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824 lines
28 KiB
Lua
824 lines
28 KiB
Lua
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry and other cargo.
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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
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-- @image AI_Cargo_Dispatching.JPG
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--- @type AI_CARGO
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Brings a dynamic cargo handling capability for AI groups.
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--
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-- Armoured Personnel Carriers (Carrier), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
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-- The AI\_CARGO\Carrier module uses the @{Cargo} capabilities within the MOOSE framework.
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-- CARGO derived objects must be declared within the mission to make the AI\_CARGO\Carrier object recognize the cargo.
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-- Please consult the @{Cargo} module for more information.
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--
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-- ## Cargo loading.
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--
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-- The module will load automatically cargo when the Carriers are within boarding or loading range.
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-- The boarding or loading range is specified when the cargo is created in the simulation, and therefore, this range depends on the type of cargo
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-- and the specified boarding range.
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--
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-- ## Enemies nearby.
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--
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-- When the Carriers are approaching enemy units, something special is happening.
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-- The Carriers will stop moving, and the loaded infantry will unboard and follow the Carriers and will help to defend the group.
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-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the Carriers,
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-- to ensure that the Carriers are not too far away from the following running infantry.
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-- Once all enemies are cleared, the infantry will board again automatically into the Carriers. Once boarded, the Carriers will follow its pre-defined route.
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--
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-- A combat range needs to be specified in meters at the @{#AI_CARGO.New}() method.
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-- This combat range will trigger the unboarding of troops when enemies are within the combat range around the Carriers.
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-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit range (effectiveness) versus
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-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
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-- A combat range of 350 meters to 500 meters has been proven to be the most effective and efficient.
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--
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-- ## Infantry health.
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--
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-- When infantry is unboarded from the Carriers, 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 and following the Carriers, 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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-- ## Control the Carriers on the map.
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--
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-- It is possible also as a human ground commander to influence the path of the Carriers, by pointing a new path using the DCS user interface on the map.
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-- In this case, the Carriers will change the direction towards its new indicated route. However, there is a catch!
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-- Once the Carriers are near the enemy, and infantry is unboarded, the Carriers won't be able to hold the route until the infantry could catch up.
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-- The Carriers will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
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-- No workaround is possible on this.
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--
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-- ## Cargo deployment.
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--
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-- Using the @{#AI_CARGO.Deploy}() method, you are able to direct the Carriers towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
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-- The Carriers will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
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--
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-- ## Cargo pickup.
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--
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-- Using the @{#AI_CARGO.Pickup}() method, you are able to direct the Carriers towards a point on the battlefield to board/load the cargo at the specific coordinate.
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-- The Carriers will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
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--
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--
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--
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-- @field #AI_CARGO
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AI_CARGO = {
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ClassName = "AI_CARGO",
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Coordinate = nil, -- Core.Point#COORDINATE,
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Carrier_Cargo = {},
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}
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--- Creates a new AI_CARGO object.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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-- @param Core.Set#SET_CARGO CargoSet
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-- @param #number CombatRadius
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-- @return #AI_CARGO
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function AI_CARGO:New( Carrier, CargoSet, CombatRadius )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO
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self.CargoSet = CargoSet -- Core.Set#SET_CARGO
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self.CombatRadius = CombatRadius
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self:SetStartState( "Unloaded" )
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self:AddTransition( "Unloaded", "Pickup", "*" )
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self:AddTransition( "Loaded", "Deploy", "*" )
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self:AddTransition( "*", "Load", "Boarding" )
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self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Boarding" )
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self:AddTransition( "Boarding", "PickedUp", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
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self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
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self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Unloaded" )
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self:AddTransition( "*", "Home", "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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--- Pickup Handler OnBefore for AI_CARGO
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-- @function [parent=#AI_CARGO] OnBeforePickup
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-- @param #AI_CARGO 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. Default is 50% of max possible speed the group can do.
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-- @return #boolean
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--- Pickup Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterPickup
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-- @param #AI_CARGO 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. Default is 50% of max possible speed the group can do.
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--- Pickup Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] Pickup
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-- @param #AI_CARGO self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Pickup Asynchronous Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] __Pickup
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-- @param #AI_CARGO self
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-- @param #number Delay
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-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Deploy Handler OnBefore for AI_CARGO
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-- @function [parent=#AI_CARGO] OnBeforeDeploy
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-- @param #AI_CARGO 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. Default is 50% of max possible speed the group can do.
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-- @return #boolean
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--- Deploy Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterDeploy
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-- @param #AI_CARGO 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. Default is 50% of max possible speed the group can do.
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--- Deploy Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] Deploy
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-- @param #AI_CARGO self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Deploy Asynchronous Trigger for AI_CARGO
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-- @function [parent=#AI_CARGO] __Deploy
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-- @param #AI_CARGO self
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-- @param #number Delay
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
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--- Loaded Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterLoaded
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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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--- Unloaded Handler OnAfter for AI_CARGO
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-- @function [parent=#AI_CARGO] OnAfterUnloaded
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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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self:__Monitor( 1 )
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self:SetCarrier( Carrier )
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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CarrierUnit:SetCargoBayWeightLimit()
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end
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self.Transporting = false
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self.Relocating = false
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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 self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @return #AI_CARGO
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function AI_CARGO:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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CargoCarrier:HandleEvent( EVENTS.Hit )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO" )
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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 CargoCarrier.
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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 CargoCarrier:OnEventHit( EventData )
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self:F({"hit"})
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local AICargoTroops = self:GetState( self, "AI_CARGO" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Unload( false )
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:Guard()
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return self
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end
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function AI_CARGO:IsTransporting()
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return self.Transporting == true
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end
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function AI_CARGO:IsRelocating()
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return self.Relocating == true
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Group#GROUP NewCarrier
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function AI_CARGO:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttribute( "Trucks" ) then
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return NearUnit:GetGroup()
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end
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end
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end
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return nil
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end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO self
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-- @param #AI_CARGO Me
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-- @param Wrapper.Unit#UNIT CarrierUnit
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO
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function AI_CARGO:FollowToCarrier( Me, CarrierUnit, CargoGroup )
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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--if self:Is( "Following" ) then
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if CarrierUnit:IsAlive() then
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CarrierUnit, 25 ) ) then
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CarrierUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO.FollowToCarrier", Me, CarrierUnit, CargoGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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end
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end
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--- On after Monitor event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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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function AI_CARGO:onafterMonitor( Carrier, From, Event, To )
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self:F( { Carrier, From, Event, To } )
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if Carrier and Carrier:IsAlive() then
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if self.CarrierCoordinate then
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if self:IsRelocating() == true then
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local Coordinate = Carrier:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat range. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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self:__Unload( 1 )
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else
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if self:Is( "Unloaded" ) then
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self:Follow()
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end
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if self:Is( "Following" ) then
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for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsAlive() then
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if not Cargo:IsNear( CarrierUnit, 40 ) then
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CarrierUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( CarrierUnit, 25 ) then
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CarrierUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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self.CarrierCoordinate = Carrier:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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--- On before Load event.
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-- @param #AI_CARGO self
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-- @param Wrapper.Group#GROUP Carrier
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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 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:onbeforeLoad( Carrier, From, Event, To, PickupZone )
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self:F( { Carrier, From, Event, To } )
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local Boarding = false
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local LoadInterval = 10
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local LoadDelay = 10
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local Carrier_List = {}
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local Carrier_Weight = {}
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if Carrier and Carrier:IsAlive() then
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self.Carrier_Cargo = {}
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for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
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local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
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local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight()
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self:F({CargoBayFreeWeight=CargoBayFreeWeight})
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Carrier_List[#Carrier_List+1] = CarrierUnit
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Carrier_Weight[CarrierUnit] = CargoBayFreeWeight
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end
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local Carrier_Count = #Carrier_List
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local Carrier_Index = 1
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for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
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local Loaded = false
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-- Try all Carriers, but start from the one according the Carrier_Index
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for Carrier_Loop = 1, #Carrier_List do
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local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
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-- This counters loop through the available Carriers.
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Carrier_Index = Carrier_Index + 1
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if Carrier_Index > Carrier_Count then
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Carrier_Index = 1
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end
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if Cargo:IsUnLoaded() then -- and not Cargo:IsDeployed() then
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if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then
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self:F( { "In radius", CarrierUnit:GetName() } )
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local CargoWeight = Cargo:GetWeight()
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-- Only when there is space within the bay to load the next cargo item!
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if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
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Carrier:RouteStop()
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--Cargo:Ungroup()
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Cargo:__Board( LoadDelay, CarrierUnit, 25 )
|
|
LoadDelay = LoadDelay + LoadInterval
|
|
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
|
|
|
|
-- So now this CarrierUnit has Cargo that is being loaded.
|
|
-- This will be used further in the logic to follow and to check cargo status.
|
|
self.Carrier_Cargo[Cargo] = CarrierUnit
|
|
Boarding = true
|
|
Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight
|
|
Loaded = true
|
|
|
|
-- Ok, we loaded a cargo, now we can stop the loop.
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
if not Loaded then
|
|
-- If the cargo wasn't loaded in one of the carriers, then we need to stop the loading.
|
|
break
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
return Boarding
|
|
|
|
end
|
|
|
|
--- On after Board event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
|
|
-- @param Wrapper.Unit#UNIT CarrierUnit
|
|
-- @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.
|
|
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
|
|
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
|
|
if not Cargo:IsLoaded() then
|
|
self:__Board( 10, Cargo, CarrierUnit, PickupZone )
|
|
return
|
|
end
|
|
end
|
|
|
|
self:__Loaded( 10, Cargo, CarrierUnit, PickupZone )
|
|
|
|
end
|
|
|
|
--- On after Loaded event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @return #boolean Cargo loaded.
|
|
-- @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.
|
|
function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone )
|
|
self:F( { Carrier, From, Event, To } )
|
|
|
|
local Loaded = true
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
|
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
|
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } )
|
|
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
|
|
Loaded = false
|
|
end
|
|
end
|
|
end
|
|
|
|
if Loaded then
|
|
self:PickedUp( PickupZone )
|
|
end
|
|
|
|
end
|
|
|
|
--- On after PickedUp event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @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.
|
|
function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
|
|
self:F( { Carrier, From, Event, To } )
|
|
|
|
self.Transporting = true
|
|
Carrier:RouteResume()
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--- On after Unload event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
|
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone )
|
|
self:F( { Carrier, From, Event, To, DeployZone } )
|
|
|
|
local UnboardInterval = 10
|
|
local UnboardDelay = 10
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
|
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
|
Carrier:RouteStop()
|
|
for _, Cargo in pairs( CarrierUnit:GetCargo() ) do
|
|
if Cargo:IsLoaded() then
|
|
Cargo:__UnBoard( UnboardDelay )
|
|
UnboardDelay = UnboardDelay + UnboardInterval
|
|
Cargo:SetDeployed( true )
|
|
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- On after Unboard event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
|
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
|
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
|
self:F( { Carrier, From, Event, To, Cargo:GetName() } )
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
if not Cargo:IsUnLoaded() then
|
|
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone )
|
|
return
|
|
end
|
|
end
|
|
|
|
self:Unloaded( Cargo, CarrierUnit, DeployZone )
|
|
|
|
end
|
|
|
|
--- On after Unloaded event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
|
|
-- @param #boolean Deployed Cargo is deployed.
|
|
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
|
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
|
|
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone } )
|
|
|
|
local AllUnloaded = true
|
|
|
|
--Cargo:Regroup()
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
|
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
|
local IsEmpty = CarrierUnit:IsCargoEmpty()
|
|
self:I({ IsEmpty = IsEmpty })
|
|
if not IsEmpty then
|
|
AllUnloaded = false
|
|
break
|
|
end
|
|
end
|
|
|
|
if AllUnloaded == true then
|
|
if DeployZone == true then
|
|
self.Carrier_Cargo = {}
|
|
end
|
|
self.CargoCarrier = Carrier
|
|
end
|
|
end
|
|
|
|
if AllUnloaded == true then
|
|
self:Deployed( DeployZone )
|
|
end
|
|
|
|
end
|
|
|
|
--- On after Deployed event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
|
|
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone )
|
|
self:F( { Carrier, From, Event, To, DeployZone = DeployZone } )
|
|
|
|
self.Transporting = false
|
|
self:__Guard( 0.1 )
|
|
|
|
end
|
|
|
|
--- On after Follow event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function AI_CARGO:onafterFollow( Carrier, From, Event, To )
|
|
self:F( { Carrier, From, Event, To } )
|
|
|
|
self:F( "Follow" )
|
|
if Carrier and Carrier:IsAlive() then
|
|
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
|
|
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
|
if Cargo:IsUnLoaded() then
|
|
self:FollowToCarrier( self, CarrierUnit, Cargo )
|
|
CarrierUnit:RouteResume()
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- @param #AI_CARGO
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
function AI_CARGO._Pickup( Carrier, self, PickupZone )
|
|
|
|
Carrier:F( { "AI_CARGO._Pickup:", Carrier:GetName() } )
|
|
|
|
if Carrier:IsAlive() then
|
|
self:Load( PickupZone)
|
|
end
|
|
end
|
|
|
|
|
|
function AI_CARGO._Deploy( Carrier, self, Coordinate, DeployZone )
|
|
|
|
Carrier:F( { "AI_CARGO._Deploy:", Carrier } )
|
|
|
|
if Carrier:IsAlive() then
|
|
self:Unload( DeployZone )
|
|
end
|
|
end
|
|
|
|
|
|
|
|
--- On after Pickup event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param From
|
|
-- @param Event
|
|
-- @param To
|
|
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
|
|
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
|
-- @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.
|
|
function AI_CARGO:onafterPickup( Carrier, From, Event, To, Coordinate, Speed, PickupZone )
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
|
|
if Coordinate then
|
|
self.RoutePickup = true
|
|
|
|
local _speed=Speed or Carrier:GetSpeedMax()*0.5
|
|
|
|
local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
|
|
|
local TaskFunction = Carrier:TaskFunction( "AI_CARGO._Pickup", self, PickupZone )
|
|
|
|
self:F({Waypoints = Waypoints})
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
Carrier:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
|
|
|
Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
|
else
|
|
AI_CARGO._Pickup( Carrier, self, PickupZone )
|
|
end
|
|
|
|
self.Relocating = true
|
|
self.Transporting = false
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- On after Deploy event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param From
|
|
-- @param Event
|
|
-- @param To
|
|
-- @param Core.Point#COORDINATE Coordinate Deploy place.
|
|
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
|
|
function AI_CARGO:onafterDeploy( Carrier, From, Event, To, Coordinate, Speed, DeployZone )
|
|
|
|
if Carrier and Carrier:IsAlive() then
|
|
|
|
self.RouteDeploy = true
|
|
|
|
local _speed=Speed or Carrier:GetSpeedMax()*0.5
|
|
|
|
local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
|
|
|
local TaskFunction = Carrier:TaskFunction( "AI_CARGO._Deploy", self, Coordinate, DeployZone )
|
|
|
|
self:F({Waypoints = Waypoints})
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
Carrier:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
|
|
|
|
Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
|
|
|
self.Relocating = false
|
|
self.Transporting = true
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- On after Home event.
|
|
-- @param #AI_CARGO self
|
|
-- @param Wrapper.Group#GROUP Carrier
|
|
-- @param From
|
|
-- @param Event
|
|
-- @param To
|
|
-- @param Core.Point#COORDINATE Coordinate Home place.
|
|
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
|
|
function AI_CARGO:onafterHome( Carrier, From, Event, To, Coordinate, Speed )
|
|
|
|
if Carrier and Carrier:IsAlive() ~= nil then
|
|
|
|
self.RouteHome = true
|
|
|
|
local _speed=Speed or Carrier:GetSpeedMax()*0.5
|
|
|
|
local Waypoints = Carrier:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
|
|
|
|
self:F({Waypoints = Waypoints})
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
|
|
Carrier:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
|
|
|
|
end
|
|
|
|
end
|