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Updated documentation in AI_CAP, AI_CAS, AI_BALANCER, AI_PATROL
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@@ -12,6 +12,22 @@
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--
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-- ====
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--
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-- # Demo Missions
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--
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-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
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--
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-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
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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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-- ====
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--
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-- # YouTube Channel
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--
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-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
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--
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-- ====
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--
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-- # **OPEN ISSUES**
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--
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-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
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@@ -64,9 +80,9 @@
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-- @field Functional.Spawn#SPAWN CoordTest
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
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--- # AI_PATROL_ZONE class, extends @{Fsm#FSM_CONTROLLABLE}
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--
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-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
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-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
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--
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-- 
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--
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@@ -97,15 +113,15 @@
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--
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-- 
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--
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-- ## 1.1) AI_PATROL_ZONE constructor
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-- ## 1. AI_PATROL_ZONE constructor
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--
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-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
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--
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-- ## 1.2) AI_PATROL_ZONE is a FSM
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-- ## 2. AI_PATROL_ZONE is a FSM
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--
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-- 
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--
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-- ### 1.2.1) AI_PATROL_ZONE States
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-- ### 2.1. AI_PATROL_ZONE States
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--
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-- * **None** ( Group ): The process is not started yet.
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-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
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@@ -113,7 +129,7 @@
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-- * **Stopped** ( Group ): The process is stopped.
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-- * **Crashed** ( Group ): The AI has crashed or is dead.
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--
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-- ### 1.2.2) AI_PATROL_ZONE Events
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-- ### 2.2. AI_PATROL_ZONE Events
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--
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-- * **Start** ( Group ): Start the process.
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-- * **Stop** ( Group ): Stop the process.
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@@ -123,17 +139,17 @@
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-- * **Detected** ( Group ): The AI has detected new targets.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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--
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-- ## 1.3) Set or Get the AI controllable
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-- ## 3. Set or Get the AI controllable
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--
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-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
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-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
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--
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-- ## 1.4) Set the Speed and Altitude boundaries of the AI controllable
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-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
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--
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-- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
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-- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
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--
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-- ## 1.5) Manage the detection process of the AI controllable
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-- ## 5. Manage the detection process of the AI controllable
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--
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-- The detection process of the AI controllable can be manipulated.
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-- Detection requires an amount of CPU power, which has an impact on your mission performance.
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@@ -150,7 +166,7 @@
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-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
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-- according the weather conditions.
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--
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-- ## 1.6) Manage the "out of fuel" in the AI_PATROL_ZONE
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-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
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--
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-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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@@ -159,7 +175,7 @@
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-- Once the time is finished, the old AI will return to the base.
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-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
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--
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-- ## 1.7) Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
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-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
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--
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-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
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-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
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@@ -167,8 +183,7 @@
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--
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-- ===
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--
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-- @field #AI_PATROL_ZONE AI_PATROL_ZONE
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--
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-- @field #AI_PATROL_ZONE
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AI_PATROL_ZONE = {
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ClassName = "AI_PATROL_ZONE",
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}
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