- The actual cargo objects are now created by MOOSE in the background.
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-- -- Each cargo is setup in the Mission Editor using the #CARGO tag in the group name.
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-- -- This allows a truly dynamic setup.
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-- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
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--
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-- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
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-- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
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--
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-- The above code example has the `CargoSetWorkmaterials`, which is a SET_CARGO collection and will include the CARGO_ objects of the type "Workmaterials".
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-- And there is NO cargo object actually declared within the script! However, if you would open the mission, there would be hundreds of cargo objects...
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--
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-- The \#CARGO tag even allows for several options to be specified, which are important to learn.
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--
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-- ## 5.2) The \#CARGO tag to create CARGO_GROUP objects:
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--
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-- You can also use the \#CARGO tag on **group** objects of the mission editor.
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--
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-- For example, the following #CARGO naming in the **group name** of the object, will create a CARGO_GROUP object when the mission starts.
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--
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-- `Infantry #CARGO(T=Workmaterials,RR=500,NR=25)`
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--
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-- This will create a CARGO_GROUP object:
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--
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-- * with the group name `Infantry #CARGO`
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-- * is of type `Workmaterials`
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-- * will report when a carrier is within 500 meters
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-- * will board to carriers when the carrier is within 500 meters from the cargo object
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-- * will disappear when the cargo is within 25 meters from the carrier during boarding
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--
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-- So the overall syntax of the #CARGO naming tag and arguments are:
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--
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-- `GroupName #CARGO(T=CargoTypeName,RR=Range,NR=Range)`
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--
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-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
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-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
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-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
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-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
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-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
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--
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-- ## 5.2) The \#CARGO tag to create CARGO_CRATE or CARGO_SLINGLOAD objects:
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--
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-- You can also use the \#CARGO tag on **static** objects, including **static cargo** objects of the mission editor.
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--
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-- For example, the following #CARGO naming in the **static name** of the object, will create a CARGO_CRATE object when the mission starts.
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--
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-- `Static #CARGO(T=Workmaterials,C=CRATE,RR=500,NR=25)`
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--
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-- This will create a CARGO_CRATE object:
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--
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-- * with the group name `Static #CARGO`
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-- * is of type `Workmaterials`
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-- * is of category `CRATE` (as opposed to `SLING`)
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-- * will report when a carrier is within 500 meters
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-- * will board to carriers when the carrier is within 500 meters from the cargo object
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-- * will disappear when the cargo is within 25 meters from the carrier during boarding
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--
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-- So the overall syntax of the #CARGO naming tag and arguments are:
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--
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-- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
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--
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-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
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-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively.
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-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
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-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
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-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
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-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
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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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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Cargo.Cargo
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-- @image Cargo.JPG
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-- Events
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-- Board
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--- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
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-- The cargo must be in the **UnLoaded** state.
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-- @function [parent=#CARGO] Board
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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--- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
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-- The cargo must be in the **UnLoaded** state.
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-- @function [parent=#CARGO] __Board
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-- @param #CARGO self
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-- @param #number DelaySeconds The amount of seconds to delay the action.
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-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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-- UnBoard
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--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
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-- The cargo must be in the **Loaded** state.
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-- @function [parent=#CARGO] UnBoard
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-- @param #CARGO self
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-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
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--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
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-- The cargo must be in the **Loaded** state.
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-- @function [parent=#CARGO] __UnBoard
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-- @param #CARGO self
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-- @param #number DelaySeconds The amount of seconds to delay the action.
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-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
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-- Load
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--- Loads the cargo to a Carrier. The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading.
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-- The cargo must be in the **UnLoaded** state.
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-- @function [parent=#CARGO] Load
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
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--- Loads the cargo to a Carrier. The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading.
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-- The cargo must be in the **UnLoaded** state.
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-- @function [parent=#CARGO] __Load
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-- @param #CARGO self
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-- @param #number DelaySeconds The amount of seconds to delay the action.
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-- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
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-- UnLoad
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--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
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-- The cargo must be in the **Loaded** state.
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-- @function [parent=#CARGO] UnLoad
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-- @param #CARGO self
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-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
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--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
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-- The cargo must be in the **Loaded** state.
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-- @function [parent=#CARGO] __UnLoad
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-- @param #CARGO self
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-- @param #number DelaySeconds The amount of seconds to delay the action.
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-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
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-- State Transition Functions
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-- UnLoaded
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--- @function [parent=#CARGO] OnLeaveUnLoaded
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- @return #boolean
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--- @function [parent=#CARGO] OnEnterUnLoaded
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- Loaded
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--- @function [parent=#CARGO] OnLeaveLoaded
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- @return #boolean
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--- @function [parent=#CARGO] OnEnterLoaded
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- Boarding
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--- @function [parent=#CARGO] OnLeaveBoarding
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- @return #boolean
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--- @function [parent=#CARGO] OnEnterBoarding
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
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-- UnBoarding
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--- @function [parent=#CARGO] OnLeaveUnBoarding
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- @return #boolean
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--- @function [parent=#CARGO] OnEnterUnBoarding
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-- @param #CARGO self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable
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-- TODO: Find all Carrier objects and make the type of the Carriers Wrapper.Unit#UNIT in the documentation.
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CARGOS = {}
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do -- CARGO
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--- @type CARGO
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-- @extends Core.Fsm#FSM_PROCESS
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-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
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|
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
|
|
-- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg.
|
|
-- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded.
|
|
-- @field Wrapper.Unit#UNIT CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...
|
|
-- @field Wrapper.Client#CLIENT CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere...
|
|
-- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded.
|
|
-- @field #boolean Moveable This flag defines if the cargo is moveable.
|
|
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
|
|
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
|
|
|
|
--- Defines the core functions that defines a cargo object within MOOSE.
|
|
--
|
|
-- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation.
|
|
--
|
|
-- CARGO is not meant to be used directly by mission designers, but provides a base class for **concrete cargo implementation classes** to handle:
|
|
--
|
|
-- * Cargo **group objects**, implemented by the @{Cargo.CargoGroup#CARGO_GROUP} class.
|
|
-- * Cargo **Unit objects**, implemented by the @{Cargo.CargoUnit#CARGO_UNIT} class.
|
|
-- * Cargo **Crate objects**, implemented by the @{Cargo.CargoCrate#CARGO_CRATE} class.
|
|
-- * Cargo **Sling Load objects**, implemented by the @{Cargo.CargoSlingload#CARGO_SLINGLOAD} class.
|
|
--
|
|
-- The above cargo classes are used by the AI\_CARGO\_ classes to allow AI groups to transport cargo:
|
|
--
|
|
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
|
|
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
|
|
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class.
|
|
-- * AI Ships is planned.
|
|
--
|
|
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
|
|
--
|
|
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
|
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
|
--
|
|
--
|
|
-- The CARGO is a state machine: it manages the different events and states of the cargo.
|
|
-- All derived classes from CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.
|
|
--
|
|
-- ## CARGO Events:
|
|
--
|
|
-- * @{#CARGO.Board}( ToCarrier ): Boards the cargo to a carrier.
|
|
-- * @{#CARGO.Load}( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
|
|
-- * @{#CARGO.UnBoard}( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
|
|
-- * @{#CARGO.UnLoad}( ToPointVec2 ): UnLoads the cargo from a carrier.
|
|
-- * @{#CARGO.Destroyed}( Controllable ): The cargo is dead. The cargo process will be ended.
|
|
--
|
|
-- @field #CARGO
|
|
CARGO = {
|
|
ClassName = "CARGO",
|
|
Type = nil,
|
|
Name = nil,
|
|
Weight = nil,
|
|
CargoObject = nil,
|
|
CargoCarrier = nil,
|
|
Representable = false,
|
|
Slingloadable = false,
|
|
Moveable = false,
|
|
Containable = false,
|
|
Reported = {},
|
|
}
|
|
|
|
--- @type CARGO.CargoObjects
|
|
-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
|
|
|
|
--- CARGO Constructor. This class is an abstract class and should not be instantiated.
|
|
-- @param #CARGO self
|
|
-- @param #string Type
|
|
-- @param #string Name
|
|
-- @param #number Weight
|
|
-- @param #number LoadRadius (optional)
|
|
-- @param #number NearRadius (optional)
|
|
-- @return #CARGO
|
|
function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1
|
|
|
|
local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
|
|
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
|
|
|
|
self:SetStartState( "UnLoaded" )
|
|
self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" )
|
|
self:AddTransition( "Boarding" , "Boarding", "Boarding" )
|
|
self:AddTransition( "Boarding", "CancelBoarding", "UnLoaded" )
|
|
self:AddTransition( "Boarding", "Load", "Loaded" )
|
|
self:AddTransition( "UnLoaded", "Load", "Loaded" )
|
|
self:AddTransition( "Loaded", "UnBoard", "UnBoarding" )
|
|
self:AddTransition( "UnBoarding", "UnBoarding", "UnBoarding" )
|
|
self:AddTransition( "UnBoarding", "UnLoad", "UnLoaded" )
|
|
self:AddTransition( "Loaded", "UnLoad", "UnLoaded" )
|
|
self:AddTransition( "*", "Damaged", "Damaged" )
|
|
self:AddTransition( "*", "Destroyed", "Destroyed" )
|
|
self:AddTransition( "*", "Respawn", "UnLoaded" )
|
|
self:AddTransition( "*", "Reset", "UnLoaded" )
|
|
|
|
self.Type = Type
|
|
self.Name = Name
|
|
self.Weight = Weight or 0
|
|
self.CargoObject = nil
|
|
self.CargoCarrier = nil -- Wrapper.Client#CLIENT
|
|
self.Representable = false
|
|
self.Slingloadable = false
|
|
self.Moveable = false
|
|
self.Containable = false
|
|
|
|
self.CargoLimit = 0
|
|
|
|
self.LoadRadius = LoadRadius or 500
|
|
--self.NearRadius = NearRadius or 25
|
|
|
|
self:SetDeployed( false )
|
|
|
|
self.CargoScheduler = SCHEDULER:New()
|
|
|
|
CARGOS[self.Name] = self
|
|
|
|
return self
|
|
end
|
|
|
|
--- Find a CARGO in the _DATABASE.
|
|
-- @param #CARGO self
|
|
-- @param #string CargoName The Cargo Name.
|
|
-- @return #CARGO self
|
|
function CARGO:FindByName( CargoName )
|
|
|
|
local CargoFound = _DATABASE:FindCargo( CargoName )
|
|
return CargoFound
|
|
end
|
|
|
|
--- Get the x position of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return #number
|
|
function CARGO:GetX()
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier:GetCoordinate().x
|
|
else
|
|
return self.CargoObject:GetCoordinate().x
|
|
end
|
|
end
|
|
|
|
--- Get the y position of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return #number
|
|
function CARGO:GetY()
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier:GetCoordinate().z
|
|
else
|
|
return self.CargoObject:GetCoordinate().z
|
|
end
|
|
end
|
|
|
|
--- Get the heading of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return #number
|
|
function CARGO:GetHeading()
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier:GetHeading()
|
|
else
|
|
return self.CargoObject:GetHeading()
|
|
end
|
|
end
|
|
|
|
--- Check if the cargo can be Slingloaded.
|
|
-- @param #CARGO self
|
|
function CARGO:CanSlingload()
|
|
return false
|
|
end
|
|
|
|
--- Check if the cargo can be Boarded.
|
|
-- @param #CARGO self
|
|
function CARGO:CanBoard()
|
|
return true
|
|
end
|
|
|
|
--- Check if the cargo can be Unboarded.
|
|
-- @param #CARGO self
|
|
function CARGO:CanUnboard()
|
|
return true
|
|
end
|
|
|
|
--- Check if the cargo can be Loaded.
|
|
-- @param #CARGO self
|
|
function CARGO:CanLoad()
|
|
return true
|
|
end
|
|
|
|
--- Check if the cargo can be Unloaded.
|
|
-- @param #CARGO self
|
|
function CARGO:CanUnload()
|
|
return true
|
|
end
|
|
|
|
--- Destroy the cargo.
|
|
-- @param #CARGO self
|
|
function CARGO:Destroy()
|
|
if self.CargoObject then
|
|
self.CargoObject:Destroy()
|
|
end
|
|
self:Destroyed()
|
|
end
|
|
|
|
--- Get the name of the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return #string The name of the Cargo.
|
|
function CARGO:GetName() --R2.1
|
|
return self.Name
|
|
end
|
|
|
|
--- Get the current active object representing or being the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return Wrapper.Positionable#POSITIONABLE The object representing or being the Cargo.
|
|
function CARGO:GetObject()
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier
|
|
else
|
|
return self.CargoObject
|
|
end
|
|
end
|
|
|
|
--- Get the object name of the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return #string The object name of the Cargo.
|
|
function CARGO:GetObjectName() --R2.1
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier:GetName()
|
|
else
|
|
return self.CargoObject:GetName()
|
|
end
|
|
end
|
|
|
|
--- Get the amount of Cargo.
|
|
-- @param #CARGO self
|
|
-- @return #number The amount of Cargo.
|
|
function CARGO:GetCount()
|
|
return 1
|
|
end
|
|
|
|
--- Get the type of the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return #string The type of the Cargo.
|
|
function CARGO:GetType()
|
|
return self.Type
|
|
end
|
|
|
|
--- Get the transportation method of the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return #string The transportation method of the Cargo.
|
|
function CARGO:GetTransportationMethod()
|
|
return self.TransportationMethod
|
|
end
|
|
|
|
--- Get the coalition of the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return Coalition
|
|
function CARGO:GetCoalition()
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier:GetCoalition()
|
|
else
|
|
return self.CargoObject:GetCoalition()
|
|
end
|
|
end
|
|
|
|
--- Get the current coordinates of the Cargo.
|
|
-- @param #CARGO self
|
|
-- @return Core.Point#COORDINATE The coordinates of the Cargo.
|
|
function CARGO:GetCoordinate()
|
|
return self.CargoObject:GetCoordinate()
|
|
end
|
|
|
|
--- Check if cargo is destroyed.
|
|
-- @param #CARGO self
|
|
-- @return #boolean true if destroyed
|
|
function CARGO:IsDestroyed()
|
|
return self:Is( "Destroyed" )
|
|
end
|
|
|
|
--- Check if cargo is loaded.
|
|
-- @param #CARGO self
|
|
-- @return #boolean true if loaded
|
|
function CARGO:IsLoaded()
|
|
return self:Is( "Loaded" )
|
|
end
|
|
|
|
--- Check if cargo is loaded.
|
|
-- @param #CARGO self
|
|
-- @param Wrapper.Unit#UNIT Carrier
|
|
-- @return #boolean true if loaded
|
|
function CARGO:IsLoadedInCarrier( Carrier )
|
|
return self.CargoCarrier and self.CargoCarrier:GetName() == Carrier:GetName()
|
|
end
|
|
|
|
--- Check if cargo is unloaded.
|
|
-- @param #CARGO self
|
|
-- @return #boolean true if unloaded
|
|
function CARGO:IsUnLoaded()
|
|
return self:Is( "UnLoaded" )
|
|
end
|
|
|
|
--- Check if cargo is boarding.
|
|
-- @param #CARGO self
|
|
-- @return #boolean true if boarding
|
|
function CARGO:IsBoarding()
|
|
return self:Is( "Boarding" )
|
|
end
|
|
|
|
--- Check if cargo is unboarding.
|
|
-- @param #CARGO self
|
|
-- @return #boolean true if unboarding
|
|
function CARGO:IsUnboarding()
|
|
return self:Is( "UnBoarding" )
|
|
end
|
|
|
|
--- Check if cargo is alive.
|
|
-- @param #CARGO self
|
|
-- @return #boolean true if unloaded
|
|
function CARGO:IsAlive()
|
|
|
|
if self:IsLoaded() then
|
|
return self.CargoCarrier:IsAlive()
|
|
else
|
|
return self.CargoObject:IsAlive()
|
|
end
|
|
end
|
|
|
|
--- Set the cargo as deployed.
|
|
-- @param #CARGO self
|
|
-- @param #boolean Deployed true if the cargo is to be deployed. false or nil otherwise.
|
|
function CARGO:SetDeployed( Deployed )
|
|
self.Deployed = Deployed
|
|
end
|
|
|
|
--- Is the cargo deployed
|
|
-- @param #CARGO self
|
|
-- @return #boolean
|
|
function CARGO:IsDeployed()
|
|
return self.Deployed
|
|
end
|
|
|
|
--- Template method to spawn a new representation of the CARGO in the simulator.
|
|
-- @param #CARGO self
|
|
-- @return #CARGO
|
|
function CARGO:Spawn( PointVec2 )
|
|
self:F()
|
|
|
|
end
|
|
|
|
--- Signal a flare at the position of the CARGO.
|
|
-- @param #CARGO self
|
|
-- @param Utilities.Utils#FLARECOLOR FlareColor
|
|
function CARGO:Flare( FlareColor )
|
|
if self:IsUnLoaded() then
|
|
trigger.action.signalFlare( self.CargoObject:GetVec3(), FlareColor , 0 )
|
|
end
|
|
end
|
|
|
|
--- Signal a white flare at the position of the CARGO.
|
|
-- @param #CARGO self
|
|
function CARGO:FlareWhite()
|
|
self:Flare( trigger.flareColor.White )
|
|
end
|
|
|
|
--- Signal a yellow flare at the position of the CARGO.
|
|
-- @param #CARGO self
|
|
function CARGO:FlareYellow()
|
|
self:Flare( trigger.flareColor.Yellow )
|
|
end
|
|
|
|
--- Signal a green flare at the position of the CARGO.
|
|
-- @param #CARGO self
|
|
function CARGO:FlareGreen()
|
|
self:Flare( trigger.flareColor.Green )
|
|
end
|
|
|
|
--- Signal a red flare at the position of the CARGO.
|
|
-- @param #CARGO self
|
|
function CARGO:FlareRed()
|
|
self:Flare( trigger.flareColor.Red )
|
|
end
|
|
|
|
--- Smoke the CARGO.
|
|
-- @param #CARGO self
|
|
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke.
|
|
-- @param #number Radius The radius of randomization around the center of the Cargo.
|
|
function CARGO:Smoke( SmokeColor, Radius )
|
|
if self:IsUnLoaded() then
|
|
if Radius then
|
|
trigger.action.smoke( self.CargoObject:GetRandomVec3( Radius ), SmokeColor )
|
|
else
|
|
trigger.action.smoke( self.CargoObject:GetVec3(), SmokeColor )
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Smoke the CARGO Green.
|
|
-- @param #CARGO self
|
|
function CARGO:SmokeGreen()
|
|
self:Smoke( trigger.smokeColor.Green, Range )
|
|
end
|
|
|
|
--- Smoke the CARGO Red.
|
|
-- @param #CARGO self
|
|
function CARGO:SmokeRed()
|
|
self:Smoke( trigger.smokeColor.Red, Range )
|
|
end
|
|
|
|
--- Smoke the CARGO White.
|
|
-- @param #CARGO self
|
|
function CARGO:SmokeWhite()
|
|
self:Smoke( trigger.smokeColor.White, Range )
|
|
end
|
|
|
|
--- Smoke the CARGO Orange.
|
|
-- @param #CARGO self
|
|
function CARGO:SmokeOrange()
|
|
self:Smoke( trigger.smokeColor.Orange, Range )
|
|
end
|
|
|
|
--- Smoke the CARGO Blue.
|
|
-- @param #CARGO self
|
|
function CARGO:SmokeBlue()
|
|
self:Smoke( trigger.smokeColor.Blue, Range )
|
|
end
|
|
|
|
--- Set the Load radius, which is the radius till when the Cargo can be loaded.
|
|
-- @param #CARGO self
|
|
-- @param #number LoadRadius The radius till Cargo can be loaded.
|
|
-- @return #CARGO
|
|
function CARGO:SetLoadRadius( LoadRadius )
|
|
self.LoadRadius = LoadRadius or 150
|
|
end
|
|
|
|
--- Get the Load radius, which is the radius till when the Cargo can be loaded.
|
|
-- @param #CARGO self
|
|
-- @return #number The radius till Cargo can be loaded.
|
|
function CARGO:GetLoadRadius()
|
|
return self.LoadRadius
|
|
end
|
|
|
|
--- Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.
|
|
-- @param #CARGO self
|
|
-- @param Core.Point#COORDINATE Coordinate
|
|
-- @return #boolean true if the CargoGroup is within the loading radius.
|
|
function CARGO:IsInLoadRadius( Coordinate )
|
|
self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
|
|
|
local Distance = 0
|
|
if self:IsUnLoaded() then
|
|
local CargoCoordinate = self.CargoObject:GetCoordinate()
|
|
Distance = Coordinate:Get2DDistance( CargoCoordinate )
|
|
self:T( Distance )
|
|
if Distance <= self.LoadRadius then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Check if the Cargo can report itself to be Boarded or Loaded.
|
|
-- @param #CARGO self
|
|
-- @param Core.Point#COORDINATE Coordinate
|
|
-- @return #boolean true if the Cargo can report itself.
|
|
function CARGO:IsInReportRadius( Coordinate )
|
|
self:F( { Coordinate } )
|
|
|
|
local Distance = 0
|
|
if self:IsUnLoaded() then
|
|
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
|
self:T( Distance )
|
|
if Distance <= self.LoadRadius then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
--- Check if CargoCarrier is near the coordinate within NearRadius.
|
|
-- @param #CARGO self
|
|
-- @param Core.Point#COORDINATE Coordinate
|
|
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
|
|
-- @return #boolean
|
|
function CARGO:IsNear( Coordinate, NearRadius )
|
|
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } )
|
|
|
|
if self.CargoObject:IsAlive() then
|
|
--local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
|
|
--self:F( { CargoObjectName = self.CargoObject:GetName() } )
|
|
--self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
|
|
--self:F( { PointVec2 = PointVec2:GetVec2() } )
|
|
local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
|
|
--self:F( { Distance = Distance, NearRadius = NearRadius or "nil" } )
|
|
|
|
if Distance <= NearRadius then
|
|
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
|
|
return true
|
|
end
|
|
end
|
|
|
|
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
|
|
return false
|
|
end
|
|
|
|
--- Check if Cargo is the given @{Core.Zone}.
|
|
-- @param #CARGO self
|
|
-- @param Core.Zone#ZONE_BASE Zone
|
|
-- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone.
|
|
function CARGO:IsInZone( Zone )
|
|
--self:F( { Zone } )
|
|
|
|
if self:IsLoaded() then
|
|
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
|
|
else
|
|
--self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
|
|
if self.CargoObject:GetSize() ~= 0 then
|
|
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
--- Get the current PointVec2 of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return Core.Point#POINT_VEC2
|
|
function CARGO:GetPointVec2()
|
|
return self.CargoObject:GetPointVec2()
|
|
end
|
|
|
|
--- Get the current Coordinate of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return Core.Point#COORDINATE
|
|
function CARGO:GetCoordinate()
|
|
return self.CargoObject:GetCoordinate()
|
|
end
|
|
|
|
--- Get the weight of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return #number Weight The weight in kg.
|
|
function CARGO:GetWeight()
|
|
return self.Weight
|
|
end
|
|
|
|
--- Set the weight of the cargo.
|
|
-- @param #CARGO self
|
|
-- @param #number Weight The weight in kg.
|
|
-- @return #CARGO
|
|
function CARGO:SetWeight( Weight )
|
|
self.Weight = Weight
|
|
return self
|
|
end
|
|
|
|
--- Get the volume of the cargo.
|
|
-- @param #CARGO self
|
|
-- @return #number Volume The volume in kg.
|
|
function CARGO:GetVolume()
|
|
return self.Volume
|
|
end
|
|
|
|
--- Set the volume of the cargo.
|
|
-- @param #CARGO self
|
|
-- @param #number Volume The volume in kg.
|
|
-- @return #CARGO
|
|
function CARGO:SetVolume( Volume )
|
|
self.Volume = Volume
|
|
return self
|
|
end
|
|
|
|
--- Send a CC message to a @{Wrapper.Group}.
|
|
-- @param #CARGO self
|
|
-- @param #string Message
|
|
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group.
|
|
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
|
|
function CARGO:MessageToGroup( Message, CarrierGroup, Name )
|
|
|
|
MESSAGE:New( Message, 20, "Cargo " .. self:GetName() ):ToGroup( CarrierGroup )
|
|
|
|
end
|
|
|
|
--- Report to a Carrier Group.
|
|
-- @param #CARGO self
|
|
-- @param #string Action The string describing the action for the cargo.
|
|
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to.
|
|
-- @return #CARGO
|
|
function CARGO:Report( ReportText, Action, CarrierGroup )
|
|
|
|
if not self.Reported[CarrierGroup] or not self.Reported[CarrierGroup][Action] then
|
|
self.Reported[CarrierGroup] = {}
|
|
self.Reported[CarrierGroup][Action] = true
|
|
self:MessageToGroup( ReportText, CarrierGroup )
|
|
if self.ReportFlareColor then
|
|
if not self.Reported[CarrierGroup]["Flaring"] then
|
|
self:Flare( self.ReportFlareColor )
|
|
self.Reported[CarrierGroup]["Flaring"] = true
|
|
end
|
|
end
|
|
if self.ReportSmokeColor then
|
|
if not self.Reported[CarrierGroup]["Smoking"] then
|
|
self:Smoke( self.ReportSmokeColor )
|
|
self.Reported[CarrierGroup]["Smoking"] = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Report to a Carrier Group with a Flaring signal.
|
|
-- @param #CARGO self
|
|
-- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
|
|
-- @return #CARGO
|
|
function CARGO:ReportFlare( FlareColor )
|
|
|
|
self.ReportFlareColor = FlareColor
|
|
end
|
|
|
|
--- Report to a Carrier Group with a Smoking signal.
|
|
-- @param #CARGO self
|
|
-- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
|
|
-- @return #CARGO
|
|
function CARGO:ReportSmoke( SmokeColor )
|
|
|
|
self.ReportSmokeColor = SmokeColor
|
|
end
|
|
|
|
--- Reset the reporting for a Carrier Group.
|
|
-- @param #CARGO self
|
|
-- @param #string Action The string describing the action for the cargo.
|
|
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to.
|
|
-- @return #CARGO
|
|
function CARGO:ReportReset( Action, CarrierGroup )
|
|
|
|
self.Reported[CarrierGroup][Action] = nil
|
|
end
|
|
|
|
--- Reset all the reporting for a Carrier Group.
|
|
-- @param #CARGO self
|
|
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to.
|
|
-- @return #CARGO
|
|
function CARGO:ReportResetAll( CarrierGroup )
|
|
|
|
self.Reported[CarrierGroup] = nil
|
|
end
|
|
|
|
--- Respawn the cargo when destroyed
|
|
-- @param #CARGO self
|
|
-- @param #boolean RespawnDestroyed
|
|
function CARGO:RespawnOnDestroyed( RespawnDestroyed )
|
|
|
|
if RespawnDestroyed then
|
|
self.onenterDestroyed = function( self )
|
|
self:Respawn()
|
|
end
|
|
else
|
|
self.onenterDestroyed = nil
|
|
end
|
|
|
|
end
|
|
|
|
end -- CARGO
|
|
|
|
do -- CARGO_REPRESENTABLE
|
|
|
|
--- @type CARGO_REPRESENTABLE
|
|
-- @extends #CARGO
|
|
-- @field test
|
|
|
|
--- Models CARGO that is representable by a Unit.
|
|
-- @field #CARGO_REPRESENTABLE CARGO_REPRESENTABLE
|
|
CARGO_REPRESENTABLE = {
|
|
ClassName = "CARGO_REPRESENTABLE"
|
|
}
|
|
|
|
--- CARGO_REPRESENTABLE Constructor.
|
|
-- @param #CARGO_REPRESENTABLE self
|
|
-- @param Wrapper.Positionable#POSITIONABLE CargoObject The cargo object.
|
|
-- @param #string Type Type name
|
|
-- @param #string Name Name.
|
|
-- @param #number LoadRadius (optional) Radius in meters.
|
|
-- @param #number NearRadius (optional) Radius in meters when the cargo is loaded into the carrier.
|
|
-- @return #CARGO_REPRESENTABLE
|
|
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius )
|
|
|
|
-- Inherit CARGO.
|
|
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
|
|
self:F( { Type, Name, LoadRadius, NearRadius } )
|
|
|
|
-- Descriptors.
|
|
local Desc=CargoObject:GetDesc()
|
|
self:T({Desc=Desc})
|
|
|
|
-- Weight.
|
|
local Weight = math.random( 80, 120 )
|
|
|
|
-- Adjust weight..
|
|
if Desc then
|
|
if Desc.typeName == "2B11 mortar" then
|
|
Weight = 210
|
|
else
|
|
Weight = Desc.massEmpty
|
|
end
|
|
end
|
|
|
|
-- Set weight.
|
|
self:SetWeight( Weight )
|
|
|
|
return self
|
|
end
|
|
|
|
--- CARGO_REPRESENTABLE Destructor.
|
|
-- @param #CARGO_REPRESENTABLE self
|
|
-- @return #CARGO_REPRESENTABLE
|
|
function CARGO_REPRESENTABLE:Destroy()
|
|
|
|
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
|
|
self:F( { CargoName = self:GetName() } )
|
|
--_EVENTDISPATCHER:CreateEventDeleteCargo( self )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Route a cargo unit to a PointVec2.
|
|
-- @param #CARGO_REPRESENTABLE self
|
|
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
|
-- @param #number Speed
|
|
-- @return #CARGO_REPRESENTABLE
|
|
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )
|
|
self:F2( ToPointVec2 )
|
|
|
|
local Points = {}
|
|
|
|
local PointStartVec2 = self.CargoObject:GetPointVec2()
|
|
|
|
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
|
|
Points[#Points+1] = ToPointVec2:WaypointGround( Speed )
|
|
|
|
local TaskRoute = self.CargoObject:TaskRoute( Points )
|
|
self.CargoObject:SetTask( TaskRoute, 2 )
|
|
return self
|
|
end
|
|
|
|
--- Send a message to a @{Wrapper.Group} through a communication channel near the cargo.
|
|
-- @param #CARGO_REPRESENTABLE self
|
|
-- @param #string Message
|
|
-- @param Wrapper.Group#GROUP TaskGroup
|
|
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
|
|
function CARGO_REPRESENTABLE:MessageToGroup( Message, TaskGroup, Name )
|
|
|
|
local CoordinateZone = ZONE_RADIUS:New( "Zone" , self:GetCoordinate():GetVec2(), 500 )
|
|
CoordinateZone:Scan( { Object.Category.UNIT } )
|
|
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
|
|
local NearUnit = UNIT:Find( DCSUnit )
|
|
self:F({NearUnit=NearUnit})
|
|
local NearUnitCoalition = NearUnit:GetCoalition()
|
|
local CargoCoalition = self:GetCoalition()
|
|
if NearUnitCoalition == CargoCoalition then
|
|
local Attributes = NearUnit:GetDesc()
|
|
self:F({Desc=Attributes})
|
|
if NearUnit:HasAttribute( "Trucks" ) then
|
|
MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup )
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end -- CARGO_REPRESENTABLE
|
|
|
|
do -- CARGO_REPORTABLE
|
|
|
|
--- @type CARGO_REPORTABLE
|
|
-- @extends #CARGO
|
|
CARGO_REPORTABLE = {
|
|
ClassName = "CARGO_REPORTABLE"
|
|
}
|
|
|
|
--- CARGO_REPORTABLE Constructor.
|
|
-- @param #CARGO_REPORTABLE self
|
|
-- @param #string Type
|
|
-- @param #string Name
|
|
-- @param #number Weight
|
|
-- @param #number LoadRadius (optional)
|
|
-- @param #number NearRadius (optional)
|
|
-- @return #CARGO_REPORTABLE
|
|
function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius )
|
|
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE
|
|
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Send a CC message to a @{Wrapper.Group}.
|
|
-- @param #CARGO_REPORTABLE self
|
|
-- @param #string Message
|
|
-- @param Wrapper.Group#GROUP TaskGroup
|
|
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
|
|
function CARGO_REPORTABLE:MessageToGroup( Message, TaskGroup, Name )
|
|
|
|
MESSAGE:New( Message, 20, "Cargo " .. self:GetName() .. " reporting" ):ToGroup( TaskGroup )
|
|
|
|
end
|
|
|
|
end
|
|
|
|
do -- CARGO_PACKAGE
|
|
|
|
--- @type CARGO_PACKAGE
|
|
-- @extends #CARGO_REPRESENTABLE
|
|
CARGO_PACKAGE = {
|
|
ClassName = "CARGO_PACKAGE"
|
|
}
|
|
|
|
--- CARGO_PACKAGE Constructor.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier The UNIT carrying the package.
|
|
-- @param #string Type
|
|
-- @param #string Name
|
|
-- @param #number Weight
|
|
-- @param #number LoadRadius (optional)
|
|
-- @param #number NearRadius (optional)
|
|
-- @return #CARGO_PACKAGE
|
|
function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius )
|
|
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE
|
|
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
|
|
|
|
self:T( CargoCarrier )
|
|
self.CargoCarrier = CargoCarrier
|
|
|
|
return self
|
|
end
|
|
|
|
--- Board Event.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @param #number Speed
|
|
-- @param #number BoardDistance
|
|
-- @param #number Angle
|
|
function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
|
|
self:F()
|
|
|
|
self.CargoInAir = self.CargoCarrier:InAir()
|
|
|
|
self:T( self.CargoInAir )
|
|
|
|
-- Only move the CargoCarrier to the New CargoCarrier when the New CargoCarrier is not in the air.
|
|
if not self.CargoInAir then
|
|
|
|
local Points = {}
|
|
|
|
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
|
|
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
|
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
|
self:T( { CargoCarrierHeading, CargoDeployHeading } )
|
|
local CargoDeployPointVec2 = CargoCarrier:GetPointVec2():Translate( BoardDistance, CargoDeployHeading )
|
|
|
|
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
|
|
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
|
|
|
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
|
|
self.CargoCarrier:SetTask( TaskRoute, 1 )
|
|
end
|
|
|
|
self:Boarded( CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
|
|
|
|
end
|
|
|
|
--- Check if CargoCarrier is near the Cargo to be Loaded.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @return #boolean
|
|
function CARGO_PACKAGE:IsNear( CargoCarrier )
|
|
self:F()
|
|
|
|
local CargoCarrierPoint = CargoCarrier:GetCoordinate()
|
|
|
|
local Distance = CargoCarrierPoint:Get2DDistance( self.CargoCarrier:GetCoordinate() )
|
|
self:T( Distance )
|
|
|
|
if Distance <= self.NearRadius then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- Boarded Event.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @param #number Speed
|
|
-- @param #number BoardDistance
|
|
-- @param #number LoadDistance
|
|
-- @param #number Angle
|
|
function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
|
|
self:F()
|
|
|
|
if self:IsNear( CargoCarrier ) then
|
|
self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle )
|
|
else
|
|
self:__Boarded( 1, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
|
|
end
|
|
end
|
|
|
|
--- UnBoard Event.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @param #number Speed
|
|
-- @param #number UnLoadDistance
|
|
-- @param #number UnBoardDistance
|
|
-- @param #number Radius
|
|
-- @param #number Angle
|
|
function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle )
|
|
self:F()
|
|
|
|
self.CargoInAir = self.CargoCarrier:InAir()
|
|
|
|
self:T( self.CargoInAir )
|
|
|
|
-- Only unboard the cargo when the carrier is not in the air.
|
|
-- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea).
|
|
if not self.CargoInAir then
|
|
|
|
self:_Next( self.FsmP.UnLoad, UnLoadDistance, Angle )
|
|
|
|
local Points = {}
|
|
|
|
local StartPointVec2 = CargoCarrier:GetPointVec2()
|
|
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
|
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
|
self:T( { CargoCarrierHeading, CargoDeployHeading } )
|
|
local CargoDeployPointVec2 = StartPointVec2:Translate( UnBoardDistance, CargoDeployHeading )
|
|
|
|
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
|
|
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
|
|
|
local TaskRoute = CargoCarrier:TaskRoute( Points )
|
|
CargoCarrier:SetTask( TaskRoute, 1 )
|
|
end
|
|
|
|
self:__UnBoarded( 1 , CargoCarrier, Speed )
|
|
|
|
end
|
|
|
|
--- UnBoarded Event.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @param #number Speed
|
|
function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed )
|
|
self:F()
|
|
|
|
if self:IsNear( CargoCarrier ) then
|
|
self:__UnLoad( 1, CargoCarrier, Speed )
|
|
else
|
|
self:__UnBoarded( 1, CargoCarrier, Speed )
|
|
end
|
|
end
|
|
|
|
--- Load Event.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @param #number Speed
|
|
-- @param #number LoadDistance
|
|
-- @param #number Angle
|
|
function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle )
|
|
self:F()
|
|
|
|
self.CargoCarrier = CargoCarrier
|
|
|
|
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
|
|
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
|
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
|
|
local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading )
|
|
|
|
local Points = {}
|
|
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
|
|
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
|
|
|
|
local TaskRoute = self.CargoCarrier:TaskRoute( Points )
|
|
self.CargoCarrier:SetTask( TaskRoute, 1 )
|
|
|
|
end
|
|
|
|
--- UnLoad Event.
|
|
-- @param #CARGO_PACKAGE self
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
-- @param Wrapper.Unit#UNIT CargoCarrier
|
|
-- @param #number Speed
|
|
-- @param #number Distance
|
|
-- @param #number Angle
|
|
function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle )
|
|
self:F()
|
|
|
|
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
|
|
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
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local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
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local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading )
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self.CargoCarrier = CargoCarrier
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local Points = {}
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Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
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Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
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local TaskRoute = self.CargoCarrier:TaskRoute( Points )
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self.CargoCarrier:SetTask( TaskRoute, 1 )
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end
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end
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