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OPS
**ZONE** - Fixed incorrect fillcolor alpha. **COORDINATE** - Fixed incorrect fillcolor alpha. **AUFTRAG** - Fixed `CASENHANCED` order of arguments wrong in docs. **FLEET** - Improved docs. - Added ``:SetPathfinding` function **OPSGROUP** - Fixed RECON mission behaviour if not random. - Improved stuck check if engaging. **LEGION** - Added weapon type as parameter for selecting cohort assets. **COHORT** - Added `:GetMissionRange` function that accounts for long range weapons. - Added counting of asset ammo.
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@@ -25,23 +25,44 @@
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity of output.
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-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
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-- @field #boolean pathfinding Set pathfinding on for all spawned navy groups.
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-- @extends Ops.Legion#LEGION
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--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
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--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
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--
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-- ===
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--
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-- # The FLEET Concept
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--
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-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
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--
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-- # Basic Setup
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--
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-- A new `FLEET` object can be created with the @{#FLEET.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
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-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
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--
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-- myFleet=FLEET:New("myWarehouseName", "1st Fleet")
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-- myFleet:SetPortZone(ZonePort1stFleet)
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-- myFleet:Start()
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--
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-- A fleet needs a *port zone*, which is set via the @{#FLEET.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
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--
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-- Finally, the fleet needs to be started using the @{#FLEET.Start}() function. If the fleet is not started, it will not process any requests.
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--
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-- ## Adding Flotillas
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--
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-- Flotillas can be added via the @{#FLEET.AddFlotilla}(`Flotilla`) function. See @{Ops.Flotilla#FLOTILLA} for how to create a flotilla.
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--
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-- myFleet:AddFlotilla(FlotillaTiconderoga)
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-- myFleet:AddFlotilla(FlotillaPerry)
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--
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--
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--
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-- @field #FLEET
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FLEET = {
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ClassName = "FLEET",
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verbose = 0,
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rearmingZones = {},
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refuellingZones = {},
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verbose = 0,
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pathfinding = false,
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}
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--- Supply Zone.
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@@ -59,7 +80,7 @@ FLEET.version="0.0.1"
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: .
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-- TODO: Add routes?
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-- DONE: Add weapon range.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@@ -199,6 +220,15 @@ function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
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return self
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end
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--- Set pathfinding for all spawned naval groups.
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-- @param #FLEET self
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-- @param #boolean Switch If `true`, pathfinding is used.
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-- @return #FLEET self
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function FLEET:SetPathfinding(Switch)
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self.pathfinding=Switch
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return self
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end
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--- Define a set of retreat zones.
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-- @param #FLEET self
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-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
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