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AI_CAP Created
-- Documentation -- Coding -- Test Missions -- Presentations
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</li></ul>
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<ul>
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<li><a href="AI_Balancer.html">AI_Balancer</a></li>
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<li><a href="AI_Cap.html">AI_Cap</a></li>
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<li><a href="AI_Cas.html">AI_Cas</a></li>
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<li>AI_Patrol</li>
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<li><a href="Account.html">Account</a></li>
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<div id="content">
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<h1>Module <code>AI_Patrol</code></h1>
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<p>Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Make AI patrol zones and report detected targets.</p>
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<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Air Patrolling or Staging.</strong></p>
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<p><img src="..\Presentations\AI_Patrol\Dia1.JPG" alt="Banner Image"/></p>
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<p>Examples can be found in the test missions.</p>
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<hr/>
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<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Core.Fsm.html##(FSM_CONTROLLABLE)">Core.Fsm#FSM_CONTROLLABLE</a></h1>
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<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.
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The AI<em>PATROL</em>ZONE is assigned a @(Group) and this must be done before the AI<em>PATROL</em>ZONE process can be started.
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The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia3.JPG" alt="Process"/></p>
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<p>The AI<em>PATROL</em>ZONE is assigned a @(Group) and this must be done before the AI<em>PATROL</em>ZONE process can be started using the <strong>Start</strong> event.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia4.JPG" alt="Process"/></p>
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<p>The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia5.JPG" alt="Process"/></p>
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<p>This cycle will continue.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia6.JPG" alt="Process"/></p>
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<p>During the patrol, the AI will detect enemy targets, which are reported through the <strong>Detected</strong> event.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia9.JPG" alt="Process"/></p>
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<p>-- Note that the enemy is not engaged! To model enemy engagement, either tailor the <strong>Detected</strong> event, or
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use derived AI_ classes to model AI offensive or defensive behaviour.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia10.JPG" alt="Process"/></p>
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p><img src="..\Presentations\AI_Patrol\Dia11.JPG" alt="Process"/></p>
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<h2>1.1) AI<em>PATROL</em>ZONE constructor</h2>
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<ul>
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@@ -106,7 +131,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
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<li><strong>Returning</strong> ( Group ): The AI is returning to Base..</li>
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</ul>
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<h3>1.2.2) AI<em>PATROL</em>ZONE Events:</h3>
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<h3>1.2.2) AI<em>PATROL</em>ZONE Events</h3>
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<ul>
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<li><strong>Start</strong> ( Group ): Start the process.</li>
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