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Progress on the new AISET_BALANCER class
This commit is contained in:
@@ -1,283 +0,0 @@
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--- This module contains the AIBALANCER class.
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--
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-- ===
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--
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-- 1) @{AIBalancer#AIBALANCER} class, extends @{Base#BASE}
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-- =======================================================
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-- The @{AIBalancer#AIBALANCER} class controls the dynamic spawning of AI GROUPS depending on a SET_CLIENT.
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-- There will be as many AI GROUPS spawned as there at CLIENTS in SET_CLIENT not spawned.
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-- The AIBalancer uses the @{PatrolZone#PATROLZONE} class to make AI patrol an zone until the fuel treshold is reached.
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--
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-- 1.1) AIBALANCER construction method:
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-- ------------------------------------
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-- Create a new AIBALANCER object with the @{#AIBALANCER.New} method:
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--
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-- * @{#AIBALANCER.New}: Creates a new AIBALANCER object.
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--
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-- 1.2) AIBALANCER returns AI to Airbases:
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-- ---------------------------------------
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-- You can configure to have the AI to return to:
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--
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-- * @{#AIBALANCER.ReturnToHomeAirbase}: Returns the AI to the home @{Airbase#AIRBASE}.
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-- * @{#AIBALANCER.ReturnToNearestAirbases}: Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
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--
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-- 1.3) AIBALANCER allows AI to patrol specific zones:
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-- ---------------------------------------------------
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-- Use @{AIBalancer#AIBALANCER.SetPatrolZone}() to specify a zone where the AI needs to patrol.
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--
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-- ===
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--
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-- **API CHANGE HISTORY**
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-- ======================
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2016-08-17: SPAWN:**InitCleanUp**( SpawnCleanUpInterval ) replaces SPAWN:_CleanUp_( SpawnCleanUpInterval )
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--
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-- * Want to ensure that the methods starting with **Init** are the first called methods before any _Spawn_ method is called!
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-- * This notation makes it now more clear which methods are initialization methods and which methods are Spawn enablement methods.
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--
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-- ===
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--
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-- AUTHORS and CONTRIBUTIONS
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-- =========================
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--
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-- ### Contributions:
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--
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-- * **Dutch_Baron (James)**: Who you can search on the Eagle Dynamics Forums.
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-- Working together with James has resulted in the creation of the AIBALANCER class.
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-- James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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--
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-- * **SNAFU**:
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-- Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
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-- None of the script code has been used however within the new AIBALANCER moose class.
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--
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-- ### Authors:
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--
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-- * FlightControl: Framework Design & Programming
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--
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-- @module AIBalancer
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--- AIBALANCER class
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-- @type AIBALANCER
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-- @field Set#SET_CLIENT SetClient
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-- @field Spawn#SPAWN SpawnAI
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-- @field #boolean ToNearestAirbase
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-- @field Set#SET_AIRBASE ReturnAirbaseSet
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-- @field DCSTypes#Distance ReturnTresholdRange
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-- @field #boolean ToHomeAirbase
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-- @field PatrolZone#PATROLZONE PatrolZone
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-- @extends Base#BASE
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AIBALANCER = {
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ClassName = "AIBALANCER",
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PatrolZones = {},
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AIGroups = {},
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}
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--- Creates a new AIBALANCER object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
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-- @param #AIBALANCER self
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-- @param SetClient A SET_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
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-- @param SpawnAI A SPAWN object that will spawn the AI units required, balancing the SetClient.
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-- @return #AIBALANCER self
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function AIBALANCER:New( SetClient, SpawnAI )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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self.SetClient = SetClient
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if type( SpawnAI ) == "table" then
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if SpawnAI.ClassName and SpawnAI.ClassName == "SPAWN" then
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self.SpawnAI = { SpawnAI }
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else
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local SpawnObjects = true
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for SpawnObjectID, SpawnObject in pairs( SpawnAI ) do
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if SpawnObject.ClassName and SpawnObject.ClassName == "SPAWN" then
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self:E( SpawnObject.ClassName )
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else
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self:E( "other object" )
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SpawnObjects = false
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end
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end
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if SpawnObjects == true then
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self.SpawnAI = SpawnAI
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else
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error( "No SPAWN object given in parameter SpawnAI, either as a single object or as a table of objects!" )
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end
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end
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end
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self.ToNearestAirbase = false
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self.ReturnHomeAirbase = false
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self.AIMonitorSchedule = SCHEDULER:New( self, self._ClientAliveMonitorScheduler, {}, 1, 10, 0 )
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return self
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end
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--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
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-- @param #AIBALANCER self
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-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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-- @param Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
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function AIBALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
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self.ToNearestAirbase = true
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self.ReturnTresholdRange = ReturnTresholdRange
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self.ReturnAirbaseSet = ReturnAirbaseSet
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end
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--- Returns the AI to the home @{Airbase#AIRBASE}.
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-- @param #AIBALANCER self
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-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
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function AIBALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
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self.ToHomeAirbase = true
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self.ReturnTresholdRange = ReturnTresholdRange
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end
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--- Let the AI patrol a @{Zone} with a given Speed range and Altitude range.
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-- @param #AIBALANCER self
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-- @param PatrolZone#PATROLZONE PatrolZone The @{PatrolZone} where the AI needs to patrol.
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-- @return PatrolZone#PATROLZONE self
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function AIBALANCER:SetPatrolZone( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
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self.PatrolZone = PATROLZONE:New(
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self.SpawnAI,
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PatrolZone,
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PatrolFloorAltitude,
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PatrolCeilingAltitude,
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PatrolMinSpeed,
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PatrolMaxSpeed
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)
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end
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--- Get the @{PatrolZone} object assigned by the @{AIBalancer} object.
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-- @param #AIBALANCER self
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-- @return PatrolZone#PATROLZONE PatrolZone The @{PatrolZone} where the AI needs to patrol.
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function AIBALANCER:GetPatrolZone()
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return self.PatrolZone
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end
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--- @param #AIBALANCER self
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function AIBALANCER:_ClientAliveMonitorScheduler()
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self.SetClient:ForEachClient(
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--- @param Client#CLIENT Client
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function( Client )
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local ClientAIAliveState = Client:GetState( self, 'AIAlive' )
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self:T( ClientAIAliveState )
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if Client:IsAlive() then
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if ClientAIAliveState == true then
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Client:SetState( self, 'AIAlive', false )
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local AIGroup = self.AIGroups[Client.UnitName] -- Group#GROUP
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-- local PatrolZone = Client:GetState( self, "PatrolZone" )
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-- if PatrolZone then
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-- PatrolZone = nil
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-- Client:ClearState( self, "PatrolZone" )
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-- end
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if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
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AIGroup:Destroy()
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else
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-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
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-- If there is a CLIENT, the AI stays engaged and will not return.
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-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
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local PlayerInRange = { Value = false }
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local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
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self:E( RangeZone )
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_DATABASE:ForEachPlayer(
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--- @param Unit#UNIT RangeTestUnit
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function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
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self:E( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
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if RangeTestUnit:IsInZone( RangeZone ) == true then
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self:E( "in zone" )
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if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
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self:E( "in range" )
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PlayerInRange.Value = true
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end
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end
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end,
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--- @param Zone#ZONE_RADIUS RangeZone
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-- @param Group#GROUP AIGroup
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function( RangeZone, AIGroup, PlayerInRange )
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local AIGroupTemplate = AIGroup:GetTemplate()
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if PlayerInRange.Value == false then
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if self.ToHomeAirbase == true then
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local WayPointCount = #AIGroupTemplate.route.points
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local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
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AIGroup:SetCommand( SwitchWayPointCommand )
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AIGroup:MessageToRed( "Returning to home base ...", 30 )
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else
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-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
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--TODO: i need to rework the POINT_VEC2 thing.
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local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
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local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
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self:T( ClosestAirbase.AirbaseName )
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AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
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local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
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AIGroupTemplate.route = RTBRoute
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AIGroup:Respawn( AIGroupTemplate )
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end
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end
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end
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, RangeZone, AIGroup, PlayerInRange
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)
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end
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end
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else
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if not ClientAIAliveState or ClientAIAliveState == false then
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Client:SetState( self, 'AIAlive', true )
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-- OK, spawn a new group from the SpawnAI objects provided.
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local SpawnAICount = #self.SpawnAI
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local SpawnAIIndex = math.random( 1, SpawnAICount )
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local AIGroup = self.SpawnAI[SpawnAIIndex]:Spawn()
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AIGroup:E( "spawning new AIGroup" )
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--TODO: need to rework UnitName thing ...
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self.AIGroups[Client.UnitName] = AIGroup
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--- Now test if the AIGroup needs to patrol a zone, otherwise let it follow its route...
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if self.PatrolZone then
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self.PatrolZones[#self.PatrolZones+1] = PATROLZONE:New(
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self.PatrolZone.PatrolZone,
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self.PatrolZone.PatrolFloorAltitude,
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self.PatrolZone.PatrolCeilingAltitude,
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self.PatrolZone.PatrolMinSpeed,
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self.PatrolZone.PatrolMaxSpeed
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)
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if self.PatrolZone.PatrolManageFuel == true then
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self.PatrolZones[#self.PatrolZones]:ManageFuel( self.PatrolZone.PatrolFuelTresholdPercentage, self.PatrolZone.PatrolOutOfFuelOrbitTime )
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end
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self.PatrolZones[#self.PatrolZones]:SetGroup( AIGroup )
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--self.PatrolZones[#self.PatrolZones+1] = PatrolZone
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--Client:SetState( self, "PatrolZone", PatrolZone )
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end
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end
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end
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end
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)
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return true
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end
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253
Moose Development/Moose/AISet_Balancer.lua
Normal file
253
Moose Development/Moose/AISet_Balancer.lua
Normal file
@@ -0,0 +1,253 @@
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--- This module contains the AISET_BALANCER class.
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--
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-- ===
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--
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-- 1) @{AISet_Balancer#AISET_BALANCER} class, extends @{StateMachine#STATEMACHINE_SET}
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-- ===================================================================================
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-- The @{AISet_Balancer#AISET_BALANCER} class monitors and manages as many AI GROUPS as there are
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-- CLIENTS in a SET_CLIENT collection not occupied by players.
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-- The AI_BALANCER class manages internally a collection of AI_MANAGEMENT objects, which govern the behaviour
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-- of the underlying AI GROUPS.
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--
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-- The parent class @{StateMachine#STATEMACHINE_SET} manages the functionality to control the Finite State Machine (FSM)
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-- and calls for each event the state transition functions providing the internal @{StateMachine#STATEMACHINE_SET.Set} object containing the
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-- SET_GROUP and additional event parameters provided during the event.
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--
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-- 1.1) AISET_BALANCER construction method
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-- ---------------------------------------
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-- Create a new AISET_BALANCER object with the @{#AISET_BALANCER.New} method:
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--
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-- * @{#AISET_BALANCER.New}: Creates a new AISET_BALANCER object.
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--
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-- 1.2)
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-- ----
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-- * Add
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-- * Remove
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--
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-- 1.2) AISET_BALANCER returns AI to Airbases
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-- ------------------------------------------
|
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-- You can configure to have the AI to return to:
|
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--
|
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-- * @{#AISET_BALANCER.ReturnToHomeAirbase}: Returns the AI to the home @{Airbase#AIRBASE}.
|
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-- * @{#AISET_BALANCER.ReturnToNearestAirbases}: Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
|
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-- --
|
||||
-- ===
|
||||
--
|
||||
-- **API CHANGE HISTORY**
|
||||
-- ======================
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2016-08-17: SPAWN:**InitCleanUp**( SpawnCleanUpInterval ) replaces SPAWN:_CleanUp_( SpawnCleanUpInterval )
|
||||
--
|
||||
-- * Want to ensure that the methods starting with **Init** are the first called methods before any _Spawn_ method is called!
|
||||
-- * This notation makes it now more clear which methods are initialization methods and which methods are Spawn enablement methods.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- AUTHORS and CONTRIBUTIONS
|
||||
-- =========================
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Dutch_Baron (James)**: Who you can search on the Eagle Dynamics Forums.
|
||||
-- Working together with James has resulted in the creation of the AISET_BALANCER class.
|
||||
-- James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
--
|
||||
-- * **SNAFU**:
|
||||
-- Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
|
||||
-- None of the script code has been used however within the new AISET_BALANCER moose class.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl: Framework Design & Programming
|
||||
--
|
||||
-- @module AISet_Balancer
|
||||
|
||||
|
||||
|
||||
--- AISET_BALANCER class
|
||||
-- @type AISET_BALANCER
|
||||
-- @field Set#SET_CLIENT SetClient
|
||||
-- @extends StateMachine#STATEMACHINE_SET
|
||||
AISET_BALANCER = {
|
||||
ClassName = "AISET_BALANCER",
|
||||
PatrolZones = {},
|
||||
AIGroups = {},
|
||||
}
|
||||
|
||||
--- Creates a new AI\_SET\_BALANCER object
|
||||
-- @param #AISET_BALANCER self
|
||||
-- @param Set#SET_CLIENT SetClient A SET\_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
|
||||
-- @param Spawn#SPAWN SpawnAI The default Spawn object to spawn new AI Groups when needed.
|
||||
-- @return #AISET_BALANCER
|
||||
-- @usage
|
||||
-- -- Define a new AISET_BALANCER Object.
|
||||
function AISET_BALANCER:New( SetClient, SpawnAI )
|
||||
|
||||
local FSMT = {
|
||||
initial = 'None',
|
||||
events = {
|
||||
{ name = 'Start', from = '*', to = 'Monitoring' },
|
||||
{ name = 'Monitor', from = '*', to = 'Monitoring' },
|
||||
{ name = 'Spawn', from = '*', to = 'Spawning' },
|
||||
{ name = 'Destroy', from = '*', to = 'Destroying' },
|
||||
{ name = 'Return', from = '*', to = 'Returning' },
|
||||
{ name = 'End', from = '*', to = 'End' },
|
||||
{ name = 'Dead', from = '*', to = 'End' },
|
||||
},
|
||||
}
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, STATEMACHINE_SET:New( FSMT, SET_GROUP:New() ) )
|
||||
|
||||
self.SetClient = SetClient
|
||||
self.SpawnAI = SpawnAI
|
||||
self.ToNearestAirbase = false
|
||||
self.ToHomeAirbase = false
|
||||
|
||||
self:__Start( 1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
|
||||
-- @param #AISET_BALANCER self
|
||||
-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
-- @param Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
|
||||
function AISET_BALANCER:ReturnToNearestAirbases( ReturnTresholdRange, ReturnAirbaseSet )
|
||||
|
||||
self.ToNearestAirbase = true
|
||||
self.ReturnTresholdRange = ReturnTresholdRange
|
||||
self.ReturnAirbaseSet = ReturnAirbaseSet
|
||||
end
|
||||
|
||||
--- Returns the AI to the home @{Airbase#AIRBASE}.
|
||||
-- @param #AISET_BALANCER self
|
||||
-- @param DCSTypes#Distance ReturnTresholdRange If there is an enemy @{Client#CLIENT} within the ReturnTresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
|
||||
function AISET_BALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
|
||||
|
||||
self.ToHomeAirbase = true
|
||||
self.ReturnTresholdRange = ReturnTresholdRange
|
||||
end
|
||||
|
||||
--- @param #AISET_BALANCER self
|
||||
-- @param Set#SET_GROUP SetGroup
|
||||
-- @param #string ClientName
|
||||
-- @param Group#GROUP AIGroup
|
||||
function AISET_BALANCER:onenterSpawning( SetGroup, ClientName )
|
||||
|
||||
-- OK, Spawn a new group from the default SpawnAI object provided.
|
||||
local AIGroup = self.SpawnAI:Spawn()
|
||||
AIGroup:E( "Spawning new AIGroup" )
|
||||
--TODO: need to rework UnitName thing ...
|
||||
|
||||
SetGroup:Add( ClientName, AIGroup )
|
||||
end
|
||||
|
||||
--- @param #AISET_BALANCER self
|
||||
-- @param Set#SET_GROUP SetGroup
|
||||
-- @param Group#GROUP AIGroup
|
||||
function AISET_BALANCER:onenterDestroying( SetGroup, AIGroup )
|
||||
|
||||
AIGroup:Destroy()
|
||||
end
|
||||
|
||||
--- @param #AISET_BALANCER self
|
||||
-- @param Set#SET_GROUP SetGroup
|
||||
-- @param Group#GROUP AIGroup
|
||||
function AISET_BALANCER:onenterReturning( SetGroup, AIGroup )
|
||||
|
||||
local AIGroupTemplate = AIGroup:GetTemplate()
|
||||
if self.ToHomeAirbase == true then
|
||||
local WayPointCount = #AIGroupTemplate.route.points
|
||||
local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
|
||||
AIGroup:SetCommand( SwitchWayPointCommand )
|
||||
AIGroup:MessageToRed( "Returning to home base ...", 30 )
|
||||
else
|
||||
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
|
||||
--TODO: i need to rework the POINT_VEC2 thing.
|
||||
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
|
||||
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
|
||||
self:T( ClosestAirbase.AirbaseName )
|
||||
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
|
||||
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
|
||||
AIGroupTemplate.route = RTBRoute
|
||||
AIGroup:Respawn( AIGroupTemplate )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AISET_BALANCER self
|
||||
function AISET_BALANCER:onenterMonitoring( SetGroup )
|
||||
|
||||
self.SetClient:ForEachClient(
|
||||
--- @param Client#CLIENT Client
|
||||
function( Client )
|
||||
self:E(Client.ClientName)
|
||||
|
||||
local AIGroup = self.Set:Get( Client.UnitName ) -- Group#GROUP
|
||||
if Client:IsAlive() then
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() == true then
|
||||
|
||||
if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
|
||||
self:Destroy( AIGroup )
|
||||
else
|
||||
-- We test if there is no other CLIENT within the self.ReturnTresholdRange of the first unit of the AI group.
|
||||
-- If there is a CLIENT, the AI stays engaged and will not return.
|
||||
-- If there is no CLIENT within the self.ReturnTresholdRange, then the unit will return to the Airbase return method selected.
|
||||
|
||||
local PlayerInRange = { Value = false }
|
||||
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnTresholdRange )
|
||||
|
||||
self:E( RangeZone )
|
||||
|
||||
_DATABASE:ForEachPlayer(
|
||||
--- @param Unit#UNIT RangeTestUnit
|
||||
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
|
||||
self:E( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
|
||||
if RangeTestUnit:IsInZone( RangeZone ) == true then
|
||||
self:E( "in zone" )
|
||||
if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
|
||||
self:E( "in range" )
|
||||
PlayerInRange.Value = true
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
--- @param Zone#ZONE_RADIUS RangeZone
|
||||
-- @param Group#GROUP AIGroup
|
||||
function( RangeZone, AIGroup, PlayerInRange )
|
||||
if PlayerInRange.Value == false then
|
||||
self:Return( AIGroup )
|
||||
end
|
||||
end
|
||||
, RangeZone, AIGroup, PlayerInRange
|
||||
)
|
||||
|
||||
end
|
||||
self.Set:Remove( Client.UnitName )
|
||||
end
|
||||
else
|
||||
if not AIGroup or not AIGroup:IsAlive() == true then
|
||||
self:E("client not alive")
|
||||
self:Spawn( Client.UnitName )
|
||||
self:E("text after spawn")
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
)
|
||||
|
||||
self:__Monitor( 10 )
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -350,7 +350,7 @@ function BASE:GetState( Object, StateName )
|
||||
local ClassNameAndID = Object:GetClassNameAndID()
|
||||
|
||||
if self.States[ClassNameAndID] then
|
||||
local State = self.States[ClassNameAndID][StateName]
|
||||
local State = self.States[ClassNameAndID][StateName] or false
|
||||
self:T2( { ClassNameAndID, StateName, State } )
|
||||
return State
|
||||
end
|
||||
|
||||
@@ -34,7 +34,6 @@ Include.File( "Movement" )
|
||||
Include.File( "Sead" )
|
||||
Include.File( "Escort" )
|
||||
Include.File( "MissileTrainer" )
|
||||
--Include.File( "AIBalancer" )
|
||||
Include.File( "AirbasePolice" )
|
||||
Include.File( "Detection" )
|
||||
|
||||
@@ -54,7 +53,10 @@ Include.File( "Task" )
|
||||
Include.File( "Task_SEAD" )
|
||||
Include.File( "Task_A2G" )
|
||||
|
||||
--- AI Handling Classes
|
||||
--- AI Set Handling Classes
|
||||
Include.File( "AISet_Balancer" )
|
||||
|
||||
--- AI Task Handling Classes
|
||||
Include.File( "AI_PatrolZone" )
|
||||
|
||||
-- The order of the declarations is important here. Don't touch it.
|
||||
|
||||
@@ -349,6 +349,21 @@ function SET_BASE:Remove( ObjectName )
|
||||
|
||||
end
|
||||
|
||||
--- Gets a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
|
||||
-- @param #SET_BASE self
|
||||
-- @param #string ObjectName
|
||||
-- @return Base#BASE
|
||||
function SET_BASE:Get( ObjectName )
|
||||
self:F( ObjectName )
|
||||
|
||||
local t = self.Set[ObjectName]
|
||||
|
||||
self:T3( { ObjectName, t } )
|
||||
|
||||
return t
|
||||
|
||||
end
|
||||
|
||||
--- Retrieves the amount of objects in the @{Set#SET_BASE} and derived classes.
|
||||
-- @param #SET_BASE self
|
||||
-- @return #number Count
|
||||
|
||||
@@ -1534,47 +1534,35 @@ function SPAWN:_SpawnCleanUpScheduler()
|
||||
local Stamp = self.SpawnCleanUpTimeStamps[SpawnUnitName]
|
||||
self:T( { SpawnUnitName, Stamp } )
|
||||
|
||||
if Stamp.Moved then
|
||||
if SpawnUnit:InAir() == false then
|
||||
if SpawnUnit:GetVelocityKMH() < 1 then
|
||||
if Stamp.Vec2 then
|
||||
if SpawnUnit:InAir() == false and SpawnUnit:GetVelocityKMH() < 1 then
|
||||
local NewVec2 = SpawnUnit:GetVec2()
|
||||
if Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y then
|
||||
-- If the plane is not moving, and is on the ground, assign it with a timestamp...
|
||||
if not Stamp.Time then
|
||||
Stamp.Time = timer.getTime()
|
||||
else
|
||||
if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then
|
||||
self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } )
|
||||
self:ReSpawn( SpawnCursor )
|
||||
Stamp.Moved = nil
|
||||
Stamp.Time = nil
|
||||
end
|
||||
end
|
||||
if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then
|
||||
self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } )
|
||||
self:ReSpawn( SpawnCursor )
|
||||
Stamp.Vec2 = nil
|
||||
Stamp.Time = nil
|
||||
end
|
||||
else
|
||||
Stamp.Time = nil
|
||||
Stamp.Time = timer.getTime()
|
||||
Stamp.Vec2 = SpawnUnit:GetVec2()
|
||||
end
|
||||
else
|
||||
Stamp.Moved = nil
|
||||
Stamp.Vec2 = nil
|
||||
Stamp.Time = nil
|
||||
end
|
||||
else
|
||||
if SpawnUnit:InAir() == false and SpawnUnit:GetVelocityKMH() > 1 then
|
||||
Stamp.Moved = true
|
||||
else
|
||||
-- If the plane did not move and on the runway for about 3 minutes, clean it.
|
||||
if SpawnUnit:IsAboveRunway() and SpawnUnit:GetVelocityKMH() < 1 then
|
||||
if not Stamp.Time then
|
||||
Stamp.Time = timer.getTime()
|
||||
end
|
||||
if Stamp.Time + 180 < timer.getTime() then
|
||||
self:T( { "CleanUp Scheduler:", "ReSpawning inactive group:", SpawnGroup:GetName() } )
|
||||
self:ReSpawn( SpawnCursor )
|
||||
Stamp.Moved = nil
|
||||
Stamp.Time = nil
|
||||
end
|
||||
else
|
||||
Stamp.Moved = nil
|
||||
Stamp.Time = nil
|
||||
if SpawnUnit:InAir() == false then
|
||||
Stamp.Vec2 = SpawnUnit:GetVec2()
|
||||
if SpawnUnit:GetVelocityKMH() < 1 then
|
||||
Stamp.Time = timer.getTime()
|
||||
end
|
||||
end
|
||||
else
|
||||
Stamp.Time = nil
|
||||
Stamp.Vec2 = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
--- This module contains the STATEMACHINE class.
|
||||
-- This development is based on a state machine implementation made by Conroy Kyle.
|
||||
-- The state machine can be found here: https://github.com/kyleconroy/lua-state-machine
|
||||
--
|
||||
-- I've taken the development and enhanced it to make the state machine hierarchical...
|
||||
-- This development is based on a state machine implementation made by Conroy Kyle.
|
||||
-- The state machine can be found here: https://github.com/kyleconroy/lua-state-machine
|
||||
--
|
||||
-- I've taken the development and enhanced it to make the state machine hierarchical...
|
||||
-- It is a fantastic development, this module.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- 1) @{Workflow#STATEMACHINE} class, extends @{Base#BASE}
|
||||
-- ==============================================
|
||||
--
|
||||
--
|
||||
-- 1.1) Add or remove objects from the STATEMACHINE
|
||||
-- --------------------------------------------
|
||||
-- @module StateMachine
|
||||
@@ -55,15 +55,15 @@ function STATEMACHINE:New( options )
|
||||
self.events[name] = self.events[name] or { map = {} }
|
||||
self:_add_to_map(self.events[name].map, event)
|
||||
end
|
||||
|
||||
|
||||
for name, callback in pairs(options.callbacks or {}) do
|
||||
self[name] = callback
|
||||
end
|
||||
|
||||
|
||||
for name, sub in pairs( options.subs or {} ) do
|
||||
self:_submap( self.subs, sub, name )
|
||||
end
|
||||
|
||||
|
||||
for name, endstate in pairs( options.endstates or {} ) do
|
||||
self.endstates[endstate] = endstate
|
||||
end
|
||||
@@ -105,7 +105,7 @@ function STATEMACHINE._handler( self, EventName, ... )
|
||||
|
||||
local can, to = self:can(EventName)
|
||||
self:T( { EventName, can, to } )
|
||||
|
||||
|
||||
local ReturnValues = nil
|
||||
|
||||
if can then
|
||||
@@ -113,14 +113,14 @@ function STATEMACHINE._handler( self, EventName, ... )
|
||||
local params = { ..., EventName, from, to }
|
||||
|
||||
if self:_call_handler(self["onbefore" .. EventName], params) == false
|
||||
or self:_call_handler(self["onleave" .. from], params) == false then
|
||||
or self:_call_handler(self["onleave" .. from], params) == false then
|
||||
return false
|
||||
end
|
||||
|
||||
self.current = to
|
||||
|
||||
|
||||
local execute = true
|
||||
|
||||
|
||||
local subtable = self:_gosub( to, EventName )
|
||||
for _, sub in pairs( subtable ) do
|
||||
self:F2( "calling sub: " .. sub.event )
|
||||
@@ -129,7 +129,7 @@ function STATEMACHINE._handler( self, EventName, ... )
|
||||
sub.fsm[sub.event]( sub.fsm )
|
||||
execute = true
|
||||
end
|
||||
|
||||
|
||||
local fsmparent, event = self:_isendstate( to )
|
||||
if fsmparent and event then
|
||||
self:F2( { "end state: ", fsmparent, event } )
|
||||
@@ -143,20 +143,20 @@ function STATEMACHINE._handler( self, EventName, ... )
|
||||
if execute then
|
||||
self:T3( { onenter = "onenter" .. to, callback = self["onenter" .. to] } )
|
||||
self:_call_handler(self["onenter" .. to] or self["on" .. to], params)
|
||||
|
||||
|
||||
self:T3( { On = "OnBefore" .. to, callback = self["OnBefore" .. to] } )
|
||||
if ( self:_call_handler(self["OnBefore" .. to], params ) ~= false ) then
|
||||
|
||||
self:T3( { onafter = "onafter" .. EventName, callback = self["onafter" .. EventName] } )
|
||||
self:_call_handler(self["onafter" .. EventName] or self["on" .. EventName], params)
|
||||
|
||||
|
||||
self:T3( { On = "OnAfter" .. to, callback = self["OnAfter" .. to] } )
|
||||
ReturnValues = self:_call_handler(self["OnAfter" .. to], params )
|
||||
end
|
||||
|
||||
self:_call_handler(self["onstatechange"], params)
|
||||
end
|
||||
|
||||
|
||||
return ReturnValues
|
||||
end
|
||||
|
||||
@@ -167,7 +167,7 @@ function STATEMACHINE:_delayed_transition( EventName )
|
||||
self:E( { EventName = EventName } )
|
||||
return function( self, DelaySeconds, ... )
|
||||
self:T( "Delayed Event: " .. EventName )
|
||||
SCHEDULER:New( self, self._handler, { EventName, ... }, DelaySeconds )
|
||||
SCHEDULER:New( self, self._handler, { EventName, ... }, DelaySeconds )
|
||||
end
|
||||
end
|
||||
|
||||
@@ -305,7 +305,7 @@ function STATEMACHINE_TASK:New( Task, TaskUnit, options )
|
||||
FsmTask["onAssigned"] = Task.OnAssigned
|
||||
FsmTask["onSuccess"] = Task.OnSuccess
|
||||
FsmTask["onFailed"] = Task.OnFailed
|
||||
|
||||
|
||||
FsmTask.Task = Task
|
||||
FsmTask.TaskUnit = TaskUnit
|
||||
|
||||
@@ -335,7 +335,7 @@ function STATEMACHINE_CONTROLLABLE:New( FSMT, Controllable )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, STATEMACHINE:New( FSMT ) ) -- StateMachine#STATEMACHINE_CONTROLLABLE
|
||||
|
||||
|
||||
if Controllable then
|
||||
self:SetControllable( Controllable )
|
||||
end
|
||||
@@ -363,4 +363,55 @@ function STATEMACHINE_CONTROLLABLE:_call_handler( handler, params )
|
||||
if handler then
|
||||
return handler( self, self.Controllable, unpack( params ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
do -- STATEMACHINE_SET
|
||||
|
||||
--- STATEMACHINE_SET class
|
||||
-- @type STATEMACHINE_SET
|
||||
-- @field Set#SET_BASE Set
|
||||
-- @extends StateMachine#STATEMACHINE
|
||||
STATEMACHINE_SET = {
|
||||
ClassName = "STATEMACHINE_SET",
|
||||
}
|
||||
|
||||
--- Creates a new STATEMACHINE_SET object.
|
||||
-- @param #STATEMACHINE_SET self
|
||||
-- @param #table FSMT Finite State Machine Table
|
||||
-- @param Set_SET_BASE FSMSet (optional) The Set object that the STATEMACHINE_SET governs.
|
||||
-- @return #STATEMACHINE_SET
|
||||
function STATEMACHINE_SET:New( FSMT, FSMSet )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, STATEMACHINE:New( FSMT ) ) -- StateMachine#STATEMACHINE_SET
|
||||
|
||||
if FSMSet then
|
||||
self:Set( FSMSet )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the SET_BASE object that the STATEMACHINE_SET governs.
|
||||
-- @param #STATEMACHINE_SET self
|
||||
-- @param Set#SET_BASE FSMSet
|
||||
-- @return #STATEMACHINE_SET
|
||||
function STATEMACHINE_SET:Set( FSMSet )
|
||||
self:F( FSMSet )
|
||||
self.Set = FSMSet
|
||||
end
|
||||
|
||||
--- Gets the SET_BASE object that the STATEMACHINE_SET governs.
|
||||
-- @param #STATEMACHINE_SET self
|
||||
-- @return Set#SET_BASE
|
||||
function STATEMACHINE_SET:Get()
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function STATEMACHINE_SET:_call_handler( handler, params )
|
||||
if handler then
|
||||
return handler( self, self.Set, unpack( params ) )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user