MOOSE/Moose Development/Moose/Cargo/CargoSlingload.lua
2023-09-07 16:14:21 +02:00

276 lines
7.6 KiB
Lua

--- **Cargo** - Management of single cargo crates, which are based on a STATIC object. The cargo can only be slingloaded.
--
-- ===
--
-- ### [Demo Missions]()
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Cargo.CargoSlingload
-- @image Cargo_Slingload.JPG
do -- CARGO_SLINGLOAD
--- Models the behaviour of cargo crates, which can only be slingloaded.
-- @type CARGO_SLINGLOAD
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
--
-- 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.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_SLINGLOAD
CARGO_SLINGLOAD = {
ClassName = "CARGO_SLINGLOAD"
}
--- CARGO_SLINGLOAD Constructor.
-- @param #CARGO_SLINGLOAD self
-- @param Wrapper.Static#STATIC CargoStatic
-- @param #string Type
-- @param #string Name
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_SLINGLOAD
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
self:F( { Type, Name, NearRadius } )
self.CargoObject = CargoStatic
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead )
self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead )
self:SetEventPriority( 4 )
self.NearRadius = NearRadius or 25
return self
end
--- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
local Destroyed = false
if self:IsDestroyed() or self:IsUnLoaded() then
if self.CargoObject:GetName() == EventData.IniUnitName then
if not self.NoDestroy then
Destroyed = true
end
end
end
if Destroyed then
self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } )
self:Destroyed()
end
end
--- Check if the cargo can be Slingloaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanSlingload()
return true
end
--- Check if the cargo can be Boarded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanBoard()
return false
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanUnboard()
return false
end
--- Check if the cargo can be Loaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanLoad()
return false
end
--- Check if the cargo can be Unloaded.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:CanUnload()
return false
end
--- Check if Cargo Crate is in the radius for the Cargo to be reported.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Crate is within the report radius.
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
if Distance <= self.LoadRadius then
return true
end
end
return false
end
--- Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo Slingload is within the loading radius.
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
--self:F( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
if Distance <= self.NearRadius then
return true
end
end
return false
end
--- Get the current Coordinate of the CargoGroup.
-- @param #CARGO_SLINGLOAD self
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
-- @return #nil There is no valid Cargo in the CargoGroup.
function CARGO_SLINGLOAD:GetCoordinate()
--self:F()
return self.CargoObject:GetCoordinate()
end
--- Check if the CargoGroup is alive.
-- @param #CARGO_SLINGLOAD self
-- @return #boolean true if the CargoGroup is alive.
-- @return #boolean false if the CargoGroup is dead.
function CARGO_SLINGLOAD:IsAlive()
local Alive = true
-- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive.
-- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive.
if self:IsLoaded() then
Alive = Alive == true and self.CargoCarrier:IsAlive()
else
Alive = Alive == true and self.CargoObject:IsAlive()
end
return Alive
end
--- Route Cargo to Coordinate and randomize locations.
-- @param #CARGO_SLINGLOAD self
-- @param Core.Point#COORDINATE Coordinate
function CARGO_SLINGLOAD:RouteTo( Coordinate )
--self:F( {Coordinate = Coordinate } )
end
--- Check if Cargo is near to the Carrier.
-- The Cargo is near to the Carrier within NearRadius.
-- @param #CARGO_SLINGLOAD self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @param #number NearRadius
-- @return #boolean The Cargo is near to the Carrier.
-- @return #nil The Cargo is not near to the Carrier.
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
--self:F( {NearRadius = NearRadius } )
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
end
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:Respawn()
--self:F( { "Respawning slingload " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event.
self:__Reset( -0.1 )
end
end
--- Respawn the CargoGroup.
-- @param #CARGO_SLINGLOAD self
function CARGO_SLINGLOAD:onafterReset()
--self:F( { "Reset slingload " .. self:GetName() } )
-- Respawn the group...
if self.CargoObject then
self:SetDeployed( false )
self:SetStartState( "UnLoaded" )
self.CargoCarrier = nil
-- Cargo objects are added to the _DATABASE and SET_CARGO objects.
_EVENTDISPATCHER:CreateEventNewCargo( self )
end
end
--- Get the transportation method of the Cargo.
-- @param #CARGO_SLINGLOAD self
-- @return #string The transportation method of the Cargo.
function CARGO_SLINGLOAD:GetTransportationMethod()
if self:IsLoaded() then
return "for sling loading"
else
if self:IsUnLoaded() then
return "for sling loading"
else
if self:IsDeployed() then
return "delivered"
end
end
end
return ""
end
end