MOOSE/Moose Development/Moose/AI/AI_Cargo_APC.lua
2018-04-13 20:35:38 +02:00

342 lines
9.8 KiB
Lua

--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI_Cargo_APC
--- @type AI_CARGO_APC
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
--
-- ===
--
-- @field #AI_CARGO_APC
AI_CARGO_APC = {
ClassName = "AI_CARGO_APC",
Coordinate = nil -- Core.Point#COORDINATE,
}
--- Creates a new AI_CARGO_APC object.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Cargo.CargoGroup#CARGO_GROUP CargoGroup
-- @param #number CombatRadius
-- @return #AI_CARGO_APC
function AI_CARGO_APC:New( CargoCarrier, CargoGroup, CombatRadius )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_CARGO_APC
self.CargoGroup = CargoGroup -- Cargo.CargoGroup#CARGO_GROUP
self.CombatRadius = CombatRadius
self:SetStartState( "UnLoaded" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unloaded" )
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Guarding" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:__Monitor( 1 )
self:SetCarrier( CargoCarrier )
return self
end
--- Set the Carrier.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #AI_CARGO_APC
function AI_CARGO_APC:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
CargoCarrier:HandleEvent( EVENTS.Hit )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Destroyed()
end
end
end
function CargoCarrier:OnEventHit( EventData )
self:F({"hit"})
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
AICargoTroops:Unload()
end
end
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:Guard()
return self
end
--- Find a free Carrier within a range.
-- @param #AI_CARGO_APC self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Unit#UNIT NewCarrier
function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
self:SetCarrier( NearUnit )
break
end
end
end
end
--- Follow Infantry to the Carrier.
-- @param #AI_CARGO_APC self
-- @param #AI_CARGO_APC Me
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param Wrapper.Group#GROUP InfantryGroup
-- @return #AI_CARGO_APC
function AI_CARGO_APC:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
--if self:Is( "Following" ) then
if CargoCarrier:IsAlive() then
-- We check if the Cargo is near to the CargoCarrier.
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
-- The Cargo does not need to follow the Carrier.
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = CargoCarrier:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterMonitor( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
if self.CarrierCoordinate then
local Coordinate = CargoCarrier:GetCoordinate()
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) or self:Is( "Guarding" ) or self:Is( "Following" ) then
-- There are no enemies within combat range. Load the CargoCarrier.
self:__Load( 1 )
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the CargoCarrier.
self:__Unload( 1 )
end
end
if self:Is( "Guarding" ) then
if not self.CargoGroup:IsNear( CargoCarrier, 5 ) then
self:Follow()
end
end
if self:Is( "Following" ) then
local Distance = Coordinate:Get2DDistance( self.CargoGroup:GetCoordinate() )
self:F( { Distance = Distance } )
if Distance > 40 then
CargoCarrier:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if self.CargoGroup:IsNear( CargoCarrier, 10 ) then
CargoCarrier:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
self.CarrierCoordinate = CargoCarrier:GetCoordinate()
end
self:__Monitor( -5 )
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterLoad( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteStop()
self:__Board( 10 )
self.CargoGroup:Board( CargoCarrier, 10 )
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterBoard( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
self:F({ IsLoaded = self.CargoGroup:IsLoaded() } )
if not self.CargoGroup:IsLoaded() then
self:__Board( 10 )
else
self:__Loaded( 1 )
end
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterLoaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteResume()
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterUnload( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
CargoCarrier:RouteStop()
self.CargoGroup:UnBoard( )
self:__Unboard( 10 )
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterUnboard( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
if not self.CargoGroup:IsUnLoaded() then
self:__Unboard( 10 )
else
self:__Unloaded( 1 )
end
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterUnloaded( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
if CargoCarrier and CargoCarrier:IsAlive() then
self:Guard()
self.CargoCarrier = CargoCarrier
CargoCarrier:RouteResume()
end
end
--- @param #AI_CARGO_APC self
-- @param Wrapper.Unit#UNIT CargoCarrier
function AI_CARGO_APC:onafterFollow( CargoCarrier, From, Event, To )
self:F( { CargoCarrier, From, Event, To } )
self:F( "Follow" )
if CargoCarrier and CargoCarrier:IsAlive() then
self.CargoGroup.CargoSet:ForEach(
--- @param Core.Cargo#CARGO Cargo
function( Cargo )
self:F( { "Follow", Cargo.CargoObject:GetName() } )
if Cargo.CargoObject:IsAlive() == true then
self:F( { "Follow", Cargo.CargoObject:GetID() } )
self:FollowToCarrier( self, CargoCarrier, Cargo.CargoObject:GetGroup() )
end
end
)
end
end