Reviewed-on: #16 Co-authored-by: dutchie031 <timrorije@gmail.com> Issue: #11 -[ ] Tested -[ ] Reviewed -[ ] Release notes updatedReviewed-on: #17
This commit was merged in pull request #17.
This commit is contained in:
+2
-1
@@ -3,4 +3,5 @@
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/dist
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.vscode/settings.json
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.vscode/settings.json
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**\settings.json
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+5
-1
@@ -7,7 +7,11 @@
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### Bug Fixes
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- PR #15
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- Issue #11 <br>
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PR #17 <br>
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Supply crate spawning now checks for free space and will not spawn if the area is too crowded. <br>
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Additionally different units will spawn in different areas depending on loading side.
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- PR #15 <br>
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Fixed command wiring for supply hubs for better and more accurate detection of units spawning and entering/exiting zone.
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@@ -1,20 +0,0 @@
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---@class MaxLoadConfig
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---@field maxInternalLoad number
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---@type table<string, MaxLoadConfig>
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local MaxLoadConfig = {
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["Mi-8MT"] = {
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maxInternalLoad = 4000,
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},
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["CH-47Fbl1"] = {
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maxInternalLoad = 10000
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},
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["Mi-24P"] = {
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maxInternalLoad = 2000
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},
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["UH-1H"] = {
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maxInternalLoad = 2000
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}
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}
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return MaxLoadConfig
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@@ -0,0 +1,42 @@
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---@class DropZoneSlice
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---@field centerAngle number Angle in degrees (0=forward, 90=right, 180=rear, 270=left)
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---@field angleWidth number Total width of the slice in degrees (e.g. 60 = ±30°)
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---@field minRadius number Minimum search radius in meters (safe distance from helicopter)
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---@field maxRadius number Maximum search radius in meters
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---@field spacing number Distance increment when searching outward in meters
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---@class SupplyLoadConfig
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---@field maxInternalLoad number
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---@field dropZones Array<DropZoneSlice>
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---@type table<string, SupplyLoadConfig>
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local SupplyLoadConfig = {
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["Mi-8MT"] = {
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maxInternalLoad = 4000,
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dropZones = {
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{ centerAngle = 180, angleWidth = 60, minRadius = 20, maxRadius = 50, spacing = 5 },
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}
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},
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["CH-47Fbl1"] = {
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maxInternalLoad = 10000,
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dropZones = {
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{ centerAngle = 180, angleWidth = 30, minRadius = 20, maxRadius = 75, spacing = 5 },
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}
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},
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["Mi-24P"] = {
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maxInternalLoad = 2000,
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dropZones = {
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{ centerAngle = 270, angleWidth = 60, minRadius = 15, maxRadius = 50, spacing = 5 },
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{ centerAngle = 90, angleWidth = 60, minRadius = 15, maxRadius = 50, spacing = 5 },
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}
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},
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["UH-1H"] = {
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maxInternalLoad = 2000,
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dropZones = {
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{ centerAngle = 270, angleWidth = 60, minRadius = 15, maxRadius = 50, spacing = 5 },
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{ centerAngle = 90, angleWidth = 60, minRadius = 15, maxRadius = 50, spacing = 5 },
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}
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}
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}
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return SupplyLoadConfig
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@@ -3,7 +3,7 @@ local Util = require("classes.util.Util")
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local DcsUtil = require("classes.util.DcsUtil")
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local SpearheadEvents = require("classes.spearhead_events")
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local SupplyConfigHelper = require("classes.stageClasses.helpers.SupplyConfigHelper")
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local MaxLoadConfig = require("classes.stageClasses.helpers.MaxLoadConfig")
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local SupplyLoadConfig = require("classes.stageClasses.helpers.SupplyLoadConfig")
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---@class SupplyUnitEventListener
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---@field supplyUnitSpawned fun(self:SupplyUnitEventListener, unit:Unit) | nil
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@@ -297,14 +297,15 @@ function SupplyUnitsTracker:UnloadRequested(unitID, crateType, missionCommandsHe
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self._logger:debug("Unload requested for unit: " .. unitID .. " crateType: " .. crateType)
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local unit = DcsUtil.GetPlayerUnitByID(unitID)
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if unit == nil or unit:isExist() == false then return end
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if unit == nil or unit:isExist() == false then
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self._logger:warn("Unload requested for non-existent unit: " .. unitID)
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return
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end
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local group = unit:getGroup()
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if group == nil then
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self._logger:warn("Unload requested for unit with no group: " .. unit:getName())
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return
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end
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self:RemoveCargoFromUnit(unitID, crateType)
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self:UpdateWeightForUnit(unit)
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local cargoConfig = SupplyConfigHelper.getSupplyConfig(crateType)
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@@ -313,7 +314,16 @@ function SupplyUnitsTracker:UnloadRequested(unitID, crateType, missionCommandsHe
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return
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end
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local cargoPos = self:GetCargoPlacePosition(unit)
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local cargoPos = self:GetCargoPlacePosition(unit, cargoConfig.staticType)
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if cargoPos == nil then
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self._logger:warn("No valid position found to drop cargo for unit: " .. unit:getName())
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trigger.action.outTextForUnit(unit:getID(), "No valid position to drop cargo. Unloading area is too crowded.", 10)
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return
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end
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self:RemoveCargoFromUnit(unitID, crateType)
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self:UpdateWeightForUnit(unit)
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cargoCount = cargoCount + 1
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local cargoSpawnObject = {
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@@ -323,9 +333,11 @@ function SupplyUnitsTracker:UnloadRequested(unitID, crateType, missionCommandsHe
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y = cargoPos.z,
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}
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self._logger:debug("Spawning crate #" .. cargoCount .. " at (" .. string.format("%.2f", cargoPos.x) .. ", " .. string.format("%.2f", cargoPos.y) .. ", " .. string.format("%.2f", cargoPos.z) .. ")")
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local spawned = coalition.addStaticObject(unit:getCoalition(), cargoSpawnObject)
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self._droppedCrates[cargoSpawnObject.name] = spawned
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missionCommandsHelper:updateCommandsForGroup(group:getID())
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self._logger:debug("Cargo dropped for unit: " .. unit:getName() .. " crateType: " .. crateType)
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end
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---@return table<string,StaticObject>
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@@ -413,7 +425,7 @@ function SupplyUnitsTracker:TryLoadCrateInUnit(unit, crateType, commandHelper)
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end
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end
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local unitConfig = MaxLoadConfig[unit:getTypeName()]
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local unitConfig = SupplyLoadConfig[unit:getTypeName()]
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if unitConfig == nil then
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trigger.action.outTextForUnit(unit:getID(), "Your unit type is not configured for logistics: " .. crateType, 5)
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self._logger:error("Invalid unit type: " .. unit:getTypeName())
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@@ -456,53 +468,234 @@ function SupplyUnitsTracker:UnitRequestCrateSpawn(groupID, crateType)
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end
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end
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---@class SupplyUnitsBoundingBox
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---@field min Vec3 World space minimum
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---@field max Vec3 World space maximum
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---@field heading number? Object heading in radians
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---@param foundObject Object
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---@return SupplyUnitsBoundingBox?
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function SupplyUnitsTracker:GetBoundingBoxes(foundObject)
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local desc = foundObject:getDesc()
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if foundObject:getCategory() == Object.Category.SCENERY then
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desc = SceneryObject.getDescByName(foundObject:getTypeName())
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end
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if desc == nil or desc.box == nil then
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return nil
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end
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local objPos = foundObject:getPoint()
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local box = desc.box
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local heading = 0
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-- Try to get object heading from position vector's forward direction
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-- This works for units and other objects that support getPosition
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pcall(function()
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local objPosition = foundObject:getPosition()
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if objPosition and objPosition.x then
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heading = math.atan2(objPosition.x.z, objPosition.x.x)
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end
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end)
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-- For rotated objects, we need to rotate the bounding box
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local minX = box.min.x
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local maxX = box.max.x
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local minZ = box.min.z
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local maxZ = box.max.z
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-- If object has significant rotation, apply rotation to bbox corners
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if math.abs(heading) > 0.1 then
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-- Get all 4 corners of bbox in local space
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local corners = {
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{minX, minZ},
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{minX, maxZ},
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{maxX, minZ},
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{maxX, maxZ}
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}
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-- Rotate corners and find new min/max
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minX, maxX = math.huge, -math.huge
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minZ, maxZ = math.huge, -math.huge
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for _, corner in ipairs(corners) do
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local rotX = corner[1] * math.cos(heading) - corner[2] * math.sin(heading)
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local rotZ = corner[1] * math.sin(heading) + corner[2] * math.cos(heading)
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minX = math.min(minX, rotX)
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maxX = math.max(maxX, rotX)
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minZ = math.min(minZ, rotZ)
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maxZ = math.max(maxZ, rotZ)
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end
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end
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-- Convert relative bbox to world space by adding object position
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---@type SupplyUnitsBoundingBox
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return {
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min = {
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x = objPos.x + minX,
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y = objPos.y + box.min.y,
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z = objPos.z + minZ
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},
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max = {
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x = objPos.x + maxX,
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y = objPos.y + box.max.y,
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z = objPos.z + maxZ
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},
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heading = heading
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}
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end
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---Check if two axis-aligned bounding boxes collide with safety margin
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---@param crateBBox SupplyUnitsBoundingBox The crate's bbox in world space
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---@param objBBox SupplyUnitsBoundingBox The existing object's bbox in world space
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---@param safetyMargin number Safety margin around objects
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---@return boolean True if collision detected
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function SupplyUnitsTracker:CheckBBoxCollision(crateBBox, objBBox, safetyMargin)
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-- Apply safety margin to object bbox
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local objMin = {
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x = objBBox.min.x - safetyMargin,
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y = objBBox.min.y - safetyMargin,
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z = objBBox.min.z - safetyMargin
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}
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local objMax = {
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x = objBBox.max.x + safetyMargin,
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y = objBBox.max.y + safetyMargin,
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z = objBBox.max.z + safetyMargin
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}
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-- AABB collision detection
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return crateBBox.min.x <= objMax.x and crateBBox.max.x >= objMin.x and
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crateBBox.min.y <= objMax.y and crateBBox.max.y >= objMin.y and
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crateBBox.min.z <= objMax.z and crateBBox.max.z >= objMin.z
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end
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---@private
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---@param unit Unit
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---@return Vec3
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function SupplyUnitsTracker:GetCargoPlacePosition(unit)
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---@param crateTypeName string
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---@return Vec3?
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function SupplyUnitsTracker:GetCargoPlacePosition(unit, crateTypeName)
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local pos = unit:getPosition()
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local preferredPos = {
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x = pos.p.x - 10 * pos.x.x,
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y = pos.p.y - 10 * pos.x.y,
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z = pos.p.z - 10 * pos.x.z
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local unitPos = unit:getPosition()
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-- Get unit's heading from the forward vector (x component)
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-- Heading is calculated as: atan2(forward.z, forward.x)
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local unitHeading = math.atan2(unitPos.x.z, unitPos.x.x)
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-- Get crate bbox - relative to placement position
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local crateDesc = StaticObject.getDescByName(crateTypeName) --[[@as table]]
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if crateDesc == nil or crateDesc.box == nil then
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self._logger:error("Could not get bbox for crate type: " .. crateTypeName)
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return nil
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end
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local crateRelativeBBox = crateDesc.box
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-- Get drop zone config for this unit
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local dropZones = {
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{ centerAngle = 180, angleWidth = 60, minRadius = 15, maxRadius = 50, spacing = 5 }
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}
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if SupplyLoadConfig[unit:getTypeName()] ~= nil then
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dropZones = SupplyLoadConfig[unit:getTypeName()].dropZones
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end
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-- Get occupied objects with their bboxes
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local searchVolume = {
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id = world.VolumeType.SPHERE,
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params = {
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point = {
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x = unitPos.p.x,
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y = unitPos.p.y,
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z = unitPos.p.z
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},
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radius = 100 -- Search a large area
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}
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}
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return preferredPos
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local occupiedObjects = {}
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local found = function(foundItem, val)
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local bbox = self:GetBoundingBoxes(foundItem)
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if bbox then
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self._logger:debug("Found object: " .. foundItem:getTypeName() .. " at (" .. foundItem:getPoint().x .. ", " .. foundItem:getPoint().z .. ")")
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table.insert(occupiedObjects, {
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pos = foundItem:getPoint(),
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bbox = bbox
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})
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else
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self._logger:debug("Found object without bbox: " .. foundItem:getTypeName())
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end
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end
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local searchCategories = {}
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for key, value in pairs(Object.Category) do
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self._logger:debug("Adding category to search: " .. tostring(value) .. " (" .. tostring(key) .. ")")
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table.insert(searchCategories, value)
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end
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-- local volume = {
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-- id = world.VolumeType.SPHERE,
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-- params = {
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-- point = preferredPos,
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-- radius = 10
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-- }
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-- }
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---@diagnostic disable-next-line: param-type-mismatch
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world.searchObjects(searchCategories, searchVolume, found)
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-- local occupiedPosX = {}
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-- local occupiedPosZ = {}
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local safetyMargin = 3 -- Safety margin around objects
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-- ---@param foundItem Object
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-- local found = function(foundItem, val)
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-- Search through each slice
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for _, zone in ipairs(dropZones) do
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-- Calculate angle range for this slice
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local minAngle = zone.centerAngle - (zone.angleWidth / 2)
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local maxAngle = zone.centerAngle + (zone.angleWidth / 2)
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-- local foundPos = foundItem:getPoint()
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-- Search outward in rings starting from minRadius
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for distance = zone.minRadius, zone.maxRadius, zone.spacing do
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-- Check multiple positions within the angular slice
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local angleStep = math.min(15, zone.angleWidth / 3) -- Divide slice into sections
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for angle = minAngle, maxAngle, angleStep do
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local radians = math.rad(angle)
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-- Calculate position at this angle and distance, relative to unit's heading
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-- Angle 0 = forward, 90 = right, 180 = rear, 270 = left
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-- Apply unit heading to make angles relative to unit orientation
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local worldAngle = radians + unitHeading
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local candidateX = unitPos.p.x + distance * math.sin(worldAngle)
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local candidateZ = unitPos.p.z + distance * math.cos(worldAngle)
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local candidateY = land.getHeight({ x = candidateX, y = candidateZ })
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-- local z = math.floor(foundPos.z)
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-- for i = z - 3 , z + 3 do
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-- occupiedPosZ[i] = true
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-- end
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-- Convert crate's relative bbox to world space at this position
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local crateBBoxWorldSpace = {
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min = {
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x = candidateX + crateRelativeBBox.min.x,
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y = candidateY + crateRelativeBBox.min.y,
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z = candidateZ + crateRelativeBBox.min.z
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},
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max = {
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x = candidateX + crateRelativeBBox.max.x,
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y = candidateY + crateRelativeBBox.max.y,
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z = candidateZ + crateRelativeBBox.max.z
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}
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}
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-- local x = math.floor(foundPos.x)
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-- for i = x - 3 , x + 3 do
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-- occupiedPosX[i] = true
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-- end
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-- end
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-- Check if crate bbox collides with any existing objects
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local collides = false
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for _, obj in ipairs(occupiedObjects) do
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if self:CheckBBoxCollision(crateBBoxWorldSpace, obj.bbox, safetyMargin) then
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collides = true
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self._logger:debug("Collision at angle=" .. angle .. ", distance=" .. distance)
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break
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end
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end
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-- world.searchObjects(volume.id, volume.params, found)
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if not collides then
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self._logger:debug("Valid position found at angle=" .. angle .. ", distance=" .. distance .. ", pos=(" .. string.format("%.2f", candidateX) .. ", " .. string.format("%.2f", candidateY) .. ", " .. string.format("%.2f", candidateZ) .. ")")
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return { x = candidateX, y = candidateY, z = candidateZ }
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end
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end
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end
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end
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-- No free spot found
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return nil
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end
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return SupplyUnitsTracker
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Reference in New Issue
Block a user