MOOSE/Moose Development/Moose/AI/AI_Cargo_Dispatcher.lua
2018-09-21 21:18:40 +02:00

1211 lines
67 KiB
Lua

--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--
-- **Features:**
--
--
-- * AI_CARGO_DISPATCHER is the **base class** for:
--
-- * @{AI.AI_Cargo_Dispatcher_APC#AI_CARGO_DISPATCHER_APC}
-- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_CARGO_DISPATCHER_HELICOPTER}
-- * @{AI.AI_Cargo_Dispatcher_Airplane#AI_CARGO_DISPATCHER_AIRPLANE}
--
-- * Provides the facilities to transport cargo over the battle field for the above classes.
-- * Dispatches transport tasks to a common set of cargo transporting groups.
-- * Different options can be setup to tweak the cargo transporation behaviour.
--
-- ## The dispatcher concept
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO_DISPATCHER module uses the @{Cargo.Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects
-- to transport @{Cargo.Cargo} towards several deploy zones.
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- # Why cargo dispatching?
--
-- It provides a realistic way of distributing your army forces around the battlefield, and to provide a quick means of cargo transportation.
-- Instead of having troops or cargo to "appear" suddenly at certain locations, the dispatchers will pickup the cargo and transport it.
-- It also allows to enforce or retreat your army from certain zones when needed, using helicopters or APCs.
-- Airplanes can transport cargo over larger distances between the airfields.
--
-- ## What is a cargo object then?
--
-- In order to make use of the MOOSE cargo system, you need to **declare** the DCS objects as MOOSE cargo objects!
-- This sounds complicated, but it is actually quite simple.
--
-- See here an example:
--
-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
--
-- The above code declares a MOOSE cargo object called `EngineerCargoGroup`.
-- It actually just refers to an infantry group created within the sim called `"Engineers"`.
-- The infantry group now becomes controlled by the MOOSE cargo object `EngineerCargoGroup`.
-- A MOOSE cargo object also has properties, like the type of cargo, the logical name, and the reporting range.
--
-- For more information, please consult the @{Cargo.Cargo} module documentation. Please read through it, because it will explain how to setup the cargo objects for use
-- within your dispatchers.
--
-- ## Do I need to do a lot of coding to setup a dispatcher?
--
-- No! It requires a bit of studying to set it up, but once you understand the different components that use the cargo dispatcher, it becomes very easy.
-- Also, the dispatchers work in a true dynamic environment. The carriers and cargo, pickup and deploy zones can be created dynamically in your mission,
-- and will automatically be recognized by the dispatcher.
--
-- ## Is the dispatcher causing a lot of CPU overhead?
--
-- A little yes, but once the cargo is properly loaded into the carrier, the CPU consumption is very little.
-- When infantry or vehicles board into a carrier, or unboard from a carrier, you may perceive certain performance lags.
-- We are working to minimize the impact of those.
-- That being said, the DCS simulator is limited. It is just impossible to deploy hundreds of cargo over the battlefield, hundreds of helicopters transporting,
-- without any performance impact. The amount of helicopters that are active and flying in your simulation influences more the performance than the dispatchers.
-- It really comes down to trying it out and getting experienced with what is possible and what is not (or too much).
--
-- ## Are the dispatchers a "black box" in terms of the logic?
--
-- No. You can tailor the dispatcher mechanisms using event handlers, and create additional logic to enhance the behaviour and dynamism in your own mission.
-- The events are listed below, and so are the options, but here are a couple of examples of what is possible:
--
-- * You could handle the **Deployed** event, when all the cargo is unloaded from a carrier in the dispatcher.
-- Adding your own code to the event handler, you could move the deployed cargo (infantry) to specific points to engage in the battlefield.
--
-- * When a carrier is picking up cargo, the *Pickup** event is triggered, and you can inform the coalition of this event,
-- because it is an indication that troops are planned to join.
--
-- ## Are there options that you can set to modify the behaviour of the carries?
--
-- Yes, there are options to configure:
--
-- * the location where carriers will park or land near the cargo for pickup.
-- * the location where carriers will park or land in the deploy zone for cargo deployment.
-- * the height for airborne carriers when they fly to and from pickup and deploy zones.
-- * the speed of the carriers. This is an important parameter, because depending on the tactication situation, speed will influence the detection by radars.
--
-- ## Can the zones be of any zone type?
--
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
--
-- ===
--
-- ### Test Missions
--
-- [AI Cargo Dispatcher test missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_DISPATCHER
-- @extends Core.Fsm#FSM
--- A dynamic cargo handling capability for AI groups.
--
-- ---
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO_DISPATCHER module uses the @{Cargo.Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects
-- to transport @{Cargo.Cargo} towards several deploy zones.
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- # 1) AI_CARGO_DISPATCHER constructor.
--
-- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI_CARGO_DISPATCHER object.
--
-- This are some example of AI cargo dispatcher objects created.
--
-- * An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones )
-- AICargoDispatcherHelicopter:SetHomeZone( ZONE:FindByName( "Home" ) )
--
-- * An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones )
-- AICargoDispatcherAPC:Start()
--
-- * An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
--
-- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
-- local PickupZoneSet = SET_ZONE:New()
-- local DeployZoneSet = SET_ZONE:New()
--
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
--
-- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet )
-- AICargoDispatcherAirplanes:SetHomeZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Kobuleti ) )
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ---
--
-- # 3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Use these methods to capture the events and tailor the events with your own code!
-- All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code.
--
-- In order to properly capture the events, it is mandatory that you execute the following actions using your script:
--
-- * Copy / Paste the code section into your script.
-- * Change the CLASS literal to the object name you have in your script.
-- * Within the function, you can now write your own code!
-- * IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored,
-- but you need to declare them as they are automatically provided by the event handling system of MOOSE.
--
-- You can send messages or fire off any other events within the code section. The sky is the limit!
--
-- Mission AID-CGO-140, AID-CGO-240 and AID-CGO-340 contain examples how these events can be tailored.
--
-- For those who don't have the time to check the test missions, find the underlying example of a Deployed event that is tailored.
--
-- --- Deployed Handler OnAfter for AI_CARGO_DISPATCHER.
-- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @function OnAfterDeployed
-- -- @param #AICargoDispatcherHelicopter self
-- -- @param #string From A string that contains the "*from state name*" when the event was fired.
-- -- @param #string Event A string that contains the "*event name*" when the event was fired.
-- -- @param #string To A string that contains the "*to state name*" when the event was fired.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @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 AICargoDispatcherHelicopter:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )
--
-- MESSAGE:NewType( "Group " .. CarrierGroup:GetName() .. " deployed all cargo in zone " .. DeployZone:GetName(), MESSAGE.Type.Information ):ToAll()
--
-- end
--
--
-- ## 3.1) Tailor the **Pickup** event
--
-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Pickup event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
-- -- @param #number Height Height in meters to move to the pickup coordinate.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, Height, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.2) Tailor the **Load** event
--
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Load event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.3) Tailor the **Loading** event
--
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Loading event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.4) Tailor the **Loaded** event
--
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
--
-- The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit.
-- A CarrierUnit is part of the larger CarrierGroup.
--
--
-- --- Loaded event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
-- -- A CarrierUnit can be part of the larger CarrierGroup.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.5) Tailor the **PickedUp** event
--
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- PickedUp event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
-- function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.6) Tailor the **Deploy** event
--
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Deploy event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
-- -- @param #number Height Height in meters to move to the deploy coordinate.
-- -- @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 CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, Height, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.7) Tailor the **Unload** event
--
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Unload event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @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 CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.8) Tailor the **Unloading** event
--
--
-- --- UnLoading event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- -- @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 CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.9) Tailor the **Unloaded** event
--
--
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
-- --- Unloaded event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
-- -- A CarrierUnit can be part of the larger CarrierGroup.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- -- @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 CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 3.10) Tailor the **Deployed** event
--
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- Deployed event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @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 CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
-- ## 3.11) Tailor the **Home** event
--
-- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
-- --- Home event handler OnAfter for CLASS.
-- -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
-- -- You can use this event handler to post messages to players, or provide status updates etc.
-- -- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo and this event won't be triggered.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- -- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
-- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
-- -- @param #number Height Height in meters to move to the home coordinate.
-- -- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterHome( From, Event, To, CarrierGroup, Coordinate, Speed, Height, HomeZone )
--
-- -- Write here your own code.
--
-- end
--
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
-- * @{#AI_CARGO_DISPATCHER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo.
--
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
-- * @{#AI_CARGO_DISPATCHER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo.
--
-- # 5) Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER
AI_CARGO_DISPATCHER = {
ClassName = "AI_CARGO_DISPATCHER",
SetCarrier = nil,
DeployZoneSet = nil,
AI_Cargo = {},
PickupCargo = {}
}
--- @field #AI_CARGO_DISPATCHER.AI_Cargo
AI_CARGO_DISPATCHER.AI_Cargo = {}
--- @field #AI_CARGO_DISPATCHER.PickupCargo
AI_CARGO_DISPATCHER.PickupCargo = {}
--- Creates a new AI_CARGO_DISPATCHER object.
-- @param #AI_CARGO_DISPATCHER self
-- @param Core.Set#SET_GROUP SetCarrier
-- @param Core.Set#SET_CARGO SetCargo
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones )
-- AICargoDispatcherHelicopter:SetHomeZone( ZONE:FindByName( "Home" ) )
--
-- @usage
--
-- -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones )
-- AICargoDispatcherAPC:Start()
--
-- @usage
--
-- -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
--
-- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
-- local PickupZoneSet = SET_ZONE:New()
-- local DeployZoneSet = SET_ZONE:New()
--
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
--
-- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet )
-- AICargoDispatcherAirplanes:SetHomeZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Kobuleti ) )
--
function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
self.SetCarrier = SetCarrier -- Core.Set#SET_GROUP
self.SetCargo = SetCargo -- Core.Set#SET_CARGO
self:SetStartState( "Idle" )
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
self:AddTransition( "Idle", "Start", "Monitoring" )
self:AddTransition( "Monitoring", "Stop", "Idle" )
self:AddTransition( "Monitoring", "Pickup", "Monitoring" )
self:AddTransition( "Monitoring", "Load", "Monitoring" )
self:AddTransition( "Monitoring", "Loading", "Monitoring" )
self:AddTransition( "Monitoring", "Loaded", "Monitoring" )
self:AddTransition( "Monitoring", "PickedUp", "Monitoring" )
self:AddTransition( "Monitoring", "Transport", "Monitoring" )
self:AddTransition( "Monitoring", "Deploy", "Monitoring" )
self:AddTransition( "Monitoring", "Unload", "Monitoring" )
self:AddTransition( "Monitoring", "Unloading", "Monitoring" )
self:AddTransition( "Monitoring", "Unloaded", "Monitoring" )
self:AddTransition( "Monitoring", "Deployed", "Monitoring" )
self:AddTransition( "Monitoring", "Home", "Monitoring" )
self:SetMonitorTimeInterval( 30 )
self:SetDeployRadius( 500, 200 )
self.PickupCargo = {}
self.CarrierHome = {}
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function SetCarrier.OnAfterRemoved( SetCarrier, From, Event, To, CarrierName, Carrier )
self:F( { Carrier = Carrier:GetName() } )
self.PickupCargo[Carrier] = nil
self.CarrierHome[Carrier] = nil
end
return self
end
--- Creates a new AI_CARGO_DISPATCHER object.
-- @param #AI_CARGO_DISPATCHER self
-- @param Core.Set#SET_GROUP SetCarrier
-- @param Core.Set#SET_CARGO SetCargo
-- @param Core.Set#SET_ZONE PickupZoneSet
-- @param Core.Set#SET_ZONE DeployZoneSet
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- SetCarriers = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- SetCargos = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
function AI_CARGO_DISPATCHER:NewWithZones( SetCarrier, SetCargo, PickupZoneSet, DeployZoneSet )
local self = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo ) -- #AI_CARGO_DISPATCHER
self.PickupZoneSet = PickupZoneSet
self.DeployZoneSet = DeployZoneSet
return self
end
--- Set the monitor time interval.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number MonitorTimeInterval
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:SetMonitorTimeInterval( MonitorTimeInterval )
self.MonitorTimeInterval = MonitorTimeInterval
return self
end
--- Set the home zone.
-- When there is nothing anymore to pickup, the carriers will go to a random coordinate in this zone.
-- They will await here new orders.
-- @param #AI_CARGO_DISPATCHER self
-- @param Core.Zone#ZONE_BASE HomeZone
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the home coordinate
-- local HomeZone = ZONE:New( "Home" )
-- AICargoDispatcher:SetHomeZone( HomeZone )
--
function AI_CARGO_DISPATCHER:SetHomeZone( HomeZone )
self.HomeZone = HomeZone
return self
end
--- Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.
-- This radius is influencing the location where the carrier will land to pickup the cargo.
-- There are two aspects that are very important to remember and take into account:
--
-- - Ensure that the outer and inner radius are within reporting radius set by the cargo.
-- For example, if the cargo has a reporting radius of 400 meters, and the outer and inner radius is set to 500 and 450 respectively,
-- then no cargo will be loaded!!!
-- - Also take care of the potential cargo position and possible reasons to crash the carrier. This is especially important
-- for locations which are crowded with other objects, like in the middle of villages or cities.
-- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.
--
-- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number OuterRadius The outer radius in meters around the cargo coordinate.
-- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate.
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
-- AICargoDispatcher:SetPickupRadius( 500, 300 )
--
function AI_CARGO_DISPATCHER:SetPickupRadius( OuterRadius, InnerRadius )
OuterRadius = OuterRadius or 0
InnerRadius = InnerRadius or OuterRadius
self.PickupOuterRadius = OuterRadius
self.PickupInnerRadius = InnerRadius
return self
end
--- Set the speed or randomizes the speed in km/h to pickup the cargo.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number MaxSpeed (optional) The maximum speed to move to the cargo pickup location.
-- @param #number MinSpeed The minimum speed to move to the cargo pickup location.
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h.
-- AICargoDispatcher:SetPickupSpeed( 200, 100 )
--
function AI_CARGO_DISPATCHER:SetPickupSpeed( MaxSpeed, MinSpeed )
MaxSpeed = MaxSpeed or 999
MinSpeed = MinSpeed or MaxSpeed
self.PickupMinSpeed = MinSpeed
self.PickupMaxSpeed = MaxSpeed
return self
end
--- Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- This radius is influencing the location where the carrier will land to deploy the cargo.
-- There is an aspect that is very important to remember and take into account:
--
-- - Take care of the potential cargo position and possible reasons to crash the carrier. This is especially important
-- for locations which are crowded with other objects, like in the middle of villages or cities.
-- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.
--
-- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number OuterRadius The outer radius in meters around the cargo coordinate.
-- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate.
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
-- AICargoDispatcher:SetDeployRadius( 500, 300 )
--
function AI_CARGO_DISPATCHER:SetDeployRadius( OuterRadius, InnerRadius )
OuterRadius = OuterRadius or 0
InnerRadius = InnerRadius or OuterRadius
self.DeployOuterRadius = OuterRadius
self.DeployInnerRadius = InnerRadius
return self
end
--- Sets or randomizes the speed in km/h to deploy the cargo.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number MaxSpeed The maximum speed to move to the cargo deploy location.
-- @param #number MinSpeed (optional) The minimum speed to move to the cargo deploy location.
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcher = AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h.
-- AICargoDispatcher:SetDeploySpeed( 200, 100 )
--
function AI_CARGO_DISPATCHER:SetDeploySpeed( MaxSpeed, MinSpeed )
MaxSpeed = MaxSpeed or 999
MinSpeed = MinSpeed or MaxSpeed
self.DeployMinSpeed = MinSpeed
self.DeployMaxSpeed = MaxSpeed
return self
end
--- Set the height or randomizes the height in meters to fly and pickup the cargo. The default height is 200 meters.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number MaxHeight (optional) The maximum height to fly to the cargo pickup location.
-- @param #number MinHeight (optional) The minimum height to fly to the cargo pickup location.
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the minimum pickup fly height to be 50 meters and the maximum height to be 200 meters.
-- AICargoDispatcherHelicopter:SetPickupHeight( 200, 50 )
--
function AI_CARGO_DISPATCHER:SetPickupHeight( MaxHeight, MinHeight )
MaxHeight = MaxHeight or 200
MinHeight = MinHeight or MaxHeight
self.PickupMinHeight = MinHeight
self.PickupMaxHeight = MaxHeight
return self
end
--- Set the height or randomizes the height in meters to fly and deploy the cargo. The default height is 200 meters.
-- @param #AI_CARGO_DISPATCHER self
-- @param #number MaxHeight (optional) The maximum height to fly to the cargo deploy location.
-- @param #number MinHeight (optional) The minimum height to fly to the cargo deploy location.
-- @return #AI_CARGO_DISPATCHER
-- @usage
--
-- -- Create a new cargo dispatcher
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetCarrier, SetCargo, SetDeployZone )
--
-- -- Set the minimum deploy fly height to be 50 meters and the maximum height to be 200 meters.
-- AICargoDispatcherHelicopter:SetDeployHeight( 200, 50 )
--
function AI_CARGO_DISPATCHER:SetDeployHeight( MaxHeight, MinHeight )
MaxHeight = MaxHeight or 200
MinHeight = MinHeight or MaxHeight
self.DeployMinHeight = MinHeight
self.DeployMaxHeight = MaxHeight
return self
end
--- The Start trigger event, which actually takes action at the specified time interval.
-- @param #AI_CARGO_DISPATCHER self
function AI_CARGO_DISPATCHER:onafterMonitor()
for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do
local Carrier = Carrier -- Wrapper.Group#GROUP
local AI_Cargo = self.AI_Cargo[Carrier]
if not AI_Cargo then
-- ok, so this Carrier does not have yet an AI_CARGO handling object...
-- let's create one and also declare the Loaded and UnLoaded handlers.
self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius )
AI_Cargo = self.AI_Cargo[Carrier]
--- Pickup event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickup
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location.
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterPickup( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, PickupZone )
self:Pickup( CarrierGroup, Coordinate, Speed, Height, PickupZone )
end
--- Load event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoad
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterLoad( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
self:Load( CarrierGroup, PickupZone )
end
--- Loading event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoading
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterBoard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:Loading( CarrierGroup, Cargo, CarrierUnit, PickupZone )
end
--- Loaded event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
-- A CarrierUnit can be part of the larger CarrierGroup.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterLoaded( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:Loaded( CarrierGroup, Cargo, CarrierUnit, PickupZone )
end
--- PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickedUp
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.
function AI_Cargo.OnAfterPickedUp( AI_Cargo, CarrierGroup, From, Event, To, PickupZone )
self:PickedUp( CarrierGroup, PickupZone )
self:Transport( CarrierGroup )
end
--- Deploy event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeploy
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Point#COORDINATE Coordinate The deploy coordinate.
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.
-- @param #number Height Height in meters to move to the deploy coordinate.
-- @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.OnAfterDeploy( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, DeployZone )
self:Deploy( CarrierGroup, Coordinate, Speed, Height, DeployZone )
end
--- Unload event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnload
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @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( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:Unloading( Carrier, Cargo, CarrierUnit, DeployZone )
end
--- UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloading
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- @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( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:Unloading( CarrierGroup, Cargo, CarrierUnit, DeployZone )
end
--- Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit.
-- A CarrierUnit can be part of the larger CarrierGroup.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Cargo.Cargo#CARGO Cargo The cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation.
-- @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( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone )
self:Unloaded( Carrier, Cargo, CarrierUnit, DeployZone )
end
--- Deployed event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @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( AI_Cargo, Carrier, From, Event, To, DeployZone )
self:Deployed( Carrier, DeployZone )
end
--- Home event handler OnAfter for AI_CARGO_DISPATCHER.
-- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
-- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo.
-- @function [parent=#AI_CARGO_DISPATCHER] OnAfterHome
-- @param #AI_CARGO_DISPATCHER self
-- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits.
-- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities.
-- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_Cargo.OnAfterHome( AI_Cargo, Carrier, From, Event, To, Coordinate, Speed, Height, HomeZone )
self:Home( Carrier, Coordinate, Speed, Height, HomeZone )
end
end
-- The Pickup sequence ...
-- Check if this Carrier need to go and Pickup something...
-- So, if the cargo bay is not full yet with cargo to be loaded ...
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
-- ok, so there is a free Carrier
-- now find the first cargo that is Unloaded
local PickupCargo = nil
local PickupZone = nil
--self.SetCargo:Flush()
for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then
local CargoCoordinate = Cargo:GetCoordinate()
local CoordinateFree = true
--self.PickupZoneSet:Flush()
PickupZone = self.PickupZoneSet and self.PickupZoneSet:IsCoordinateInZone( CargoCoordinate )
if not self.PickupZoneSet or PickupZone then
for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do
if CarrierPickup:IsAlive() == true then
if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then
self:F( { "Coordinate not free for ", Cargo = Cargo:GetName(), Carrier:GetName(), PickupCargo = self.PickupCargo[Carrier] ~= nil } )
CoordinateFree = false
break
end
else
self.PickupCargo[CarrierPickup] = nil
end
end
if CoordinateFree == true then
-- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo.
local LargestLoadCapacity = 0
for _, Carrier in pairs( Carrier:GetUnits() ) do
local LoadCapacity = Carrier:GetCargoBayFreeWeight()
if LargestLoadCapacity < LoadCapacity then
LargestLoadCapacity = LoadCapacity
end
end
-- So if there is aa carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier.
-- Otherwise break and go to the next carrier.
-- This will skip cargo which is too large to be able to be loaded by carriers
-- and will secure an efficient dispatching scheme.
if LargestLoadCapacity >= Cargo:GetWeight() then
self.PickupCargo[Carrier] = CargoCoordinate
PickupCargo = Cargo
break
end
end
end
end
end
if PickupCargo then
self.CarrierHome[Carrier] = nil
local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius )
AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), PickupZone )
break
else
if self.HomeZone then
if not self.CarrierHome[Carrier] then
self.CarrierHome[Carrier] = true
AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), self.HomeZone )
end
end
end
end
end
self:__Monitor( self.MonitorTimeInterval )
end
--- Start Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] Start
-- @param #AI_CARGO_DISPATCHER self
--- Start Asynchronous Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] __Start
-- @param #AI_CARGO_DISPATCHER self
-- @param #number Delay
function AI_CARGO_DISPATCHER:onafterStart( From, Event, To )
self:__Monitor( -1 )
end
--- Stop Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] Stop
-- @param #AI_CARGO_DISPATCHER self
--- Stop Asynchronous Trigger for AI_CARGO_DISPATCHER
-- @function [parent=#AI_CARGO_DISPATCHER] __Stop
-- @param #AI_CARGO_DISPATCHER self
-- @param #number Delay
--- Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.
-- @param #AI_CARGO_DISPATCHER self
-- @param From
-- @param Event
-- @param To
-- @param Wrapper.Group#GROUP Carrier
-- @param Cargo.Cargo#CARGO Cargo
-- @return #AI_CARGO_DISPATCHER
function AI_CARGO_DISPATCHER:onafterTransport( From, Event, To, Carrier, Cargo )
if self.DeployZoneSet then
if self.AI_Cargo[Carrier]:IsTransporting() == true then
local DeployZone = self.DeployZoneSet:GetRandomZone()
local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius )
self.AI_Cargo[Carrier]:__Deploy( 0.1, DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ), math.random( self.DeployMinHeight, self.DeployMaxHeight ), DeployZone )
end
end
self:F( { Carrier = Carrier:GetName(), PickupCargo = self.PickupCargo } )
self.PickupCargo[Carrier] = nil
end