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Updated documentation in AI_CAP, AI_CAS, AI_BALANCER, AI_PATROL
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-- 
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-- ===
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-- ====
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--
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-- # 1) @{AI_Balancer#AI_BALANCER} class, extends @{Fsm#FSM_SET}
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-- # Demo Missions
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--
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-- The @{AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
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-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
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-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
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-- ### [AI_BALANCER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
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--
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-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
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-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
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-- ### [AI_BALANCER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
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--
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-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
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--
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-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
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-- ====
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--
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-- * **@{#AI_BALANCER.OnAfterSpawned}**( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
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-- # YouTube Channel
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--
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-- ## 1.1) AI_BALANCER construction
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-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
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--
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-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
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--
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-- ## 1.2) AI_BALANCER is a FSM
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--
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-- 
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--
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-- ### 1.2.1) AI_BALANCER States
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--
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-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
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-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
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-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
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-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
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-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
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--
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-- ### 1.2.2) AI_BALANCER Events
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--
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-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
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-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
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-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
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-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
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-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
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--
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-- ## 1.3) AI_BALANCER spawn interval for replacement AI
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--
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-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
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--
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-- ## 1.4) AI_BALANCER returns AI to Airbases
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--
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-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
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-- However, there are 2 additional options that you can use to customize the destroy behaviour.
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-- When a human player joins a slot, you can configure to let the AI return to:
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--
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-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
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-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
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--
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-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
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-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
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--
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-- ===
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--
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-- # **API CHANGE HISTORY**
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@@ -90,12 +50,68 @@
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--
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-- @module AI_Balancer
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--- AI_BALANCER class
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-- @type AI_BALANCER
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--- @type AI_BALANCER
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-- @field Core.Set#SET_CLIENT SetClient
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-- @field Functional.Spawn#SPAWN SpawnAI
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-- @field Wrapper.Group#GROUP Test
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-- @extends Core.Fsm#FSM_SET
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--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
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--
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-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
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-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
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-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
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--
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-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
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-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
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-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
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--
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-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
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--
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-- * @{#AI_BALANCER.OnAfterSpawned}( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
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--
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-- ## 1. AI_BALANCER construction
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--
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-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
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--
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-- ## 2. AI_BALANCER is a FSM
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--
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-- 
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--
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-- ### 2.1. AI_BALANCER States
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--
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-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
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-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
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-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
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-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
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-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
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--
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-- ### 2.2. AI_BALANCER Events
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--
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-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
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-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
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-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
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-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
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-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
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--
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-- ## 3. AI_BALANCER spawn interval for replacement AI
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--
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-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
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--
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-- ## 4. AI_BALANCER returns AI to Airbases
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--
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-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
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-- However, there are 2 additional options that you can use to customize the destroy behaviour.
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-- When a human player joins a slot, you can configure to let the AI return to:
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--
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-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
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-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
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--
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-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
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-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
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--
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-- @field #AI_BALANCER
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AI_BALANCER = {
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ClassName = "AI_BALANCER",
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PatrolZones = {},
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