2016-06-26 07:41:01 +02:00

1080 lines
26 KiB
Lua

--- CARGO Classes
-- @module CARGO
--- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
-- These clients are defined within the Mission Orchestration Framework (MOF)
CARGOS = {}
CARGO_ZONE = {
ClassName="CARGO_ZONE",
CargoZoneName = '',
CargoHostUnitName = '',
SIGNAL = {
TYPE = {
SMOKE = { ID = 1, TEXT = "smoke" },
FLARE = { ID = 2, TEXT = "flare" }
},
COLOR = {
GREEN = { ID = 1, TRIGGERCOLOR = trigger.smokeColor.Green, TEXT = "A green" },
RED = { ID = 2, TRIGGERCOLOR = trigger.smokeColor.Red, TEXT = "A red" },
WHITE = { ID = 3, TRIGGERCOLOR = trigger.smokeColor.White, TEXT = "A white" },
ORANGE = { ID = 4, TRIGGERCOLOR = trigger.smokeColor.Orange, TEXT = "An orange" },
BLUE = { ID = 5, TRIGGERCOLOR = trigger.smokeColor.Blue, TEXT = "A blue" },
YELLOW = { ID = 6, TRIGGERCOLOR = trigger.flareColor.Yellow, TEXT = "A yellow" }
}
}
}
--- Creates a new zone where cargo can be collected or deployed.
-- The zone functionality is useful to smoke or indicate routes for cargo pickups or deployments.
-- Provide the zone name as declared in the mission file into the CargoZoneName in the :New method.
-- An optional parameter is the CargoHostName, which is a Group declared with Late Activation switched on in the mission file.
-- The CargoHostName is the "host" of the cargo zone:
--
-- * It will smoke the zone position when a client is approaching the zone.
-- * Depending on the cargo type, it will assist in the delivery of the cargo by driving to and from the client.
--
-- @param #CARGO_ZONE self
-- @param #string CargoZoneName The name of the zone as declared within the mission editor.
-- @param #string CargoHostName The name of the Group "hosting" the zone. The Group MUST NOT be a static, and must be a "mobile" unit.
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, ZONE:New( CargoZoneName ) )
self:F( { CargoZoneName, CargoHostName } )
self.CargoZoneName = CargoZoneName
self.SignalHeight = 2
--self.CargoZone = trigger.misc.getZone( CargoZoneName )
if CargoHostName then
self.CargoHostName = CargoHostName
end
self:T( self.CargoZoneName )
return self
end
function CARGO_ZONE:Spawn()
self:F( self.CargoHostName )
if self.CargoHostName then -- Only spawn a host in the zone when there is one given as a parameter in the New function.
if self.CargoHostSpawn then
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
if CargoHostGroup and CargoHostGroup:IsAlive() then
else
self.CargoHostSpawn:ReSpawn( 1 )
end
else
self:T( "Initialize CargoHostSpawn" )
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
self.CargoHostSpawn:ReSpawn( 1 )
end
end
return self
end
function CARGO_ZONE:GetHostUnit()
self:F( self )
if self.CargoHostName then
-- A Host has been given, signal the host
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
local CargoHostUnit
if CargoHostGroup and CargoHostGroup:IsAlive() then
CargoHostUnit = CargoHostGroup:GetUnit(1)
else
CargoHostUnit = StaticObject.getByName( self.CargoHostName )
end
return CargoHostUnit
end
return nil
end
function CARGO_ZONE:ReportCargosToClient( Client, CargoType )
self:F()
local SignalUnit = self:GetHostUnit()
if SignalUnit then
local SignalUnitTypeName = SignalUnit:getTypeName()
local HostMessage = ""
local IsCargo = false
for CargoID, Cargo in pairs( CARGOS ) do
if Cargo.CargoType == Task.CargoType then
if Cargo:IsStatusNone() then
HostMessage = HostMessage .. " - " .. Cargo.CargoName .. " - " .. Cargo.CargoType .. " (" .. Cargo.Weight .. "kg)" .. "\n"
IsCargo = true
end
end
end
if not IsCargo then
HostMessage = "No Cargo Available."
end
Client:Message( HostMessage, 20, SignalUnitTypeName .. ": Reporting Cargo", 10 )
end
end
function CARGO_ZONE:Signal()
self:F()
local Signalled = false
if self.SignalType then
if self.CargoHostName then
-- A Host has been given, signal the host
local SignalUnit = self:GetHostUnit()
if SignalUnit then
self:T( 'Signalling Unit' )
local SignalVehiclePos = SignalUnit:GetPointVec3()
SignalVehiclePos.y = SignalVehiclePos.y + 2
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR , 0 )
Signalled = false
end
end
else
local ZonePointVec3 = self:GetPointVec3( self.SignalHeight ) -- Get the zone position + the landheight + 2 meters
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
trigger.action.smoke( ZonePointVec3, self.SignalColor.TRIGGERCOLOR )
Signalled = true
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
trigger.action.signalFlare( ZonePointVec3, self.SignalColor.TRIGGERCOLOR, 0 )
Signalled = false
end
end
end
return Signalled
end
function CARGO_ZONE:WhiteSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:BlueSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:RedSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:OrangeSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GreenSmoke( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:WhiteFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:RedFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GreenFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:YellowFlare( SignalHeight )
self:F()
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW
if SignalHeight then
self.SignalHeight = SignalHeight
end
return self
end
function CARGO_ZONE:GetCargoHostUnit()
self:F( self )
if self.CargoHostSpawn then
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex(1)
if CargoHostGroup and CargoHostGroup:IsAlive() then
local CargoHostUnit = CargoHostGroup:GetUnit(1)
if CargoHostUnit and CargoHostUnit:IsAlive() then
return CargoHostUnit
end
end
end
return nil
end
function CARGO_ZONE:GetCargoZoneName()
self:F()
return self.CargoZoneName
end
CARGO = {
ClassName = "CARGO",
STATUS = {
NONE = 0,
LOADED = 1,
UNLOADED = 2,
LOADING = 3
},
CargoClient = nil
}
--- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class...
function CARGO:New( CargoType, CargoName, CargoWeight ) local self = BASE:Inherit( self, BASE:New() )
self:F( { CargoType, CargoName, CargoWeight } )
self.CargoType = CargoType
self.CargoName = CargoName
self.CargoWeight = CargoWeight
self:StatusNone()
return self
end
function CARGO:Spawn( Client )
self:F()
return self
end
function CARGO:IsNear( Client, LandingZone )
self:F()
local Near = true
return Near
end
function CARGO:IsLoadingToClient()
self:F()
if self:IsStatusLoading() then
return self.CargoClient
end
return nil
end
function CARGO:IsLoadedInClient()
self:F()
if self:IsStatusLoaded() then
return self.CargoClient
end
return nil
end
function CARGO:UnLoad( Client, TargetZoneName )
self:F()
self:StatusUnLoaded()
return self
end
function CARGO:OnBoard( Client, LandingZone )
self:F()
local Valid = true
self.CargoClient = Client
local ClientUnit = Client:GetClientGroupDCSUnit()
return Valid
end
function CARGO:OnBoarded( Client, LandingZone )
self:F()
local OnBoarded = true
return OnBoarded
end
function CARGO:Load( Client )
self:F()
self:StatusLoaded( Client )
return self
end
function CARGO:IsLandingRequired()
self:F()
return true
end
function CARGO:IsSlingLoad()
self:F()
return false
end
function CARGO:StatusNone()
self:F()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.NONE
return self
end
function CARGO:StatusLoading( Client )
self:F()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADING
self:T( "Cargo " .. self.CargoName .. " loading to Client: " .. self.CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusLoaded( Client )
self:F()
self.CargoClient = Client
self.CargoStatus = CARGO.STATUS.LOADED
self:T( "Cargo " .. self.CargoName .. " loaded in Client: " .. self.CargoClient:GetClientGroupName() )
return self
end
function CARGO:StatusUnLoaded()
self:F()
self.CargoClient = nil
self.CargoStatus = CARGO.STATUS.UNLOADED
return self
end
function CARGO:IsStatusNone()
self:F()
return self.CargoStatus == CARGO.STATUS.NONE
end
function CARGO:IsStatusLoading()
self:F()
return self.CargoStatus == CARGO.STATUS.LOADING
end
function CARGO:IsStatusLoaded()
self:F()
return self.CargoStatus == CARGO.STATUS.LOADED
end
function CARGO:IsStatusUnLoaded()
self:F()
return self.CargoStatus == CARGO.STATUS.UNLOADED
end
CARGO_GROUP = {
ClassName = "CARGO_GROUP"
}
function CARGO_GROUP:New( CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
self:F( { CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone } )
self.CargoSpawn = SPAWN:NewWithAlias( CargoGroupTemplate, CargoName )
self.CargoZone = CargoZone
CARGOS[self.CargoName] = self
return self
end
function CARGO_GROUP:Spawn( Client )
self:F( { Client } )
local SpawnCargo = true
if self:IsStatusNone() then
local CargoGroup = Group.getByName( self.CargoName )
if CargoGroup and CargoGroup:isExist() then
SpawnCargo = false
end
elseif self:IsStatusLoading() then
local Client = self:IsLoadingToClient()
if Client and Client:GetDCSGroup() then
SpawnCargo = false
else
local CargoGroup = Group.getByName( self.CargoName )
if CargoGroup and CargoGroup:isExist() then
SpawnCargo = false
end
end
elseif self:IsStatusLoaded() then
local ClientLoaded = self:IsLoadedInClient()
-- Now test if another Client is alive (not this one), and it has the CARGO, then this cargo does not need to be initialized and spawned.
if ClientLoaded and ClientLoaded ~= Client then
local ClientGroup = Client:GetDCSGroup()
if ClientLoaded:GetClientGroupDCSUnit() and ClientLoaded:GetClientGroupDCSUnit():isExist() then
SpawnCargo = false
else
self:StatusNone()
end
else
-- Same Client, but now in initialize, so set back the status to None.
self:StatusNone()
end
elseif self:IsStatusUnLoaded() then
SpawnCargo = false
end
if SpawnCargo then
if self.CargoZone:GetCargoHostUnit() then
--- ReSpawn the Cargo from the CargoHost
self.CargoGroupName = self.CargoSpawn:SpawnFromUnit( self.CargoZone:GetCargoHostUnit(), 60, 30, 1 ):GetName()
else
--- ReSpawn the Cargo in the CargoZone without a host ...
self:T( self.CargoZone )
self.CargoGroupName = self.CargoSpawn:SpawnInZone( self.CargoZone, true, 1 ):GetName()
end
self:StatusNone()
end
self:T( { self.CargoGroupName, CARGOS[self.CargoName].CargoGroupName } )
return self
end
function CARGO_GROUP:IsNear( Client, LandingZone )
self:F()
local Near = false
if self.CargoGroupName then
local CargoGroup = Group.getByName( self.CargoGroupName )
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 250 ) then
Near = true
end
end
return Near
end
function CARGO_GROUP:OnBoard( Client, LandingZone, OnBoardSide )
self:F()
local Valid = true
local ClientUnit = Client:GetClientGroupDCSUnit()
local CarrierPos = ClientUnit:getPoint()
local CarrierPosMove = ClientUnit:getPoint()
local CarrierPosOnBoard = ClientUnit:getPoint()
local CargoGroup = Group.getByName( self.CargoGroupName )
local CargoUnit = CargoGroup:getUnit(1)
local CargoPos = CargoUnit:getPoint()
self.CargoInAir = CargoUnit:inAir()
self:T( self.CargoInAir )
-- Only move the group to the carrier when the cargo 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
local Points = {}
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
if OnBoardSide == nil then
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
end
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
CarrierPosMove.z = CarrierPosMove.z - 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
CarrierPosMove.z = CarrierPosMove.z + 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
self:T( "TransportCargoOnBoard: Onboarding BACK" )
CarrierPosMove.x = CarrierPosMove.x - 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
end
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
--routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
SCHEDULER:New( self, routines.goRoute, { self.CargoGroupName, Points}, 4 )
end
self:StatusLoading( Client )
return Valid
end
function CARGO_GROUP:OnBoarded( Client, LandingZone )
self:F()
local OnBoarded = false
local CargoGroup = Group.getByName( self.CargoGroupName )
if not self.CargoInAir then
if routines.IsPartOfGroupInRadius( CargoGroup, Client:GetPositionVec3(), 25 ) then
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
end
else
CargoGroup:destroy()
self:StatusLoaded( Client )
OnBoarded = true
end
return OnBoarded
end
function CARGO_GROUP:UnLoad( Client, TargetZoneName )
self:F()
self:T( 'self.CargoName = ' .. self.CargoName )
local CargoGroup = self.CargoSpawn:SpawnFromUnit( Client:GetClientGroupUnit(), 60, 30 )
self.CargoGroupName = CargoGroup:GetName()
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
CargoGroup:TaskRouteToZone( ZONE:New( TargetZoneName ), true )
self:StatusUnLoaded()
return self
end
CARGO_PACKAGE = {
ClassName = "CARGO_PACKAGE"
}
function CARGO_PACKAGE:New( CargoType, CargoName, CargoWeight, CargoClient ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
self:F( { CargoType, CargoName, CargoWeight, CargoClient } )
self.CargoClient = CargoClient
CARGOS[self.CargoName] = self
return self
end
function CARGO_PACKAGE:Spawn( Client )
self:F( { self, Client } )
-- this needs to be checked thoroughly
local CargoClientGroup = self.CargoClient:GetDCSGroup()
if not CargoClientGroup then
if not self.CargoClientSpawn then
self.CargoClientSpawn = SPAWN:New( self.CargoClient:GetClientGroupName() ):Limit( 1, 1 )
end
self.CargoClientSpawn:ReSpawn( 1 )
end
local SpawnCargo = true
if self:IsStatusNone() then
elseif self:IsStatusLoading() or self:IsStatusLoaded() then
local CargoClientLoaded = self:IsLoadedInClient()
if CargoClientLoaded and CargoClientLoaded:GetDCSGroup() then
SpawnCargo = false
end
elseif self:IsStatusUnLoaded() then
SpawnCargo = false
else
end
if SpawnCargo then
self:StatusLoaded( self.CargoClient )
end
return self
end
function CARGO_PACKAGE:IsNear( Client, LandingZone )
self:F()
local Near = false
if self.CargoClient and self.CargoClient:GetDCSGroup() then
self:T( self.CargoClient.ClientName )
self:T( 'Client Exists.' )
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:GetPositionVec3(), 150 ) then
Near = true
end
end
return Near
end
function CARGO_PACKAGE:OnBoard( Client, LandingZone, OnBoardSide )
self:F()
local Valid = true
local ClientUnit = Client:GetClientGroupDCSUnit()
local CarrierPos = ClientUnit:getPoint()
local CarrierPosMove = ClientUnit:getPoint()
local CarrierPosOnBoard = ClientUnit:getPoint()
local CarrierPosMoveAway = ClientUnit:getPoint()
local CargoHostGroup = self.CargoClient:GetDCSGroup()
local CargoHostName = self.CargoClient:GetDCSGroup():getName()
local CargoHostUnits = CargoHostGroup:getUnits()
local CargoPos = CargoHostUnits[1]:getPoint()
local Points = {}
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
if OnBoardSide == nil then
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
end
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
CarrierPosMove.z = CarrierPosMove.z - 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
CarrierPosMoveAway.z = CarrierPosMoveAway.z - 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
CarrierPosMove.z = CarrierPosMove.z + 25
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
CarrierPosMoveAway.z = CarrierPosMoveAway.z + 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
self:T( "TransportCargoOnBoard: Onboarding BACK" )
CarrierPosMove.x = CarrierPosMove.x - 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
CarrierPosMoveAway.x = CarrierPosMoveAway.x - 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
CarrierPosMove.x = CarrierPosMove.x + 25
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
end
self:T( "Routing " .. CargoHostName )
SCHEDULER:New( self, routines.goRoute, { CargoHostName, Points }, 4 )
return Valid
end
function CARGO_PACKAGE:OnBoarded( Client, LandingZone )
self:F()
local OnBoarded = false
if self.CargoClient and self.CargoClient:GetDCSGroup() then
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:GetPositionVec3(), 10 ) then
-- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough.
self:StatusLoaded( Client )
-- All done, onboarded the Cargo to the new Client.
OnBoarded = true
end
end
return OnBoarded
end
function CARGO_PACKAGE:UnLoad( Client, TargetZoneName )
self:F()
self:T( 'self.CargoName = ' .. self.CargoName )
--self:T( 'self.CargoHostName = ' .. self.CargoHostName )
--self.CargoSpawn:FromCarrier( Client:GetDCSGroup(), TargetZoneName, self.CargoHostName )
self:StatusUnLoaded()
return Cargo
end
CARGO_SLINGLOAD = {
ClassName = "CARGO_SLINGLOAD"
}
function CARGO_SLINGLOAD:New( CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID )
local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
self:F( { CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID } )
self.CargoHostName = CargoHostName
-- Cargo will be initialized around the CargoZone position.
self.CargoZone = CargoZone
self.CargoCount = 0
self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount )
-- The country ID needs to be correctly set.
self.CargoCountryID = CargoCountryID
CARGOS[self.CargoName] = self
return self
end
function CARGO_SLINGLOAD:IsLandingRequired()
self:F()
return false
end
function CARGO_SLINGLOAD:IsSlingLoad()
self:F()
return true
end
function CARGO_SLINGLOAD:Spawn( Client )
self:F( { self, Client } )
local Zone = trigger.misc.getZone( self.CargoZone )
local ZonePos = {}
ZonePos.x = Zone.point.x + math.random( Zone.radius / 2 * -1, Zone.radius / 2 )
ZonePos.y = Zone.point.z + math.random( Zone.radius / 2 * -1, Zone.radius / 2 )
self:T( "Cargo Location = " .. ZonePos.x .. ", " .. ZonePos.y )
--[[
-- This does not work in 1.5.2.
CargoStatic = StaticObject.getByName( self.CargoName )
if CargoStatic then
CargoStatic:destroy()
end
--]]
CargoStatic = StaticObject.getByName( self.CargoStaticName )
if CargoStatic and CargoStatic:isExist() then
CargoStatic:destroy()
end
-- I need to make every time a new cargo due to bugs in 1.5.2.
self.CargoCount = self.CargoCount + 1
self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount )
local CargoTemplate = {
["category"] = "Cargo",
["shape_name"] = "ab-212_cargo",
["type"] = "Cargo1",
["x"] = ZonePos.x,
["y"] = ZonePos.y,
["mass"] = self.CargoWeight,
["name"] = self.CargoStaticName,
["canCargo"] = true,
["heading"] = 0,
}
coalition.addStaticObject( self.CargoCountryID, CargoTemplate )
-- end
return self
end
function CARGO_SLINGLOAD:IsNear( Client, LandingZone )
self:F()
local Near = false
return Near
end
function CARGO_SLINGLOAD:IsInLandingZone( Client, LandingZone )
self:F()
local Near = false
local CargoStaticUnit = StaticObject.getByName( self.CargoName )
if CargoStaticUnit then
if routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then
Near = true
end
end
return Near
end
function CARGO_SLINGLOAD:OnBoard( Client, LandingZone, OnBoardSide )
self:F()
local Valid = true
return Valid
end
function CARGO_SLINGLOAD:OnBoarded( Client, LandingZone )
self:F()
local OnBoarded = false
local CargoStaticUnit = StaticObject.getByName( self.CargoName )
if CargoStaticUnit then
if not routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then
OnBoarded = true
end
end
return OnBoarded
end
function CARGO_SLINGLOAD:UnLoad( Client, TargetZoneName )
self:F()
self:T( 'self.CargoName = ' .. self.CargoName )
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
self:StatusUnLoaded()
return Cargo
end