Merge branch 'develop' into FF/Develop

This commit is contained in:
funkyfranky
2018-08-23 17:24:18 +02:00
15 changed files with 633 additions and 255 deletions
@@ -20,7 +20,8 @@
-- @field #AI_CARGO_HELICOPTER
AI_CARGO_HELICOPTER = {
ClassName = "AI_CARGO_HELICOPTER",
Coordinate = nil -- Core.Point#COORDINATE,
Coordinate = nil, -- Core.Point#COORDINATE,
Helicopter_Cargo = {},
}
AI_CARGO_QUEUE = {}
@@ -43,7 +44,7 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "Unloaded", "Load", "Boarding" )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
@@ -146,6 +147,13 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
end
)
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
HelicopterUnit:SetCargoBayWeightLimit()
end
self.Relocating = false
self.Transporting = false
self:SetCarrier( Helicopter )
return self
@@ -382,24 +390,30 @@ function AI_CARGO_HELICOPTER:onbeforeLoad( Helicopter, From, Event, To)
self.BoardingCount = 0
if Helicopter and Helicopter:IsAlive() then
self.Helicopter_Cargo = {}
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded() } )
if Cargo:IsUnLoaded() then
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
self:F( { "In radius", HelicopterUnit:GetName() } )
--Cargo:Ungroup()
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 1, Cargo )
Boarding = true
-- So now this APCUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Helicopter_Cargo[HelicopterUnit] = Cargo
break
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
--Cargo:Ungroup()
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 1, Cargo )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
Boarding = true
break
end
end
end
end
@@ -426,13 +440,65 @@ function AI_CARGO_HELICOPTER:onafterBoard( Helicopter, From, Event, To, Cargo )
if not Cargo:IsLoaded() then
self:__Board( 10, Cargo )
else
self:__Loaded( 1, Cargo )
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
if Cargo:IsInLoadRadius( HelicopterUnit:GetCoordinate() ) then
local CargoBayFreeWeight = HelicopterUnit:GetCargoBayFreeWeight()
local CargoWeight = Cargo:GetWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
-- Only when there is space within the bay to load the next cargo item!
if CargoBayFreeWeight > CargoWeight then --and CargoBayFreeVolume > CargoVolume then
Cargo:Board( HelicopterUnit, 25 )
self:__Board( 10, Cargo )
self.Helicopter_Cargo[HelicopterUnit] = Cargo
return
end
end
end
end
end
self:__Loaded( 1, Cargo ) -- Will only be executed when no more cargo is boarded.
end
end
end
--- On before Loaded event. Check if cargo is loaded.
--- On before Loaded event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
self:F( { Helicopter, From, Event, To } )
local Loaded = true
if Helicopter and Helicopter:IsAlive() then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Helicopter:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
end
return Loaded
end
--- On after Loaded event. Check if cargo is loaded.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
@@ -440,24 +506,12 @@ end
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @return #boolean Cargo is loaded.
function AI_CARGO_HELICOPTER:onbeforeLoaded( Helicopter, From, Event, To, Cargo )
function AI_CARGO_HELICOPTER:onafterLoaded( Helicopter, From, Event, To, Cargo )
self:F( { Helicopter, From, Event, To, Cargo } )
local Loaded = true
if Helicopter and Helicopter:IsAlive() then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
self.Transporting = true
end
return Loaded
end
@@ -473,9 +527,11 @@ function AI_CARGO_HELICOPTER:onafterUnload( Helicopter, From, Event, To, Deploye
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
end
end
end
end
@@ -497,6 +553,17 @@ function AI_CARGO_HELICOPTER:onafterUnboard( Helicopter, From, Event, To, Cargo,
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, Deployed )
else
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local HelicopterUnit = HelicopterUnit -- Wrapper.Unit#UNIT
for _, Cargo in pairs( HelicopterUnit:GetCargo() ) do
if Cargo:IsLoaded() then
Cargo:UnBoard()
Cargo:SetDeployed( true )
self:__Unboard( 10, Cargo, Deployed )
return
end
end
end
self:__Unloaded( 1, Cargo, Deployed )
end
end
@@ -521,21 +588,16 @@ function AI_CARGO_HELICOPTER:onbeforeUnloaded( Helicopter, From, Event, To, Carg
if Helicopter and Helicopter:IsAlive() then
for _, HelicopterUnit in pairs( Helicopter:GetUnits() ) do
local CargoCheck = self.Helicopter_Cargo[HelicopterUnit] -- Cargo.Cargo#CARGO
if CargoCheck then
self:F( { CargoCheck:GetName(), IsUnLoaded = CargoCheck:IsUnLoaded() } )
if CargoCheck:IsUnLoaded() == false then
local IsEmpty = HelicopterUnit:IsCargoEmpty()
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
end
if AllUnloaded == true then
if Deployed == true then
for HelicopterUnit, Cargo in pairs( self.Helicopter_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
end
self.Helicopter_Cargo = {}
end
self.Helicopter = Helicopter