MOOSE/Moose Development/Moose/AI/AI_Cargo_Helicopter.lua
2018-09-05 06:03:56 +02:00

828 lines
26 KiB
Lua

--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
--- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_TROOPS class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER
AI_CARGO_HELICOPTER = {
ClassName = "AI_CARGO_HELICOPTER",
Coordinate = nil, -- Core.Point#COORDINATE,
Helicopter_Cargo = {},
}
AI_CARGO_QUEUE = {}
--- Creates a new AI_CARGO_HELICOPTER object.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param Core.Set#SET_CARGO CargoSet
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_HELICOPTER
self.CargoSet = CargoSet -- Cargo.CargoGroup#CARGO_GROUP
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #number Delay Delay in seconds.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to go to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
-- So, we need to unlock this when the helo is not anymore ...
Helicopter:HandleEvent( EVENTS.Crash,
function( Helicopter, EventData )
AI_CARGO_QUEUE[Helicopter] = nil
end
)
-- We need to capture the Land events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
-- So, we need to unlock this when the helo has landed, which can be anywhere ...
-- But only free the landing coordinate after 1 minute, to ensure that all helos have left.
Helicopter:HandleEvent( EVENTS.Land,
function( Helicopter, EventData )
self:ScheduleOnce( 60,
function( Helicopter )
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
end
)
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
HelicopterUnit:SetCargoBayWeightLimit()
end
self.Relocating = false
self.Transporting = false
self:SetCarrier( Helicopter )
return self
end
function AI_CARGO_HELICOPTER:IsTransporting()
return self.Transporting == true
end
function AI_CARGO_HELICOPTER:IsRelocating()
return self.Relocating == true
end
--- Set the Carrier.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
local AICargo = self
self.Helicopter = Helicopter -- Wrapper.Group#GROUP
self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self )
self.RoutePickup = false
self.RouteDeploy = false
Helicopter:HandleEvent( EVENTS.Dead )
Helicopter:HandleEvent( EVENTS.Hit )
Helicopter:HandleEvent( EVENTS.Land )
function Helicopter:OnEventDead( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the Helicopter.
AICargoTroops:Destroyed()
end
end
end
function Helicopter:OnEventLand( EventData )
AICargo:Landed()
end
self.Coalition = self.Helicopter:GetCoalition()
self:SetControllable( Helicopter )
return self
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
Helicopter:F( { Name = Helicopter:GetName() } )
if Helicopter and Helicopter:IsAlive() then
-- S_EVENT_LAND is directly called in two situations:
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 5.
-- Only then the infantry can unload (and load too, for consistency)!
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
self.Relocating = true
end
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
self:Unload( self.DeployZone )
self.RouteDeploy = false
self.Transporting = false
self.Relocating = false
end
end
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() == true then
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
if Distance > 2000 then
self:__Queue( -10, Coordinate, Speed, DeployZone )
else
local ZoneFree = true
for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do
local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS
if ZoneQueue:IsCoordinateInZone( Coordinate ) then
ZoneFree = false
end
end
self:F({ZoneFree=ZoneFree})
if ZoneFree == true then
local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 )
AI_CARGO_QUEUE[Helicopter] = ZoneQueue
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
Route[#Route+1] = WaypointTo
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
self.DeployZone = DeployZone
else
self:__Queue( -10, Coordinate, Speed, DeployZone )
end
end
else
AI_CARGO_QUEUE[Helicopter] = nil
end
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
if Helicopter and Helicopter:IsAlive() then
if not self:IsTransporting() then
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
Route[#Route+1] = WaypointTo
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
end
end
end
--- On Before event Load.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @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_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To, PickupZone )
local Boarding = false
local LoadInterval = 10
local LoadDelay = 10
if Helicopter and Helicopter:IsAlive() then
self.BoardingCount = 0
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
--Cargo:Ungroup()
Cargo:__Board( LoadDelay, HelicopterUnit, 25 )
LoadDelay = LoadDelay + LoadInterval
self:__Board( LoadDelay, Cargo, HelicopterUnit, PickupZone )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true
CargoBayFreeWeight = CargoBayFreeWeight - CargoWeight
end
end
end
end
end
end
return Boarding
end
--- On after Board event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @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 HelicopterUnit
-- @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_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo, HelicopterUnit, PickupZone )
self:F( { Helicopter, From, Event, To, Cargo, HelicopterUnit } )
if Helicopter and Helicopter:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded() } )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo, HelicopterUnit, PickupZone )
return
end
end
self:__Loaded( 10, Cargo, HelicopterUnit, PickupZone ) -- Will only be executed when no more cargo is boarded.
end
--- On After Loaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @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_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo, HelicopterUnit, PickupZone )
self:F( { Helicopter, From, Event, To } )
local Loaded = true
if Helicopter and Helicopter:IsAlive() then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Helicopter: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, raised when all cargo has been loaded into the CarrierGroup.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @return #boolean Cargo is 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_HELICOPTER:onafterPickedUp( Helicopter, From, Event, To, PickupZone )
self:F( { Helicopter, From, Event, To } )
if Helicopter and Helicopter:IsAlive() then
self.Transporting = true
end
end
--- On after Unload event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, DeployZone )
local UnboardInterval = 10
local UnboardDelay = 10
if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( UnboardDelay, Cargo, HelicopterUnit, DeployZone )
end
end
end
end
end
--- On after Unboard event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo, HelicopterUnit, DeployZone )
if Helicopter and Helicopter:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, HelicopterUnit, DeployZone )
return
end
end
self:Unloaded( Cargo, HelicopterUnit, DeployZone )
end
--- On after Unloaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterUnloaded( Helicopter, From, Event, To, Cargo, HelicopterUnit, DeployZone )
self:F( { Helicopter, From, Event, To, Cargo:GetName(), HelicopterUnit:GetName(), DeployZone = DeployZone } )
local AllUnloaded = true
--Cargo:Regroup()
if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local IsEmpty = HelicopterUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
if AllUnloaded == true then
if DeployZone then
self.Helicopter_Cargo = {}
end
self.Helicopter = Helicopter
end
end
if AllUnloaded == true then
self:Deployed( DeployZone )
end
end
--- On after Deployed event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
-- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first.
self:ScheduleOnce( 30,
function( Helicopter )
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
end
--- On after Pickup event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup 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.
-- @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_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, PickupZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
Helicopter:Activate()
self.RoutePickup = true
Coordinate.y = math.random( 50, 500 )
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
local Route = {}
--- Calculate the target route point.
local CoordinateFrom = Helicopter:GetCoordinate()
local CoordinateTo = Coordinate
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
--- Create a route point of type air.
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 1 )
self.PickupZone = PickupZone
self.Transporting = true
end
end
--- Depoloy function and queue.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP AICargoHelicopter
-- @param Core.Point#COORDINATE Coordinate Coordinate
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
end
--- On after Deploy event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter Transport helicopter.
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteDeploy = true
local Route = {}
--- Calculate the target route point.
Coordinate.y = math.random( 50, 500 )
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
end
end
--- On after Home event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed )
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteHome = true
local Route = {}
--- Calculate the target route point.
Coordinate.y = math.random( 50, 200 )
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
end
end