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127 lines
3.3 KiB
Lua
127 lines
3.3 KiB
Lua
--- **AI** -- (R2.3) - Models the intelligent transportation of infantry (cargo).
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI_Cargo_Troops
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--- @type AI_CARGO_TROOPS
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # AI\_CARGO\_TROOPS class, extends @{Core.Base@BASE}
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--
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-- ===
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--
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-- @field #AI_CARGO_TROOPS
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AI_CARGO_TROOPS = {
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ClassName = "AI_CARGO_TROOPS",
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Coordinate = nil -- Core.Point#COORDINATE,
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}
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--- Creates a new AI_CARGO_TROOPS object
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-- @param #AI_CARGO_TROOPS self
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
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self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
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self.CargoGroup = CargoGroup -- Core.Cargo#CARGO_GROUP
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self.CombatRadius = CombatRadius
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( self.CargoCarrier )
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self:SetStartState( "UnLoaded" )
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self:AddTransition( "*", "Load", "Boarding" )
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self:AddTransition( "Boarding", "Boarding", "Boarding" )
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self:AddTransition( "Boarding", "Loaded", "Loaded" )
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self:AddTransition( "Loaded", "Unload", "Unboarding" )
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self:AddTransition( "UnBoarding", "Unloaded", "Unloaded" )
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self:AddTransition( "*", "Monitor", "*" )
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self:__Monitor( 1 )
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self:__Load( 1 )
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return self
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if self.Coordinate then
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local Coordinate = CargoCarrier:GetCoordinate()
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if Coordinate:IsAtCoordinate2D( self.Coordinate, 2 ) then
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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else
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if not self:Is( "Unloaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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self:__Unload( 1 )
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self.CargoCarrier:RouteStop()
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end
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end
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end
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else
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self.Coordinate = CargoCarrier:GetCoordinate()
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end
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end
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self:__Monitor( 1 )
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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self.CargoGroup:__Board( 1, CargoCarrier, 100 )
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self:__Boarding( 1 )
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterBoarding( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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if self.CargoGroup:IsBoarding() then
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self:__Boarding( 1 )
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end
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if self.CargoGroup:IsLoaded() then
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self:__Loaded( 1 )
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end
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end
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end
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--- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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function AI_CARGO_TROOPS:onafterLoaded( CargoCarrier, From, Event, To )
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self:F( { CargoCarrier, From, Event, To } )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteStop()
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end
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end
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