Publish new release

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FlightControl
2016-12-16 17:06:43 +01:00
parent e98d36e314
commit 23a039b58f
138 changed files with 11827 additions and 5448 deletions

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@@ -2,9 +2,9 @@
--
-- ===
--
-- 1) @{#PATROLZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- 1) @{#AI_PATROLZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- ================================================================
-- The @{#PATROLZONE} class implements the core functions to patrol a @{Zone} by an AIR @{Controllable} @{Group}.
-- The @{#AI_PATROLZONE} class implements the core functions to patrol a @{Zone} by an AIR @{Controllable} @{Group}.
-- The patrol algorithm works that for each airplane patrolling, upon arrival at the patrol zone,
-- a random point is selected as the route point within the 3D space, within the given boundary limits.
-- The airplane will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
@@ -12,24 +12,24 @@
-- This cycle will continue until a fuel treshold has been reached by the airplane.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- 1.1) PATROLZONE constructor:
-- 1.1) AI_PATROLZONE constructor:
-- ----------------------------
--
-- * @{#PATROLZONE.New}(): Creates a new PATROLZONE object.
-- * @{#AI_PATROLZONE.New}(): Creates a new AI_PATROLZONE object.
--
-- 1.2) PATROLZONE state machine:
-- 1.2) AI_PATROLZONE state machine:
-- ----------------------------------
-- The PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
-- The AI_PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
--
-- ### 1.2.1) PATROLZONE Events:
-- ### 1.2.1) AI_PATROLZONE Events:
--
-- * @{#PATROLZONE.Route}( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * @{#PATROLZONE.Patrol}( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.
-- * @{#PATROLZONE.RTB}( AIControllable ): The AIControllable will report return to base.
-- * @{#PATROLZONE.End}( AIControllable ): The end of the PATROLZONE process.
-- * @{#PATROLZONE.Dead}( AIControllable ): The AIControllable is dead. The PATROLZONE process will be ended.
-- * @{#AI_PATROLZONE.Route}( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * @{#AI_PATROLZONE.Patrol}( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.
-- * @{#AI_PATROLZONE.RTB}( AIControllable ): The AIControllable will report return to base.
-- * @{#AI_PATROLZONE.End}( AIControllable ): The end of the AI_PATROLZONE process.
-- * @{#AI_PATROLZONE.Dead}( AIControllable ): The AIControllable is dead. The AI_PATROLZONE process will be ended.
--
-- ### 1.2.2) PATROLZONE States:
-- ### 1.2.2) AI_PATROLZONE States:
--
-- * **Route**: A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * **Patrol**: The AIControllable is patrolling. This state is set every 30 seconds, so every 30 seconds, a state transition method can be used.
@@ -37,7 +37,7 @@
-- * **Dead**: The AIControllable is dead ...
-- * **End**: The process has come to an end.
--
-- ### 1.2.3) PATROLZONE state transition methods:
-- ### 1.2.3) AI_PATROLZONE state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
@@ -52,7 +52,7 @@
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- An example how to manage a state transition for an PATROLZONE object **Patrol** for the state **RTB**:
-- An example how to manage a state transition for an AI_PATROLZONE object **Patrol** for the state **RTB**:
--
-- local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone" )
-- local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
@@ -60,46 +60,46 @@
-- local PatrolSpawn = SPAWN:New( "Patrol Group" )
-- local PatrolGroup = PatrolSpawn:Spawn()
--
-- local Patrol = PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
-- local Patrol = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
-- Patrol:SetControllable( PatrolGroup )
-- Patrol:ManageFuel( 0.2, 60 )
--
-- **OnBefore**RTB( AIGroup ) will be called by the PATROLZONE object when the AIGroup reports RTB, but **before** the RTB default action is processed by the PATROLZONE object.
-- **OnBefore**RTB( AIGroup ) will be called by the AI_PATROLZONE object when the AIGroup reports RTB, but **before** the RTB default action is processed by the AI_PATROLZONE object.
--
-- --- State transition function for the PATROLZONE **Patrol** object
-- -- @param #PATROLZONE self
-- --- State transition function for the AI_PATROLZONE **Patrol** object
-- -- @param #AI_PATROLZONE self
-- -- @param Wrapper.Controllable#CONTROLLABLE AIGroup
-- -- @return #boolean If false is returned, then the OnAfter state transition method will not be called.
-- function Patrol:OnBeforeRTB( AIGroup )
-- AIGroup:MessageToRed( "Returning to base", 20 )
-- end
--
-- **OnAfter**RTB( AIGroup ) will be called by the PATROLZONE object when the AIGroup reports RTB, but **after** the RTB default action was processed by the PATROLZONE object.
-- **OnAfter**RTB( AIGroup ) will be called by the AI_PATROLZONE object when the AIGroup reports RTB, but **after** the RTB default action was processed by the AI_PATROLZONE object.
--
-- --- State transition function for the PATROLZONE **Patrol** object
-- -- @param #PATROLZONE self
-- --- State transition function for the AI_PATROLZONE **Patrol** object
-- -- @param #AI_PATROLZONE self
-- -- @param Wrapper.Controllable#CONTROLLABLE AIGroup
-- -- @return #Wrapper.Controllable#CONTROLLABLE The new AIGroup object that is set to be patrolling the zone.
-- function Patrol:OnAfterRTB( AIGroup )
-- return PatrolSpawn:Spawn()
-- end
--
-- 1.3) Manage the PATROLZONE parameters:
-- 1.3) Manage the AI_PATROLZONE parameters:
-- ------------------------------------------
-- The following methods are available to modify the parameters of a PATROLZONE object:
-- The following methods are available to modify the parameters of a AI_PATROLZONE object:
--
-- * @{#PATROLZONE.SetControllable}(): Set the AIControllable.
-- * @{#PATROLZONE.GetControllable}(): Get the AIControllable.
-- * @{#PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
-- * @{#PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
-- * @{#AI_PATROLZONE.SetControllable}(): Set the AIControllable.
-- * @{#AI_PATROLZONE.GetControllable}(): Get the AIControllable.
-- * @{#AI_PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
-- * @{#AI_PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
--
-- 1.3) Manage the out of fuel in the PATROLZONE:
-- 1.3) Manage the out of fuel in the AI_PATROLZONE:
-- ----------------------------------------------
-- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the PATROLZONE.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
-- Once the time is finished, the old AIControllable will return to the base.
-- Use the method @{#PATROLZONE.ManageFuel}() to have this proces in place.
-- Use the method @{#AI_PATROLZONE.ManageFuel}() to have this proces in place.
--
-- ====
--
@@ -135,20 +135,20 @@
-- State Transition Functions
--- OnBefore State Transition Function
-- @function [parent=#PATROLZONE] OnBeforeRoute
-- @param #PATROLZONE self
-- @function [parent=#AI_PATROLZONE] OnBeforeRoute
-- @param #AI_PATROLZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- OnAfter State Transition Function
-- @function [parent=#PATROLZONE] OnAfterRoute
-- @param #PATROLZONE self
-- @function [parent=#AI_PATROLZONE] OnAfterRoute
-- @param #AI_PATROLZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
--- PATROLZONE class
-- @type PATROLZONE
--- AI_PATROLZONE class
-- @type AI_PATROLZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @field Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
@@ -156,26 +156,26 @@
-- @field Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @extends Core.Fsm#FSM_CONTROLLABLE
PATROLZONE = {
ClassName = "PATROLZONE",
AI_PATROLZONE = {
ClassName = "AI_PATROLZONE",
}
--- Creates a new PATROLZONE object
-- @param #PATROLZONE self
--- Creates a new AI_PATROLZONE object
-- @param #AI_PATROLZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @return #PATROLZONE self
-- @return #AI_PATROLZONE self
-- @usage
-- -- Define a new PATROLZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- -- Define a new AI_PATROLZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )
function PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
-- PatrolArea = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )
function AI_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_CONTROLLABLE
@@ -201,11 +201,11 @@ end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #PATROLZONE self
-- @param #AI_PATROLZONE self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @return #PATROLZONE self
function PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
@@ -215,11 +215,11 @@ end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #PATROLZONE self
-- @param #AI_PATROLZONE self
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #PATROLZONE self
function PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
@@ -232,7 +232,7 @@ end
function _NewPatrolRoute( AIControllable )
AIControllable:T( "NewPatrolRoute" )
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#PATROLZONE
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROLZONE
PatrolZone:__Route( 1 )
end
@@ -241,13 +241,13 @@ end
--- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the PATROLZONE.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
-- Once the time is finished, the old AIControllable will return to the base.
-- @param #PATROLZONE self
-- @param #AI_PATROLZONE self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #PATROLZONE self
function PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
@@ -257,9 +257,9 @@ function PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrb
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #PATROLZONE self
-- @return #PATROLZONE self
function PATROLZONE:onenterRoute()
-- @param #AI_PATROLZONE self
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:onenterRoute()
self:F2()
@@ -354,8 +354,8 @@ function PATROLZONE:onenterRoute()
end
--- @param #PATROLZONE self
function PATROLZONE:onenterPatrol()
--- @param #AI_PATROLZONE self
function AI_PATROLZONE:onenterPatrol()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then