AI_CAP Created

-- Documentation
-- Coding
-- Test Missions
-- Presentations
This commit is contained in:
FlightControl
2017-01-16 12:25:21 +01:00
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commit 131d2dd4a4
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@@ -18,6 +18,7 @@
</li></ul>
<ul>
<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
<li>AI_Patrol</li>
<li><a href="Account.html">Account</a></li>
@@ -69,25 +70,49 @@
<div id="content">
<h1>Module <code>AI_Patrol</code></h1>
<p>Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Make AI patrol zones and report detected targets.</p>
<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>
<p><img src="..\Presentations\AI_Patrol\Dia1.JPG" alt="Banner Image"/></p>
<p>Examples can be found in the test missions.</p>
<hr/>
<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>
<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>.
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.
The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
<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>
<p><img src="..\Presentations\AI_Patrol\Dia3.JPG" alt="Process"/></p>
<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>
<p><img src="..\Presentations\AI_Patrol\Dia4.JPG" alt="Process"/></p>
<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.
Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.</p>
<p><img src="..\Presentations\AI_Patrol\Dia5.JPG" alt="Process"/></p>
<p>This cycle will continue.</p>
<p><img src="..\Presentations\AI_Patrol\Dia6.JPG" alt="Process"/></p>
<p>During the patrol, the AI will detect enemy targets, which are reported through the <strong>Detected</strong> event.</p>
<p><img src="..\Presentations\AI_Patrol\Dia9.JPG" alt="Process"/></p>
<p>-- Note that the enemy is not engaged! To model enemy engagement, either tailor the <strong>Detected</strong> event, or
use derived AI_ classes to model AI offensive or defensive behaviour.</p>
<p><img src="..\Presentations\AI_Patrol\Dia10.JPG" alt="Process"/></p>
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
<p><img src="..\Presentations\AI_Patrol\Dia11.JPG" alt="Process"/></p>
<h2>1.1) AI<em>PATROL</em>ZONE constructor</h2>
<ul>
@@ -106,7 +131,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
<li><strong>Returning</strong> ( Group ): The AI is returning to Base..</li>
</ul>
<h3>1.2.2) AI<em>PATROL</em>ZONE Events:</h3>
<h3>1.2.2) AI<em>PATROL</em>ZONE Events</h3>
<ul>
<li><strong>Start</strong> ( Group ): Start the process.</li>