Warehouse & OpsTransport

**WAREHOUSE**
- Switched from AI_CARGO_DISPATCHER to OPSTRANSPORT

**OPSTRANSPORT**
- Fixed bugs
This commit is contained in:
Frank
2026-02-07 22:34:36 +01:00
parent 462b545968
commit 0beb6b2022
4 changed files with 71 additions and 216 deletions
+58 -210
View File
@@ -35,7 +35,6 @@
-- ===
--
-- ### Author: **funkyfranky**
-- ### Co-author: FlightControl (cargo dispatcher classes)
--
-- ===
--
@@ -132,14 +131,7 @@
-- a reasonable degree in DCS at the moment and hence cannot be used yet.
--
-- Furthermore, ground assets can be transferred between warehouses by transport units. These are APCs, helicopters and airplanes. The transportation process is modeled
-- in a realistic way by using the corresponding cargo dispatcher classes, i.e.
--
-- * @{AI.AI_Cargo_Dispatcher_APC#AI_DISPATCHER_APC}
-- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER}
-- * @{AI.AI_Cargo_Dispatcher_Airplane#AI_DISPATCHER_AIRPLANE}
--
-- Depending on which cargo dispatcher is used (ground or airbore), similar considerations like in the self propelled case are necessary. Howver, note that
-- the dispatchers as of yet cannot use user defined off road paths for example since they are classes of their own and use a different routing logic.
-- in a realistic way by using the @{Ops.OpsTransport#OPSTRANSPORT} class.
--
-- ===
--
@@ -230,18 +222,6 @@
-- of 630 kg. This is important as groups cannot be split between carrier units when transporting, i.e. the total weight of the whole group must be smaller than the
-- cargo bay of the transport carrier.
--
-- ### Setting the Load Radius
-- Boading and loading of cargo into a carrier is modeled in a realistic fashion in the AI\_CARGO\DISPATCHER classes, which are used inernally by the WAREHOUSE class.
-- Meaning that troops (cargo) will board, i.e. run or drive to the carrier, and only once they are in close proximity to the transporter they will be loaded (disappear).
--
-- Unfortunately, there are some situations where problems can occur. For example, in DCS tanks have the strong tentendcy not to drive around obstacles but rather to roll over them.
-- I have seen cases where an aircraft of the same coalition as the tank was in its way and the tank drove right through the plane waiting on a parking spot and destroying it.
--
-- As a workaround it is possible to set a larger load radius so that the cargo units are despawned further away from the carrier via the optional **loadradius** parameter:
--
-- warehouseBatumi:AddAsset("Leopard 2", nil, nil, nil, nil, 250)
--
-- Adding the asset like this will cause the units to be loaded into the carrier already at a distance of 250 meters.
--
-- ### Setting the AI Skill
--
@@ -486,7 +466,7 @@
-- and the road connection is less than 3 km.
--
-- The user can set the road connection manually with the @{#WAREHOUSE.SetRoadConnection} function. This is only functional for self propelled assets at the moment
-- and not if using the AI dispatcher classes since these have a different logic to find the route.
-- and not if using the OPSTRANSPORT class since this has a different logic to find the route.
--
-- ## Off Road Connections
--
@@ -595,7 +575,7 @@
--
-- ## Cargo Bay and Weight Limitations
--
-- The transportation of cargo is handled by the AI\_Dispatcher classes. These take the cargo bay of a carrier and the weight of
-- The transportation of cargo is handled by the `OPSTRANSPORT` class. This takes the cargo bay of a carrier and the weight of
-- the cargo into account so that a carrier can only load a realistic amount of cargo.
--
-- However, if troops are supposed to be transported between warehouses, there is one important limitations one has to keep in mind.
@@ -1798,12 +1778,13 @@ _WAREHOUSEDB = {
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="1.0.2a"
WAREHOUSE.version="2.0.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Switch from AI Dispatchers to OPSTRANSPORT
-- TODO: Add check if assets "on the move" are stationary. Can happen if ground units get stuck in buildings. If stationary auto complete transport by adding assets to request warehouse? Time?
-- TODO: Optimize findpathonroad. Do it only once (first time) and safe paths between warehouses similar to off-road paths.
-- NOGO: Spawn assets only virtually, i.e. remove requested assets from stock but do NOT spawn them ==> Interface to A2A dispatcher! Maybe do a negative sign on asset number?
@@ -3743,12 +3724,15 @@ function WAREHOUSE:_JobDone()
-- Check conditions for being back home.
local ishome=false
if category==Group.Category.GROUND or category==Group.Category.HELICOPTER then
-- Units go back to the spawn zone, helicopters land and they should not move any more.
ishome=inspawnzone and onground and notmoving
if category==Group.Category.GROUND then
-- Ground units go back to the spawn zone and they should not move any more.
ishome=inspawnzone and notmoving
elseif category==Group.Category.AIRPLANE then
-- Planes need to be on ground at their home airbase and should not move any more.
ishome=athomebase and onground and notmoving
elseif category==Group.Category.HELICOPTER then
-- Helicopters go back to their airbase or spawn zone and should not move any more.
ishome=(athomebase or inspawnzone) and onground and notmoving
end
-- Debug text.
@@ -4697,136 +4681,48 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
------------------------------------------------------------------------------------------------------------------------------------
-- Prepare cargo groups for transport
------------------------------------------------------------------------------------------------------------------------------------
-- TODO: set asset.weight for cargos
-- Board radius, i.e. when the cargo will begin to board the carrier
local _boardradius=500
-------------------------
-- Create OPSTRANSPORT --
-------------------------
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
_boardradius=5000
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
--_loadradius=1000
--_boardradius=nil
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
--_boardradius=nil
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
_boardradius=6000
end
-- Empty cargo group set.
local CargoGroups=SET_CARGO:New()
-- Add cargo groups to set.
for _,_group in pairs(CargoGroupSet:GetSetObjects()) do
-- Find asset belonging to this group.
local asset=self:FindAssetInDB(_group)
-- New cargo group object.
local cargogroup=CARGO_GROUP:New(_group, _cargotype,_group:GetName(),_boardradius, asset.loadradius)
-- Set weight for this group.
cargogroup:SetWeight(asset.weight)
-- Add group to group set.
CargoGroups:AddCargo(cargogroup)
end
------------------------
-- Create Dispatchers --
------------------------
-- Cargo dispatcher.
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
-- OPSTRANSPORT
local CargoTransport --Ops.OpsTransport#OPSTRANSPORT
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
-- Pickup and deploy zones.
local PickupAirbaseSet = SET_ZONE:New():AddZone(ZONE_AIRBASE:New(self.airbase:GetName()))
local DeployAirbaseSet = SET_ZONE:New():AddZone(ZONE_AIRBASE:New(Request.airbase:GetName()))
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportGroupSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
-- Set home zone.
CargoTransport:SetHomeZone(ZONE_AIRBASE:New(self.airbase:GetName()))
CargoTransport = OPSTRANSPORT:New(CargoGroupSet, ZONE_AIRBASE:New(self.airbase:GetName()), ZONE_AIRBASE:New(Request.airbase:GetName()))
CargoTransport:SetEmbarkZone(self.spawnzone)
CargoTransport:SetDisembarkZone(Request.warehouse.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
-- Pickup and deploy zones.
local PickupZoneSet = SET_ZONE:New():AddZone(self.spawnzone)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportGroupSet, CargoGroups, PickupZoneSet, DeployZoneSet)
-- Home zone.
CargoTransport:SetHomeZone(self.spawnzone)
CargoTransport = OPSTRANSPORT:New(CargoGroupSet, self.spawnzone, Request.warehouse.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
-- Pickup and deploy zones.
local PickupZoneSet = SET_ZONE:New():AddZone(self.spawnzone)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_APC:New(TransportGroupSet, CargoGroups, PickupZoneSet, DeployZoneSet, 0)
-- Set home zone.
CargoTransport:SetHomeZone(self.spawnzone)
CargoTransport = OPSTRANSPORT:New(CargoGroupSet, self.spawnzone, Request.warehouse.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
-- Pickup and deploy zones.
local PickupZoneSet = SET_ZONE:New():AddZone(self.portzone)
PickupZoneSet:AddZone(self.harborzone)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.harborzone)
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
CargoTransport = OPSTRANSPORT:New(CargoGroupSet, self.portzone, Request.warehouse.portzone)
CargoTransport:SetEmbarkZone(self.spawnzone)
CargoTransport:SetDisembarkZone(Request.warehouse.spawnzone)
-- Get the shipping lane to use and pass it to the Dispatcher
local remotename = Request.warehouse.warehouse:GetName()
local ShippingLane = self.shippinglanes[remotename][math.random(#self.shippinglanes[remotename])]
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_SHIP:New(TransportGroupSet, CargoGroups, PickupZoneSet, DeployZoneSet, ShippingLane)
-- Set home zone
CargoTransport:SetHomeZone(self.portzone)
-- TODO: Add shipping lane
-- CargoTransport:AddPathTransport(PathGroup)
else
self:E(self.lid.."ERROR: Unknown transporttype!")
end
-- Set pickup and deploy radii.
-- The 20 m inner radius are to ensure that the helo does not land on the warehouse itself in the middle of the default spawn zone.
local pickupouter = 200
local pickupinner = 0
local deployouter = 200
local deployinner = 0
if Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
pickupouter=1000
pickupinner=20
deployouter=1000
deployinner=0
else
pickupouter=200
pickupinner=0
if self.spawnzone.Radius~=nil then
pickupouter=self.spawnzone.Radius
pickupinner=20
end
deployouter=200
deployinner=0
if self.spawnzone.Radius~=nil then
deployouter=Request.warehouse.spawnzone.Radius
deployinner=20
end
end
CargoTransport:SetPickupRadius(pickupouter, pickupinner)
CargoTransport:SetDeployRadius(deployouter, deployinner)
-- Adjust carrier units. This has to come AFTER the dispatchers have been defined because they set the cargobay free weight!
Request.carriercargo={}
@@ -4847,111 +4743,63 @@ function WAREHOUSE:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet
end
end
--------------------------------
-- Dispatcher Event Functions --
--------------------------------
----------------------------------
-- Opstransport Event Functions --
----------------------------------
--- Function called after carrier picked up something.
function CargoTransport:OnAfterPickedUp(From, Event, To, Carrier, PickupZone)
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Debug message.
local text=string.format("Carrier group %s picked up at pickup zone %s.", Carrier:GetName(), PickupZone:GetName())
warehouse:T(warehouse.lid..text)
end
--- Function called if something was deployed.
function CargoTransport:OnAfterDeployed(From, Event, To, Carrier, DeployZone)
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Debug message.
-- TODO: Depoloy zone is nil!
--local text=string.format("Carrier group %s deployed at deploy zone %s.", Carrier:GetName(), DeployZone:GetName())
--warehouse:T(warehouse.lid..text)
end
--- Function called if carrier group is going home.
function CargoTransport:OnAfterHome(From, Event, To, Carrier, Coordinate, Speed, Height, HomeZone)
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Debug message.
local text=string.format("Carrier group %s going home to zone %s.", Carrier:GetName(), HomeZone:GetName())
warehouse:T(warehouse.lid..text)
end
CargoTransport.warehouse = self
--- Function called when a carrier unit has loaded a cargo group.
function CargoTransport:OnAfterLoaded(From, Event, To, Carrier, Cargo, CarrierUnit, PickupZone)
function CargoTransport:OnAfterLoaded(From, Event, To, OpsGroupCargo, OpsGroupCarrier, CarrierElement)
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Debug message.
local text=string.format("Carrier group %s loaded cargo %s into unit %s in pickup zone %s", Carrier:GetName(), Cargo:GetName(), CarrierUnit:GetName(), PickupZone:GetName())
warehouse:T(warehouse.lid..text)
local warehouse=CargoTransport.warehouse --#WAREHOUSE
-- Get cargo group object.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
local group=OpsGroupCargo:GetGroup() --Cargo:GetObject() --Wrapper.Group#GROUP
-- Get request.
local request=warehouse:_GetRequestOfGroup(group, warehouse.pending)
-- Add cargo group to this carrier.
table.insert(request.carriercargo[CarrierUnit:GetName()], warehouse:_GetNameWithOut(Cargo:GetName()))
table.insert(request.carriercargo[CarrierElement.name], warehouse:_GetNameWithOut(group:GetName()))
end
--- Function called when cargo has arrived and was unloaded.
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo, CarrierUnit, DeployZone)
function CargoTransport:OnAfterUnloaded(From, Event, To, OpsGroupCargo, OpsGroupCarrier)
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
local warehouse=CargoTransport.warehouse --Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Get group obejet.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
local group=OpsGroupCargo:GetGroup() --Cargo:GetObject() --Wrapper.Group#GROUP
-- Debug message.
local text=string.format("Cargo group %s was unloaded from carrier unit %s.", tostring(group:GetName()), tostring(CarrierUnit:GetName()))
local text=string.format("Cargo group %s was unloaded from carrier group %s.", tostring(group:GetName()), tostring(OpsGroupCarrier:GetName()))
warehouse:T(warehouse.lid..text)
-- Load the cargo in the warehouse.
--Cargo:Load(warehouse.warehouse)
-- Trigger Arrived event.
warehouse:Arrived(group)
end
-- TODO: Probably can also add some cargo/carrier dead functions here to simplify things at other places
--- On after BackHome event.
function CargoTransport:OnAfterBackHome(From, Event, To, Carrier)
-- Intellisense.
local carrier=Carrier --Wrapper.Group#GROUP
-- Get warehouse state.
local warehouse=carrier:GetState(carrier, "WAREHOUSE") --#WAREHOUSE
carrier:SmokeWhite()
-- Debug info.
local text=string.format("Carrier %s is back home at warehouse %s.", tostring(Carrier:GetName()), tostring(warehouse.warehouse:GetName()))
MESSAGE:New(text, 5):ToAllIf(warehouse.Debug)
warehouse:I(warehouse.lid..text)
-- Call arrived event for carrier.
warehouse:__Arrived(1, Carrier)
-- Assign cargo to carriers
for _,carriergroup in pairs(TransportGroupSet:GetSetObjects()) do
local opsgroup=nil
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE or Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
opsgroup=FLIGHTGROUP:New(carriergroup)
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
opsgroup=ARMYGROUP:New(carriergroup)
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.AIRCRAFTCARRIER
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
opsgroup=NAVYGROUP:New(carriergroup)
end
opsgroup:AddOpsTransport(CargoTransport)
end
-- Start dispatcher.
CargoTransport:__Start(5)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------