mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Merge pull request #346 from FlightControl-Master/FlightControl
Bugfix in DETECTION_AREAS
This commit is contained in:
commit
2be25298b8
@ -4,7 +4,51 @@
|
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--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#AI_CAP_ZONE} class, extends @{AI_CAP#AI_PATROL_ZONE}
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-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
|
||||
--
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-- There are the following types of CAP classes defined:
|
||||
--
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||||
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
|
||||
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
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||||
--
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-- @module AI_Cap
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--- @type AI_CAP_ZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
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-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
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-- @extends AI.AI_Patrol#AI_PATROL_ZONE
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||||
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||||
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--- # 1) @{#AI_CAP_ZONE} class, extends @{AI_CAP#AI_PATROL_ZONE}
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--
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-- The @{#AI_CAP_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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@ -83,43 +127,10 @@
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- @field #AI_CAP_ZONE AI_CAP_ZONE
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
|
||||
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
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-- @module AI_Cap
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|
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|
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--- AI_CAP_ZONE class
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-- @type AI_CAP_ZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
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-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
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-- @extends AI.AI_Patrol#AI_PATROL_ZONE
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AI_CAP_ZONE = {
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ClassName = "AI_CAP_ZONE",
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}
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@ -4,7 +4,49 @@
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--
|
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-- ===
|
||||
--
|
||||
-- # 1) @{#AI_CAS_ZONE} class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
-- AI CAS classes makes AI Controllables execute a Close Air Support.
|
||||
--
|
||||
-- There are the following types of CAS classes defined:
|
||||
--
|
||||
-- * @{#AI_CAS_ZONE}: Perform a CAS in a zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Cas
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||||
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||||
|
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--- AI_CAS_ZONE class
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-- @type AI_CAS_ZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- # 1) @{#AI_CAS_ZONE} class, extends @{AI_Patrol#AI_PATROL_ZONE}
|
||||
--
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-- @{#AI_CAS_ZONE} derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
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--
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@ -90,41 +132,10 @@
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-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the CAS task.
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||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- @field #AI_CAS_ZONE AI_CAS_ZONE
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module AI_Cas
|
||||
|
||||
|
||||
--- AI_CAS_ZONE class
|
||||
-- @type AI_CAS_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
AI_CAS_ZONE = {
|
||||
ClassName = "AI_CAS_ZONE",
|
||||
}
|
||||
|
||||
@ -4,7 +4,67 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
-- AI PATROL classes makes AI Controllables execute an Patrol.
|
||||
--
|
||||
-- There are the following types of PATROL classes defined:
|
||||
--
|
||||
-- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **OPEN ISSUES**
|
||||
--
|
||||
-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
|
||||
--
|
||||
-- 2016-01-17:
|
||||
-- -- Fixed problem with AI returning to base too early and unexpected.
|
||||
-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
|
||||
-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
|
||||
--
|
||||
-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
|
||||
--
|
||||
-- 2016-09-01: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_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 :-)
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming.
|
||||
--
|
||||
-- @module AI_Patrol
|
||||
|
||||
--- AI_PATROL_ZONE class
|
||||
-- @type AI_PATROL_ZONE
|
||||
-- @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.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @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.
|
||||
-- @field Functional.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- # 1) @{#AI_PATROL_ZONE} class, extends @{Fsm#FSM_CONTROLLABLE}
|
||||
--
|
||||
-- The @{#AI_PATROL_ZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
|
||||
--
|
||||
@ -105,59 +165,10 @@
|
||||
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **OPEN ISSUES**
|
||||
--
|
||||
-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
|
||||
--
|
||||
-- 2016-01-17:
|
||||
-- -- Fixed problem with AI returning to base too early and unexpected.
|
||||
-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
|
||||
-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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:
|
||||
--
|
||||
-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
|
||||
--
|
||||
-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
|
||||
--
|
||||
-- 2016-09-01: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- @field #AI_PATROL_ZONE AI_PATROL_ZONE
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_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 :-)
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming.
|
||||
--
|
||||
-- @module AI_Patrol
|
||||
|
||||
--- AI_PATROL_ZONE class
|
||||
-- @type AI_PATROL_ZONE
|
||||
-- @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.
|
||||
-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @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.
|
||||
-- @field Functional.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
AI_PATROL_ZONE = {
|
||||
ClassName = "AI_PATROL_ZONE",
|
||||
}
|
||||
|
||||
@ -4,9 +4,54 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#BASE} class
|
||||
-- The @{#BASE} class is the core root class from where every other class in moose is derived.
|
||||
--
|
||||
-- All classes within the MOOSE framework are derived from the @{#BASE} class.
|
||||
-- ===
|
||||
--
|
||||
-- # **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.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * None.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Base
|
||||
|
||||
|
||||
|
||||
local _TraceOnOff = true
|
||||
local _TraceLevel = 1
|
||||
local _TraceAll = false
|
||||
local _TraceClass = {}
|
||||
local _TraceClassMethod = {}
|
||||
|
||||
local _ClassID = 0
|
||||
|
||||
--- @type BASE
|
||||
-- @field ClassName The name of the class.
|
||||
-- @field ClassID The ID number of the class.
|
||||
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
|
||||
|
||||
--- # 1) #BASE class
|
||||
--
|
||||
-- All classes within the MOOSE framework are derived from the BASE class.
|
||||
--
|
||||
-- BASE provides facilities for :
|
||||
--
|
||||
@ -167,49 +212,10 @@
|
||||
-- * @{#BASE.Inherit}: Inherits from a class.
|
||||
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **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.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- @field #BASE BASE
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * None.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
--
|
||||
-- @module Base
|
||||
|
||||
|
||||
|
||||
local _TraceOnOff = true
|
||||
local _TraceLevel = 1
|
||||
local _TraceAll = false
|
||||
local _TraceClass = {}
|
||||
local _TraceClassMethod = {}
|
||||
|
||||
local _ClassID = 0
|
||||
|
||||
--- The BASE Class
|
||||
-- @type BASE
|
||||
-- @field ClassName The name of the class.
|
||||
-- @field ClassID The ID number of the class.
|
||||
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
|
||||
BASE = {
|
||||
ClassName = "BASE",
|
||||
ClassID = 0,
|
||||
|
||||
@ -687,7 +687,7 @@ function EVENT:onEvent( Event )
|
||||
return errmsg
|
||||
end
|
||||
|
||||
self:E( Event )
|
||||
self:E( _EVENTMETA[Event.id].Text, Event )
|
||||
|
||||
if self and self.Events and self.Events[Event.id] then
|
||||
|
||||
|
||||
@ -46,226 +46,13 @@
|
||||
-- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator.
|
||||
-- Additionally, I've added extendability and created an API that allows seamless FSM implementation.
|
||||
--
|
||||
-- ===
|
||||
-- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM:
|
||||
--
|
||||
-- # 1) @{#FSM} class, extends @{Base#BASE}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines.
|
||||
-- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component.
|
||||
--
|
||||
-- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- The **Transition Rules** define the "Process Flow Boundaries", that is,
|
||||
-- the path that can be followed hopping from state to state upon triggered events.
|
||||
-- If an event is triggered, and there is no valid path found for that event,
|
||||
-- an error will be raised and the FSM will stop functioning.
|
||||
--
|
||||
-- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax.
|
||||
-- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters.
|
||||
-- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions.
|
||||
--
|
||||
-- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow.
|
||||
-- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.
|
||||
--
|
||||
-- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation.
|
||||
-- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- ## 1.1) FSM Linear Transitions
|
||||
--
|
||||
-- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**.
|
||||
-- The Lineair transition rule evaluation will always be done from the **current state** of the FSM.
|
||||
-- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.
|
||||
--
|
||||
-- ### 1.1.1) FSM Transition Rules
|
||||
--
|
||||
-- The FSM has transition rules that it follows and validates, as it walks the process.
|
||||
-- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.
|
||||
--
|
||||
-- The method @{#FSM.AddTransition}() specifies a new possible Transition Rule for the FSM.
|
||||
--
|
||||
-- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None".
|
||||
--
|
||||
-- Find below an example of a Linear Transition Rule definition for an FSM.
|
||||
--
|
||||
-- local Fsm3Switch = FSM:New() -- #FsmDemo
|
||||
-- FsmSwitch:SetStartState( "Off" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchOn", "On" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchMiddle", "Middle" )
|
||||
-- FsmSwitch:AddTransition( "On", "SwitchOff", "Off" )
|
||||
-- FsmSwitch:AddTransition( "Middle", "SwitchOff", "Off" )
|
||||
--
|
||||
-- The above code snippet models a 3-way switch Linear Transition:
|
||||
--
|
||||
-- * It can be switched **On** by triggering event **SwitchOn**.
|
||||
-- * It can be switched to the **Middle** position, by triggering event **SwitchMiddle**.
|
||||
-- * It can be switched **Off** by triggering event **SwitchOff**.
|
||||
-- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**.
|
||||
--
|
||||
-- ### Some additional comments:
|
||||
--
|
||||
-- Note that Linear Transition Rules **can be declared in a few variations**:
|
||||
--
|
||||
-- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**.
|
||||
-- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM.
|
||||
--
|
||||
-- The below code snippet shows how the two last lines can be rewritten and consensed.
|
||||
--
|
||||
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
|
||||
--
|
||||
-- ### 1.1.2) Transition Handling
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An FSM transitions in **4 moments** when an Event is being triggered and processed.
|
||||
-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
|
||||
-- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.
|
||||
--
|
||||
-- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name.
|
||||
-- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name.
|
||||
--
|
||||
-- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!**
|
||||
--
|
||||
-- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM.
|
||||
-- These parameters are on the correct order: From, Event, To:
|
||||
--
|
||||
-- * From = A string containing the From state.
|
||||
-- * Event = A string containing the Event name that was triggered.
|
||||
-- * To = A string containing the To state.
|
||||
--
|
||||
-- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers).
|
||||
--
|
||||
-- ### 1.1.3) Event Triggers
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM creates for each Event two **Event Trigger methods**.
|
||||
-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**:
|
||||
--
|
||||
-- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**.
|
||||
-- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__.
|
||||
--
|
||||
-- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time.
|
||||
-- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.
|
||||
--
|
||||
-- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.
|
||||
--
|
||||
-- function FSM:OnAfterEvent( From, Event, To, Amount )
|
||||
-- self:T( { Amount = Amount } )
|
||||
-- end
|
||||
--
|
||||
-- local Amount = 1
|
||||
-- FSM:__Event( 5, Amount )
|
||||
--
|
||||
-- Amount = Amount + 1
|
||||
-- FSM:Event( Text, Amount )
|
||||
--
|
||||
-- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered.
|
||||
-- Before we go into more detail, let's look at the last 4 lines of the example.
|
||||
-- The last line triggers synchronously the **Event**, and passes Amount as a parameter.
|
||||
-- The 3rd last line of the example triggers asynchronously **Event**.
|
||||
-- Event will be processed after 5 seconds, and Amount is given as a parameter.
|
||||
--
|
||||
-- The output of this little code fragment will be:
|
||||
--
|
||||
-- * Amount = 2
|
||||
-- * Amount = 2
|
||||
--
|
||||
-- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing!
|
||||
--
|
||||
-- ### 1.1.4) Linear Transition Example
|
||||
--
|
||||
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
|
||||
--
|
||||
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
|
||||
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
|
||||
-- Have a look at the source code. The source code is also further explained below in this section.
|
||||
--
|
||||
-- The example creates a new FsmDemo object from class FSM.
|
||||
-- It will set the start state of FsmDemo to state **Green**.
|
||||
-- Two Linear Transition Rules are created, where upon the event **Switch**,
|
||||
-- the FsmDemo will transition from state **Green** to **Red** and from **Red** back to **Green**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
--
|
||||
-- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
|
||||
-- The next code implements this through the event handling method **OnAfterSwitch**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
-- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
-- end
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds.
|
||||
-- Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":").
|
||||
-- The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ),
|
||||
-- and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter.
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
--
|
||||
-- For debugging reasons the received parameters are traced within the DCS.log.
|
||||
--
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- The method will check if the From state received is either "Green" or "Red" and will flare the respective color from the FsmUnit.
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- It is important that the Switch event is again triggered, otherwise, the FsmDemo would stop working after having the first Event being handled.
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The below code fragment extends the FsmDemo, demonstrating multiple **From states declared as a table**, adding a **Linear Transition Rule**.
|
||||
-- The new event **Stop** will cancel the Switching process.
|
||||
-- The transition for event Stop can be executed if the current state of the FSM is either "Red" or "Green".
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
-- FsmDemo:AddTransition( { "Red", "Green" }, "Stop", "Stopped" )
|
||||
--
|
||||
-- The transition for event Stop can also be simplified, as any current state of the FSM is valid.
|
||||
--
|
||||
-- FsmDemo:AddTransition( "*", "Stop", "Stopped" )
|
||||
--
|
||||
-- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped.
|
||||
-- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt.
|
||||
--
|
||||
-- ## 1.5) FSM Hierarchical Transitions
|
||||
--
|
||||
-- Hierarchical Transitions allow to re-use readily available and implemented FSMs.
|
||||
-- This becomes in very useful for mission building, where mission designers build complex processes and workflows,
|
||||
-- combining smaller FSMs to one single FSM.
|
||||
--
|
||||
-- The FSM can embed **Sub-FSMs** that will execute and return **multiple possible Return (End) States**.
|
||||
-- Depending upon **which state is returned**, the main FSM can continue the flow **triggering specific events**.
|
||||
--
|
||||
-- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM.
|
||||
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
|
||||
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
@ -300,8 +87,233 @@
|
||||
do -- FSM
|
||||
|
||||
--- FSM class
|
||||
-- @type FSM
|
||||
--- @type FSM
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # 1) FSM class, extends @{Base#BASE}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines.
|
||||
-- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component.
|
||||
--
|
||||
-- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- The **Transition Rules** define the "Process Flow Boundaries", that is,
|
||||
-- the path that can be followed hopping from state to state upon triggered events.
|
||||
-- If an event is triggered, and there is no valid path found for that event,
|
||||
-- an error will be raised and the FSM will stop functioning.
|
||||
--
|
||||
-- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax.
|
||||
-- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters.
|
||||
-- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions.
|
||||
--
|
||||
-- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow.
|
||||
-- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.
|
||||
--
|
||||
-- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation.
|
||||
-- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
|
||||
--
|
||||
-- ## 1.1) FSM Linear Transitions
|
||||
--
|
||||
-- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**.
|
||||
-- The Lineair transition rule evaluation will always be done from the **current state** of the FSM.
|
||||
-- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.
|
||||
--
|
||||
-- ### 1.1.1) FSM Transition Rules
|
||||
--
|
||||
-- The FSM has transition rules that it follows and validates, as it walks the process.
|
||||
-- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.
|
||||
--
|
||||
-- The method @{#FSM.AddTransition}() specifies a new possible Transition Rule for the FSM.
|
||||
--
|
||||
-- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None".
|
||||
--
|
||||
-- Find below an example of a Linear Transition Rule definition for an FSM.
|
||||
--
|
||||
-- local Fsm3Switch = FSM:New() -- #FsmDemo
|
||||
-- FsmSwitch:SetStartState( "Off" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchOn", "On" )
|
||||
-- FsmSwitch:AddTransition( "Off", "SwitchMiddle", "Middle" )
|
||||
-- FsmSwitch:AddTransition( "On", "SwitchOff", "Off" )
|
||||
-- FsmSwitch:AddTransition( "Middle", "SwitchOff", "Off" )
|
||||
--
|
||||
-- The above code snippet models a 3-way switch Linear Transition:
|
||||
--
|
||||
-- * It can be switched **On** by triggering event **SwitchOn**.
|
||||
-- * It can be switched to the **Middle** position, by triggering event **SwitchMiddle**.
|
||||
-- * It can be switched **Off** by triggering event **SwitchOff**.
|
||||
-- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**.
|
||||
--
|
||||
-- ### Some additional comments:
|
||||
--
|
||||
-- Note that Linear Transition Rules **can be declared in a few variations**:
|
||||
--
|
||||
-- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**.
|
||||
-- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM.
|
||||
--
|
||||
-- The below code snippet shows how the two last lines can be rewritten and consensed.
|
||||
--
|
||||
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
|
||||
--
|
||||
-- ### 1.1.2) Transition Handling
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An FSM transitions in **4 moments** when an Event is being triggered and processed.
|
||||
-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
|
||||
-- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.
|
||||
--
|
||||
-- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name.
|
||||
-- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name.
|
||||
--
|
||||
-- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!**
|
||||
--
|
||||
-- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM.
|
||||
-- These parameters are on the correct order: From, Event, To:
|
||||
--
|
||||
-- * From = A string containing the From state.
|
||||
-- * Event = A string containing the Event name that was triggered.
|
||||
-- * To = A string containing the To state.
|
||||
--
|
||||
-- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers).
|
||||
--
|
||||
-- ### 1.1.3) Event Triggers
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The FSM creates for each Event two **Event Trigger methods**.
|
||||
-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**:
|
||||
--
|
||||
-- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**.
|
||||
-- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__.
|
||||
--
|
||||
-- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time.
|
||||
-- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.
|
||||
--
|
||||
-- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.
|
||||
--
|
||||
-- function FSM:OnAfterEvent( From, Event, To, Amount )
|
||||
-- self:T( { Amount = Amount } )
|
||||
-- end
|
||||
--
|
||||
-- local Amount = 1
|
||||
-- FSM:__Event( 5, Amount )
|
||||
--
|
||||
-- Amount = Amount + 1
|
||||
-- FSM:Event( Text, Amount )
|
||||
--
|
||||
-- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered.
|
||||
-- Before we go into more detail, let's look at the last 4 lines of the example.
|
||||
-- The last line triggers synchronously the **Event**, and passes Amount as a parameter.
|
||||
-- The 3rd last line of the example triggers asynchronously **Event**.
|
||||
-- Event will be processed after 5 seconds, and Amount is given as a parameter.
|
||||
--
|
||||
-- The output of this little code fragment will be:
|
||||
--
|
||||
-- * Amount = 2
|
||||
-- * Amount = 2
|
||||
--
|
||||
-- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing!
|
||||
--
|
||||
-- ### 1.1.4) Linear Transition Example
|
||||
--
|
||||
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
|
||||
--
|
||||
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
|
||||
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
|
||||
-- Have a look at the source code. The source code is also further explained below in this section.
|
||||
--
|
||||
-- The example creates a new FsmDemo object from class FSM.
|
||||
-- It will set the start state of FsmDemo to state **Green**.
|
||||
-- Two Linear Transition Rules are created, where upon the event **Switch**,
|
||||
-- the FsmDemo will transition from state **Green** to **Red** and from **Red** back to **Green**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
--
|
||||
-- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
|
||||
-- The next code implements this through the event handling method **OnAfterSwitch**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
-- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
-- end
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds.
|
||||
-- Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":").
|
||||
-- The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ),
|
||||
-- and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter.
|
||||
--
|
||||
-- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
|
||||
--
|
||||
-- For debugging reasons the received parameters are traced within the DCS.log.
|
||||
--
|
||||
-- self:T( { From, Event, To, FsmUnit } )
|
||||
--
|
||||
-- The method will check if the From state received is either "Green" or "Red" and will flare the respective color from the FsmUnit.
|
||||
--
|
||||
-- if From == "Green" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Green)
|
||||
-- else
|
||||
-- if From == "Red" then
|
||||
-- FsmUnit:Flare(FLARECOLOR.Red)
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- It is important that the Switch event is again triggered, otherwise, the FsmDemo would stop working after having the first Event being handled.
|
||||
--
|
||||
-- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
|
||||
--
|
||||
-- The below code fragment extends the FsmDemo, demonstrating multiple **From states declared as a table**, adding a **Linear Transition Rule**.
|
||||
-- The new event **Stop** will cancel the Switching process.
|
||||
-- The transition for event Stop can be executed if the current state of the FSM is either "Red" or "Green".
|
||||
--
|
||||
-- local FsmDemo = FSM:New() -- #FsmDemo
|
||||
-- FsmDemo:SetStartState( "Green" )
|
||||
-- FsmDemo:AddTransition( "Green", "Switch", "Red" )
|
||||
-- FsmDemo:AddTransition( "Red", "Switch", "Green" )
|
||||
-- FsmDemo:AddTransition( { "Red", "Green" }, "Stop", "Stopped" )
|
||||
--
|
||||
-- The transition for event Stop can also be simplified, as any current state of the FSM is valid.
|
||||
--
|
||||
-- FsmDemo:AddTransition( "*", "Stop", "Stopped" )
|
||||
--
|
||||
-- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped.
|
||||
-- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt.
|
||||
--
|
||||
-- ## 1.5) FSM Hierarchical Transitions
|
||||
--
|
||||
-- Hierarchical Transitions allow to re-use readily available and implemented FSMs.
|
||||
-- This becomes in very useful for mission building, where mission designers build complex processes and workflows,
|
||||
-- combining smaller FSMs to one single FSM.
|
||||
--
|
||||
-- The FSM can embed **Sub-FSMs** that will execute and return **multiple possible Return (End) States**.
|
||||
-- Depending upon **which state is returned**, the main FSM can continue the flow **triggering specific events**.
|
||||
--
|
||||
-- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM FSM
|
||||
--
|
||||
FSM = {
|
||||
ClassName = "FSM",
|
||||
}
|
||||
@ -720,10 +732,18 @@ end
|
||||
|
||||
do -- FSM_CONTROLLABLE
|
||||
|
||||
--- FSM_CONTROLLABLE class
|
||||
-- @type FSM_CONTROLLABLE
|
||||
--- @type FSM_CONTROLLABLE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- # FSM_CONTROLLABLE, extends @{#FSM}
|
||||
--
|
||||
-- FSM_CONTROLLABLE class models Finite State Machines for @{Controllable}s, which are @{Group}s, @{Unit}s, @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_CONTROLLABLE FSM_CONTROLLABLE
|
||||
--
|
||||
FSM_CONTROLLABLE = {
|
||||
ClassName = "FSM_CONTROLLABLE",
|
||||
}
|
||||
@ -844,10 +864,19 @@ end
|
||||
|
||||
do -- FSM_PROCESS
|
||||
|
||||
--- FSM_PROCESS class
|
||||
-- @type FSM_PROCESS
|
||||
--- @type FSM_PROCESS
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
|
||||
--- # FSM_PROCESS, extends @{#FSM}
|
||||
--
|
||||
-- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_PROCESS FSM_PROCESS
|
||||
--
|
||||
FSM_PROCESS = {
|
||||
ClassName = "FSM_PROCESS",
|
||||
}
|
||||
@ -1074,6 +1103,15 @@ do -- FSM_TASK
|
||||
-- @type FSM_TASK
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- # FSM_TASK, extends @{#FSM}
|
||||
--
|
||||
-- FSM_TASK class models Finite State Machines for @{Task}s.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_TASK FSM_TASK
|
||||
--
|
||||
FSM_TASK = {
|
||||
ClassName = "FSM_TASK",
|
||||
}
|
||||
@ -1109,6 +1147,17 @@ do -- FSM_SET
|
||||
-- @type FSM_SET
|
||||
-- @field Core.Set#SET_BASE Set
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- # FSM_SET, extends @{#FSM}
|
||||
--
|
||||
-- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
|
||||
-- for multiple objects or the position of the state machine in the process.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #FSM_SET FSM_SET
|
||||
--
|
||||
FSM_SET = {
|
||||
ClassName = "FSM_SET",
|
||||
}
|
||||
|
||||
@ -33,6 +33,14 @@
|
||||
-- @module Set
|
||||
|
||||
|
||||
--- @type SET_BASE
|
||||
-- @field #table Filter
|
||||
-- @field #table Set
|
||||
-- @field #table List
|
||||
-- @field Core.Scheduler#SCHEDULER CallScheduler
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # 1) SET_BASE class, extends @{Base#BASE}
|
||||
-- The @{Set#SET_BASE} class defines the core functions that define a collection of objects.
|
||||
-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
|
||||
@ -49,12 +57,7 @@
|
||||
-- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method.
|
||||
-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
|
||||
--
|
||||
-- @type SET_BASE
|
||||
-- @field #table Filter
|
||||
-- @field #table Set
|
||||
-- @field #table List
|
||||
-- @field Core.Scheduler#SCHEDULER CallScheduler
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field #SET_BASE SET_BASE
|
||||
SET_BASE = {
|
||||
ClassName = "SET_BASE",
|
||||
Filter = {},
|
||||
@ -63,6 +66,7 @@ SET_BASE = {
|
||||
Index = {},
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
|
||||
-- @param #SET_BASE self
|
||||
-- @return #SET_BASE
|
||||
@ -595,7 +599,9 @@ function SET_BASE:Flush()
|
||||
return ObjectNames
|
||||
end
|
||||
|
||||
-- SET_GROUP
|
||||
|
||||
--- @type SET_GROUP
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # 2) SET_GROUP class, extends @{Set#SET_BASE}
|
||||
--
|
||||
@ -646,8 +652,8 @@ end
|
||||
-- * @{#SET_GROUP.ForEachGroupPartlyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence partly in a @{Zone}, providing the GROUP and optional parameters to the called function.
|
||||
-- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function.
|
||||
--
|
||||
-- @type SET_GROUP
|
||||
-- @extends Core.Set#SET_BASE
|
||||
-- ===
|
||||
-- @field #SET_GROUP SET_GROUP
|
||||
SET_GROUP = {
|
||||
ClassName = "SET_GROUP",
|
||||
Filter = {
|
||||
@ -1013,6 +1019,9 @@ function SET_GROUP:IsIncludeObject( MooseGroup )
|
||||
return MooseGroupInclude
|
||||
end
|
||||
|
||||
--- @type SET_UNIT
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # 3) SET_UNIT class, extends @{Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
|
||||
@ -1075,9 +1084,8 @@ end
|
||||
--
|
||||
-- * @{#SET_UNIT.GetTypeNames}(): Retrieve the type names of the @{Unit}s in the SET, delimited by a comma.
|
||||
--
|
||||
--
|
||||
-- @type SET_UNIT
|
||||
-- @extends Core.Set#SET_BASE
|
||||
-- ===
|
||||
-- @field #SET_UNIT SET_UNIT
|
||||
SET_UNIT = {
|
||||
ClassName = "SET_UNIT",
|
||||
Units = {},
|
||||
@ -1716,6 +1724,12 @@ end
|
||||
|
||||
--- SET_CLIENT
|
||||
|
||||
|
||||
--- @type SET_CLIENT
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
|
||||
|
||||
--- # 4) SET_CLIENT class, extends @{Set#SET_BASE}
|
||||
--
|
||||
-- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain:
|
||||
@ -1764,8 +1778,8 @@ end
|
||||
--
|
||||
-- * @{#SET_CLIENT.ForEachClient}: Calls a function for each alive client it finds within the SET_CLIENT.
|
||||
--
|
||||
-- @type SET_CLIENT
|
||||
-- @extends Core.Set#SET_BASE
|
||||
-- ===
|
||||
-- @field #SET_CLIENT SET_CLIENT
|
||||
SET_CLIENT = {
|
||||
ClassName = "SET_CLIENT",
|
||||
Clients = {},
|
||||
@ -2118,7 +2132,8 @@ function SET_CLIENT:IsIncludeObject( MClient )
|
||||
return MClientInclude
|
||||
end
|
||||
|
||||
--- SET_AIRBASE
|
||||
--- @type SET_AIRBASE
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- # 5) SET_AIRBASE class, extends @{Set#SET_BASE}
|
||||
--
|
||||
@ -2156,8 +2171,8 @@ end
|
||||
--
|
||||
-- * @{#SET_AIRBASE.ForEachAirbase}: Calls a function for each airbase it finds within the SET_AIRBASE.
|
||||
--
|
||||
-- @type SET_AIRBASE
|
||||
-- @extends Core.Set#SET_BASE
|
||||
-- ===
|
||||
-- @field #SET_AIRBASE SET_AIRBASE
|
||||
SET_AIRBASE = {
|
||||
ClassName = "SET_AIRBASE",
|
||||
Airbases = {},
|
||||
|
||||
@ -20,127 +20,16 @@
|
||||
--
|
||||
-- Each of these ZONE classes have a zone name, and specific parameters defining the zone type:
|
||||
--
|
||||
-- * @{Zone#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
|
||||
-- * @{Zone#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- * @{Zone#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- * @{Zone#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- * @{Zone#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{Zone#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes.
|
||||
-- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Zone#ZONE_BASE} class, extends @{Base#BASE}
|
||||
--
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## 1.1) Each zone has a name:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
|
||||
--
|
||||
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
--
|
||||
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
|
||||
--
|
||||
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SetRandomizeProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetRandomizeProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
|
||||
--
|
||||
-- ## 1.4) A zone manages Vectors:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
|
||||
--
|
||||
-- ## 1.5) A zone has a bounding square:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
|
||||
--
|
||||
-- ## 1.6) A zone can be marked:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
|
||||
-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## 2.1) @{Zone#ZONE_RADIUS} constructor
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.New}(): Constructor.
|
||||
--
|
||||
-- ## 2.2) Manage the radius of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
|
||||
--
|
||||
-- ## 2.3) Manage the location of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
|
||||
--
|
||||
-- ## 2.4) Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 3) @{Zone#ZONE} class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- This class implements the inherited functions from {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 4) @{Zone#ZONE_UNIT} class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 5) @{Zone#ZONE_GROUP} class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 6) @{Zone#ZONE_POLYGON_BASE} class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## 6.1) Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 7) @{Zone#ZONE_POLYGON} class, extends @{Zone#ZONE_POLYGON_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- **API CHANGE HISTORY**
|
||||
-- ======================
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
@ -182,6 +71,43 @@
|
||||
-- @field #string ZoneName Name of the zone.
|
||||
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # 1) ZONE_BASE class, extends @{Base#BASE}
|
||||
--
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## 1.1) Each zone has a name:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
|
||||
--
|
||||
-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
|
||||
--
|
||||
-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
|
||||
-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
|
||||
--
|
||||
-- ## 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SetRandomizeProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetRandomizeProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
|
||||
-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
|
||||
--
|
||||
-- ## 1.4) A zone manages Vectors:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
|
||||
-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
|
||||
--
|
||||
-- ## 1.5) A zone has a bounding square:
|
||||
--
|
||||
-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
|
||||
--
|
||||
-- ## 1.6) A zone can be marked:
|
||||
--
|
||||
-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
|
||||
-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
|
||||
--
|
||||
-- ===
|
||||
-- @field #ZONE_BASE ZONE_BASE
|
||||
ZONE_BASE = {
|
||||
ClassName = "ZONE_BASE",
|
||||
ZoneName = "",
|
||||
@ -385,6 +311,39 @@ end
|
||||
-- @field Dcs.DCSTypes#Vec2 Vec2 The current location of the zone.
|
||||
-- @field Dcs.DCSTypes#Distance Radius The radius of the zone.
|
||||
-- @extends Core.Zone#ZONE_BASE
|
||||
|
||||
--- # 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
|
||||
-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
|
||||
--
|
||||
-- ## 2.1) @{Zone#ZONE_RADIUS} constructor
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.New}(): Constructor.
|
||||
--
|
||||
-- ## 2.2) Manage the radius of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
|
||||
--
|
||||
-- ## 2.3) Manage the location of the zone
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
|
||||
-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
|
||||
--
|
||||
-- ## 2.4) Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
|
||||
-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_RADIUS ZONE_RADIUS
|
||||
--
|
||||
ZONE_RADIUS = {
|
||||
ClassName="ZONE_RADIUS",
|
||||
}
|
||||
@ -656,9 +615,19 @@ end
|
||||
|
||||
|
||||
|
||||
--- The ZONE class, defined by the zone name as defined within the Mission Editor. The location and the radius are automatically collected from the mission settings.
|
||||
-- @type ZONE
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
|
||||
--- # 3) ZONE class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE ZONE
|
||||
--
|
||||
ZONE = {
|
||||
ClassName="ZONE",
|
||||
}
|
||||
@ -690,6 +659,16 @@ end
|
||||
-- @type ZONE_UNIT
|
||||
-- @field Wrapper.Unit#UNIT ZoneUNIT
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
--- # 4) #ZONE_UNIT class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
|
||||
-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_UNIT ZONE_UNIT
|
||||
--
|
||||
ZONE_UNIT = {
|
||||
ClassName="ZONE_UNIT",
|
||||
}
|
||||
@ -770,10 +749,20 @@ function ZONE_UNIT:GetVec3( Height )
|
||||
return Vec3
|
||||
end
|
||||
|
||||
--- The ZONE_GROUP class defined by a zone around a @{Group}, taking the average center point of all the units within the Group, with a radius.
|
||||
-- @type ZONE_GROUP
|
||||
--- @type ZONE_GROUP
|
||||
-- @field Wrapper.Group#GROUP ZoneGROUP
|
||||
-- @extends Core.Zone#ZONE_RADIUS
|
||||
|
||||
|
||||
--- # 5) #ZONE_GROUP class, extends @{Zone#ZONE_RADIUS}
|
||||
--
|
||||
-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_GROUP ZONE_GROUP
|
||||
--
|
||||
ZONE_GROUP = {
|
||||
ClassName="ZONE_GROUP",
|
||||
}
|
||||
@ -827,12 +816,29 @@ end
|
||||
|
||||
|
||||
|
||||
-- Polygons
|
||||
|
||||
--- The ZONE_POLYGON_BASE class defined by an array of @{DCSTypes#Vec2}, forming a polygon.
|
||||
-- @type ZONE_POLYGON_BASE
|
||||
--- @type ZONE_POLYGON_BASE
|
||||
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
|
||||
-- @extends Core.Zone#ZONE_BASE
|
||||
|
||||
|
||||
--- # 6) ZONE_POLYGON_BASE class, extends @{Zone#ZONE_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON_BASE class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
|
||||
--
|
||||
-- ## 6.1) Zone point randomization
|
||||
--
|
||||
-- Various functions exist to find random points within the zone.
|
||||
--
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
|
||||
-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE
|
||||
--
|
||||
ZONE_POLYGON_BASE = {
|
||||
ClassName="ZONE_POLYGON_BASE",
|
||||
}
|
||||
@ -1066,12 +1072,19 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- @type ZONE_POLYGON
|
||||
--- @type ZONE_POLYGON
|
||||
-- @extends Core.Zone#ZONE_POLYGON_BASE
|
||||
|
||||
|
||||
--- # 7) ZONE_POLYGON class, extends @{Zone#ZONE_POLYGON_BASE}
|
||||
--
|
||||
-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #ZONE_POLYGON ZONE_POLYGON
|
||||
--
|
||||
ZONE_POLYGON = {
|
||||
ClassName="ZONE_POLYGON",
|
||||
}
|
||||
|
||||
@ -1832,7 +1832,7 @@ do -- DETECTION_AREAS
|
||||
end
|
||||
|
||||
if ChangeCode == "AAU" then
|
||||
MT[#MT+1] = "Changed area " .. ChangeData.ItemID .. ". The new center target is a " .. ChangeData.ItemUnitType "."
|
||||
MT[#MT+1] = "Changed area " .. ChangeData.ItemID .. ". The new center target is a " .. ChangeData.ItemUnitType .. "."
|
||||
end
|
||||
|
||||
if ChangeCode == "RA" then
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Binary file not shown.
Binary file not shown.
@ -79,93 +79,16 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</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>
|
||||
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
||||
<p>AI CAP classes makes AI Controllables execute a Combat Air Patrol.</p>
|
||||
|
||||
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia3.JPG" alt="Process"/></p>
|
||||
|
||||
<p>The AI<em>CAP</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAP</em>ZONE process can be started using the <strong>Start</strong> event.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\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_CAP\Dia5.JPG" alt="Process"/></p>
|
||||
|
||||
<p>This cycle will continue.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\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_CAP\Dia9.JPG" alt="Process"/></p>
|
||||
|
||||
<p>When enemies are detected, the AI will automatically engage the enemy.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\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_CAP\Dia13.JPG" alt="Process"/></p>
|
||||
|
||||
<h2>1.1) AI<em>CAP</em>ZONE constructor</h2>
|
||||
<p>There are the following types of CAP classes defined:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_CAP_ZONE).New">AI<em>CAP</em>ZONE.New</a>(): Creates a new AI<em>CAP</em>ZONE object.</li>
|
||||
<li><a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a>: Perform a CAP in a zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) AI<em>CAP</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
<h3>1.2.1) AI<em>CAP</em>ZONE States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong> ( Group ): The process is not started yet.</li>
|
||||
<li><strong>Patrolling</strong> ( Group ): The AI is patrolling the Patrol Zone.</li>
|
||||
<li><strong>Engaging</strong> ( Group ): The AI is engaging the bogeys.</li>
|
||||
<li><strong>Returning</strong> ( Group ): The AI is returning to Base..</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) AI<em>CAP</em>ZONE Events</h3>
|
||||
|
||||
<ul>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Engage">AI<em>CAP</em>ZONE.Engage</a>**: Let the AI engage the bogeys.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Abort">AI<em>CAP</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Destroy">AI<em>CAP</em>ZONE.Destroy</a>**: The AI has destroyed a bogey <a href="Unit.html">Unit</a>.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Destroyed">AI<em>CAP</em>ZONE.Destroyed</a>**: The AI has destroyed all bogeys <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
|
||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) Set the Range of Engagement</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia11.JPG" alt="Range"/></p>
|
||||
|
||||
<p>An optional range can be set in meters,
|
||||
that will define when the AI will engage with the detected airborne enemy targets.
|
||||
The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
The range is applied at the position of the AI.
|
||||
Use the method <a href="AI_CAP.html##(AI_CAP_ZONE).SetEngageRange">AI<em>CAP#AI</em>CAP_ZONE.SetEngageRange</a>() to define that range.</p>
|
||||
|
||||
<h2>1.4) Set the Zone of Engagement</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia12.JPG" alt="Zone"/></p>
|
||||
|
||||
<p>An optional <a href="Zone.html">Zone</a> can be set,
|
||||
that will define when the AI will engage with the detected airborne enemy targets.
|
||||
Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</em>CAP_ZONE.SetEngageZone</a>() to define that Zone.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
@ -207,7 +130,10 @@ Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#AI_CAP_ZONE">AI_CAP_ZONE</a></td>
|
||||
<td class="summary">
|
||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</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>
|
||||
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -241,12 +167,6 @@ Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAP_ZONE).Accomplished">AI_CAP_ZONE.Accomplished</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAP_ZONE).ClassName">AI_CAP_ZONE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -472,6 +392,94 @@ Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</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>
|
||||
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
||||
|
||||
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia3.JPG" alt="Process"/></p>
|
||||
|
||||
<p>The AI<em>CAP</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAP</em>ZONE process can be started using the <strong>Start</strong> event.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\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_CAP\Dia5.JPG" alt="Process"/></p>
|
||||
|
||||
<p>This cycle will continue.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\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_CAP\Dia9.JPG" alt="Process"/></p>
|
||||
|
||||
<p>When enemies are detected, the AI will automatically engage the enemy.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\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_CAP\Dia13.JPG" alt="Process"/></p>
|
||||
|
||||
<h2>1.1) AI<em>CAP</em>ZONE constructor</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_CAP_ZONE).New">AI<em>CAP</em>ZONE.New</a>(): Creates a new AI<em>CAP</em>ZONE object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) AI<em>CAP</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
<h3>1.2.1) AI<em>CAP</em>ZONE States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong> ( Group ): The process is not started yet.</li>
|
||||
<li><strong>Patrolling</strong> ( Group ): The AI is patrolling the Patrol Zone.</li>
|
||||
<li><strong>Engaging</strong> ( Group ): The AI is engaging the bogeys.</li>
|
||||
<li><strong>Returning</strong> ( Group ): The AI is returning to Base..</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) AI<em>CAP</em>ZONE Events</h3>
|
||||
|
||||
<ul>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Engage">AI<em>CAP</em>ZONE.Engage</a>**: Let the AI engage the bogeys.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Abort">AI<em>CAP</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Destroy">AI<em>CAP</em>ZONE.Destroy</a>**: The AI has destroyed a bogey <a href="Unit.html">Unit</a>.</li>
|
||||
<li>**<a href="##(AI_CAP_ZONE).Destroyed">AI<em>CAP</em>ZONE.Destroyed</a>**: The AI has destroyed all bogeys <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
|
||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) Set the Range of Engagement</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia11.JPG" alt="Range"/></p>
|
||||
|
||||
<p>An optional range can be set in meters,
|
||||
that will define when the AI will engage with the detected airborne enemy targets.
|
||||
The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
The range is applied at the position of the AI.
|
||||
Use the method <a href="AI_CAP.html##(AI_CAP_ZONE).SetEngageRange">AI<em>CAP#AI</em>CAP_ZONE.SetEngageRange</a>() to define that range.</p>
|
||||
|
||||
<h2>1.4) Set the Zone of Engagement</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia12.JPG" alt="Zone"/></p>
|
||||
|
||||
<p>An optional <a href="Zone.html">Zone</a> can be set,
|
||||
that will define when the AI will engage with the detected airborne enemy targets.
|
||||
Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</em>CAP_ZONE.SetEngageZone</a>() to define that Zone.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -500,10 +508,7 @@ Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</
|
||||
<h2><a id="#(AI_Cap)" >Type <code>AI_Cap</code></a></h2>
|
||||
|
||||
<h2><a id="#(AI_CAP_ZONE)" >Type <code>AI_CAP_ZONE</code></a></h2>
|
||||
|
||||
<p>AI<em>CAP</em>ZONE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -556,20 +561,6 @@ Use the method <a href="AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI<em>Cap#AI</
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_CAP_ZONE).ClassName" >
|
||||
<strong>AI_CAP_ZONE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -79,100 +79,14 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
|
||||
<p>AI CAS classes makes AI Controllables execute a Close Air Support.</p>
|
||||
|
||||
|
||||
<p>
|
||||
The <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class implements the core functions to provide Close Air Support in an Engage <a href="Zone.html">Zone</a> by an AIR <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.
|
||||
The AI<em>CAS</em>ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia3.JPG" alt="HoldAndEngage"/></p>
|
||||
|
||||
<p>The AI<em>CAS</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAS</em>ZONE process can be started through the <strong>Start</strong> event.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia4.JPG" alt="Start Event"/></p>
|
||||
|
||||
<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a 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>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia5.JPG" alt="Route Event"/></p>
|
||||
|
||||
<p>When the AI is commanded to provide Close Air Support (through the event <strong>Engage</strong>), the AI will fly towards the Engage Zone.
|
||||
Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia6.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>The AI will detect the targets and will only destroy the targets within the Engage Zone.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia7.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>Every target that is destroyed, is reported< by the AI.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia8.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. </p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia9.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>Until it is notified through the event <strong>Accomplish</strong>, which is to be triggered by an observing party:</p>
|
||||
<p>There are the following types of CAS classes defined:</p>
|
||||
|
||||
<ul>
|
||||
<li>a FAC</li>
|
||||
<li>a timed event</li>
|
||||
<li>a menu option selected by a human</li>
|
||||
<li>a condition</li>
|
||||
<li>others ...</li>
|
||||
</ul>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia10.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>When the AI has accomplished the CAS, it will fly back to the Patrol Zone.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia11.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
|
||||
It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
|
||||
<p>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_CAS\Dia12.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<h1>1.1) AI<em>CAS</em>ZONE constructor</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_CAS_ZONE).New">AI<em>CAS</em>ZONE.New</a>(): Creates a new AI<em>CAS</em>ZONE object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) AI<em>CAS</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
<h3>1.2.1) AI<em>CAS</em>ZONE States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong> ( Group ): The process is not started yet.</li>
|
||||
<li><strong>Patrolling</strong> ( Group ): The AI is patrolling the Patrol Zone.</li>
|
||||
<li><strong>Engaging</strong> ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS.</li>
|
||||
<li><strong>Returning</strong> ( Group ): The AI is returning to Base..</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) AI<em>CAS</em>ZONE Events</h3>
|
||||
|
||||
<ul>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Engage">AI<em>CAS</em>ZONE.Engage</a>**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Abort">AI<em>CAS</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Destroy">AI<em>CAS</em>ZONE.Destroy</a>**: The AI has destroyed a target <a href="Unit.html">Unit</a>.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Destroyed">AI<em>CAS</em>ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
|
||||
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
||||
<li><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a>: Perform a CAS in a zone.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
@ -214,7 +128,9 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#AI_CAS_ZONE">AI_CAS_ZONE</a></td>
|
||||
<td class="summary">
|
||||
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -248,12 +164,6 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).Accomplished">AI_CAS_ZONE.Accomplished</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CAS_ZONE).ClassName">AI_CAS_ZONE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -491,6 +401,103 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
|
||||
|
||||
|
||||
<p>
|
||||
The <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class implements the core functions to provide Close Air Support in an Engage <a href="Zone.html">Zone</a> by an AIR <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.
|
||||
The AI<em>CAS</em>ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia3.JPG" alt="HoldAndEngage"/></p>
|
||||
|
||||
<p>The AI<em>CAS</em>ZONE is assigned a <a href="Group.html">Group</a> and this must be done before the AI<em>CAS</em>ZONE process can be started through the <strong>Start</strong> event.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia4.JPG" alt="Start Event"/></p>
|
||||
|
||||
<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a 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>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia5.JPG" alt="Route Event"/></p>
|
||||
|
||||
<p>When the AI is commanded to provide Close Air Support (through the event <strong>Engage</strong>), the AI will fly towards the Engage Zone.
|
||||
Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia6.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>The AI will detect the targets and will only destroy the targets within the Engage Zone.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia7.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>Every target that is destroyed, is reported< by the AI.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia8.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. </p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia9.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>Until it is notified through the event <strong>Accomplish</strong>, which is to be triggered by an observing party:</p>
|
||||
|
||||
<ul>
|
||||
<li>a FAC</li>
|
||||
<li>a timed event</li>
|
||||
<li>a menu option selected by a human</li>
|
||||
<li>a condition</li>
|
||||
<li>others ...</li>
|
||||
</ul>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia10.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>When the AI has accomplished the CAS, it will fly back to the Patrol Zone.</p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia11.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<p>It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
|
||||
It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
|
||||
<p>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_CAS\Dia12.JPG" alt="Engage Event"/></p>
|
||||
|
||||
<h1>1.1) AI<em>CAS</em>ZONE constructor</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_CAS_ZONE).New">AI<em>CAS</em>ZONE.New</a>(): Creates a new AI<em>CAS</em>ZONE object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) AI<em>CAS</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAS\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
<h3>1.2.1) AI<em>CAS</em>ZONE States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong> ( Group ): The process is not started yet.</li>
|
||||
<li><strong>Patrolling</strong> ( Group ): The AI is patrolling the Patrol Zone.</li>
|
||||
<li><strong>Engaging</strong> ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS.</li>
|
||||
<li><strong>Returning</strong> ( Group ): The AI is returning to Base..</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) AI<em>CAS</em>ZONE Events</h3>
|
||||
|
||||
<ul>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Start">AI<em>Patrol#AI</em>PATROL_ZONE.Start</a>**: Start the process.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Route">AI<em>Patrol#AI</em>PATROL_ZONE.Route</a>**: Route the AI to a new random 3D point within the Patrol Zone.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Engage">AI<em>CAS</em>ZONE.Engage</a>**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Abort">AI<em>CAS</em>ZONE.Abort</a>**: Aborts the engagement and return patrolling in the patrol zone.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).RTB">AI<em>Patrol#AI</em>PATROL_ZONE.RTB</a>**: Route the AI to the home base.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detect">AI<em>Patrol#AI</em>PATROL_ZONE.Detect</a>**: The AI is detecting targets.</li>
|
||||
<li>**<a href="AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI<em>Patrol#AI</em>PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Destroy">AI<em>CAS</em>ZONE.Destroy</a>**: The AI has destroyed a target <a href="Unit.html">Unit</a>.</li>
|
||||
<li>**<a href="##(AI_CAS_ZONE).Destroyed">AI<em>CAS</em>ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Unit.html">Unit</a>s assigned in the CAS task.</li>
|
||||
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -575,20 +582,6 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_CAS_ZONE).ClassName" >
|
||||
<strong>AI_CAS_ZONE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -79,121 +79,16 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">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>.</p>
|
||||
<p>AI PATROL classes makes AI Controllables execute an Patrol.</p>
|
||||
|
||||
|
||||
|
||||
<p><img src="..\Presentations\AI_PATROL\Dia3.JPG" alt="Process"/></p>
|
||||
|
||||
<p>The AI<em>PATROL</em>ZONE is assigned a <a href="Group.html">Group</a> 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>
|
||||
<p>There are the following types of PATROL classes defined:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).New">AI<em>PATROL</em>ZONE.New</a>(): Creates a new AI<em>PATROL</em>ZONE object.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a>: Perform a PATROL in a zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) AI<em>PATROL</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_PATROL\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
<h3>1.2.1) AI<em>PATROL</em>ZONE States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong> ( Group ): The process is not started yet.</li>
|
||||
<li><strong>Patrolling</strong> ( Group ): The AI is patrolling the Patrol Zone.</li>
|
||||
<li><strong>Returning</strong> ( Group ): The AI is returning to Base.</li>
|
||||
<li><strong>Stopped</strong> ( Group ): The process is stopped.</li>
|
||||
<li><strong>Crashed</strong> ( Group ): The AI has crashed or is dead.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) AI<em>PATROL</em>ZONE Events</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>Start</strong> ( Group ): Start the process.</li>
|
||||
<li><strong>Stop</strong> ( Group ): Stop the process.</li>
|
||||
<li><strong>Route</strong> ( Group ): Route the AI to a new random 3D point within the Patrol Zone.</li>
|
||||
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
|
||||
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
|
||||
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
|
||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) Set or Get the AI controllable</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetControllable">AI<em>PATROL</em>ZONE.SetControllable</a>(): Set the AIControllable.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE).GetControllable">AI<em>PATROL</em>ZONE.GetControllable</a>(): Get the AIControllable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) Set the Speed and Altitude boundaries of the AI controllable</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetSpeed">AI<em>PATROL</em>ZONE.SetSpeed</a>(): Set the patrol speed boundaries of the AI, for the next patrol.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetAltitude">AI<em>PATROL</em>ZONE.SetAltitude</a>(): Set altitude boundaries of the AI, for the next patrol.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) Manage the detection process of the AI controllable</h2>
|
||||
|
||||
<p>The detection process of the AI controllable can be manipulated.
|
||||
Detection requires an amount of CPU power, which has an impact on your mission performance.
|
||||
Only put detection on when absolutely necessary, and the frequency of the detection can also be set.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetDetectionOn">AI<em>PATROL</em>ZONE.SetDetectionOn</a>(): Set the detection on. The AI will detect for targets.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetDetectionOff">AI<em>PATROL</em>ZONE.SetDetectionOff</a>(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.</li>
|
||||
</ul>
|
||||
|
||||
<p>The detection frequency can be set with <a href="##(AI_PATROL_ZONE).SetDetectionInterval">AI<em>PATROL</em>ZONE.SetDetectionInterval</a>( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
|
||||
Use the method <a href="##(AI_PATROL_ZONE).GetDetectedUnits">AI<em>PATROL</em>ZONE.GetDetectedUnits</a>() to obtain a list of the <a href="Unit.html">Unit</a>s detected by the AI.</p>
|
||||
|
||||
<p>The detection can be filtered to potential targets in a specific zone.
|
||||
Use the method <a href="##(AI_PATROL_ZONE).SetDetectionZone">AI<em>PATROL</em>ZONE.SetDetectionZone</a>() to set the zone where targets need to be detected.
|
||||
Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
|
||||
according the weather conditions.</p>
|
||||
|
||||
<h2>1.6) Manage the "out of fuel" in the AI<em>PATROL</em>ZONE</h2>
|
||||
|
||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI 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 AI will continue for a given time its patrol task in orbit,
|
||||
while a new AI is targetted to the AI<em>PATROL</em>ZONE.
|
||||
Once the time is finished, the old AI will return to the base.
|
||||
Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI<em>PATROL</em>ZONE.ManageFuel</a>() to have this proces in place.</p>
|
||||
|
||||
<h2>1.7) Manage "damage" behaviour of the AI in the AI<em>PATROL</em>ZONE</h2>
|
||||
|
||||
<p>When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.ManageDamage</a>() to have this proces in place.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>OPEN ISSUES</strong></h1>
|
||||
@ -247,7 +142,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#AI_PATROL_ZONE">AI_PATROL_ZONE</a></td>
|
||||
<td class="summary">
|
||||
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">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>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -263,12 +160,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).CheckStatus">AI_PATROL_ZONE.CheckStatus</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_PATROL_ZONE).ClassName">AI_PATROL_ZONE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -746,6 +637,122 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">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>.</p>
|
||||
|
||||
|
||||
|
||||
<p><img src="..\Presentations\AI_PATROL\Dia3.JPG" alt="Process"/></p>
|
||||
|
||||
<p>The AI<em>PATROL</em>ZONE is assigned a <a href="Group.html">Group</a> 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>
|
||||
<li><a href="##(AI_PATROL_ZONE).New">AI<em>PATROL</em>ZONE.New</a>(): Creates a new AI<em>PATROL</em>ZONE object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) AI<em>PATROL</em>ZONE is a FSM</h2>
|
||||
|
||||
<p><img src="..\Presentations\AI_PATROL\Dia2.JPG" alt="Process"/></p>
|
||||
|
||||
<h3>1.2.1) AI<em>PATROL</em>ZONE States</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong> ( Group ): The process is not started yet.</li>
|
||||
<li><strong>Patrolling</strong> ( Group ): The AI is patrolling the Patrol Zone.</li>
|
||||
<li><strong>Returning</strong> ( Group ): The AI is returning to Base.</li>
|
||||
<li><strong>Stopped</strong> ( Group ): The process is stopped.</li>
|
||||
<li><strong>Crashed</strong> ( Group ): The AI has crashed or is dead.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) AI<em>PATROL</em>ZONE Events</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>Start</strong> ( Group ): Start the process.</li>
|
||||
<li><strong>Stop</strong> ( Group ): Stop the process.</li>
|
||||
<li><strong>Route</strong> ( Group ): Route the AI to a new random 3D point within the Patrol Zone.</li>
|
||||
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
|
||||
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
|
||||
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
|
||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) Set or Get the AI controllable</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetControllable">AI<em>PATROL</em>ZONE.SetControllable</a>(): Set the AIControllable.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE).GetControllable">AI<em>PATROL</em>ZONE.GetControllable</a>(): Get the AIControllable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) Set the Speed and Altitude boundaries of the AI controllable</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetSpeed">AI<em>PATROL</em>ZONE.SetSpeed</a>(): Set the patrol speed boundaries of the AI, for the next patrol.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetAltitude">AI<em>PATROL</em>ZONE.SetAltitude</a>(): Set altitude boundaries of the AI, for the next patrol.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) Manage the detection process of the AI controllable</h2>
|
||||
|
||||
<p>The detection process of the AI controllable can be manipulated.
|
||||
Detection requires an amount of CPU power, which has an impact on your mission performance.
|
||||
Only put detection on when absolutely necessary, and the frequency of the detection can also be set.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetDetectionOn">AI<em>PATROL</em>ZONE.SetDetectionOn</a>(): Set the detection on. The AI will detect for targets.</li>
|
||||
<li><a href="##(AI_PATROL_ZONE).SetDetectionOff">AI<em>PATROL</em>ZONE.SetDetectionOff</a>(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.</li>
|
||||
</ul>
|
||||
|
||||
<p>The detection frequency can be set with <a href="##(AI_PATROL_ZONE).SetDetectionInterval">AI<em>PATROL</em>ZONE.SetDetectionInterval</a>( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
|
||||
Use the method <a href="##(AI_PATROL_ZONE).GetDetectedUnits">AI<em>PATROL</em>ZONE.GetDetectedUnits</a>() to obtain a list of the <a href="Unit.html">Unit</a>s detected by the AI.</p>
|
||||
|
||||
<p>The detection can be filtered to potential targets in a specific zone.
|
||||
Use the method <a href="##(AI_PATROL_ZONE).SetDetectionZone">AI<em>PATROL</em>ZONE.SetDetectionZone</a>() to set the zone where targets need to be detected.
|
||||
Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
|
||||
according the weather conditions.</p>
|
||||
|
||||
<h2>1.6) Manage the "out of fuel" in the AI<em>PATROL</em>ZONE</h2>
|
||||
|
||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI 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 AI will continue for a given time its patrol task in orbit,
|
||||
while a new AI is targetted to the AI<em>PATROL</em>ZONE.
|
||||
Once the time is finished, the old AI will return to the base.
|
||||
Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI<em>PATROL</em>ZONE.ManageFuel</a>() to have this proces in place.</p>
|
||||
|
||||
<h2>1.7) Manage "damage" behaviour of the AI in the AI<em>PATROL</em>ZONE</h2>
|
||||
|
||||
<p>When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.ManageDamage</a>() to have this proces in place.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -783,20 +790,6 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_PATROL_ZONE).ClassName" >
|
||||
<strong>AI_PATROL_ZONE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -82,187 +82,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(BASE)">#BASE</a> class</h1>
|
||||
|
||||
<p>All classes within the MOOSE framework are derived from the <a href="##(BASE)">#BASE</a> class. </p>
|
||||
|
||||
<p>BASE provides facilities for :</p>
|
||||
|
||||
<ul>
|
||||
<li>The construction and inheritance of MOOSE classes.</li>
|
||||
<li>The class naming and numbering system.</li>
|
||||
<li>The class hierarchy search system.</li>
|
||||
<li>The tracing of information or objects during mission execution for debuggin purposes.</li>
|
||||
<li>The subscription to DCS events for event handling in MOOSE objects.</li>
|
||||
</ul>
|
||||
|
||||
<p>Note: The BASE class is an abstract class and is not meant to be used directly.</p>
|
||||
|
||||
<h2>1.1) BASE constructor</h2>
|
||||
|
||||
<p>Any class derived from BASE, will use the <a href="Base.html##(BASE).New">Base#BASE.New</a> constructor embedded in the <a href="Base.html##(BASE).Inherit">Base#BASE.Inherit</a> method.
|
||||
See an example at the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
|
||||
|
||||
<h2>1.2) Trace information for debugging</h2>
|
||||
|
||||
<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
|
||||
These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.</p>
|
||||
|
||||
<p>Any type of information can be passed to these tracing methods. See the following examples:</p>
|
||||
|
||||
<pre><code>self:E( "Hello" )
|
||||
</code></pre>
|
||||
|
||||
<p>Result in the word "Hello" in the dcs.log.</p>
|
||||
|
||||
<pre><code>local Array = { 1, nil, "h", { "a","b" }, "x" }
|
||||
self:E( Array )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. </p>
|
||||
|
||||
<pre><code>local Object1 = "Object1"
|
||||
local Object2 = 3
|
||||
local Object3 = { Object 1, Object 2 }
|
||||
self:E( { Object1, Object2, Object3 } )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.</p>
|
||||
|
||||
<pre><code>local SpawnObject = SPAWN:New( "Plane" )
|
||||
local GroupObject = GROUP:FindByName( "Group" )
|
||||
self:E( { Spawn = SpawnObject, Group = GroupObject } )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. </p>
|
||||
|
||||
<p>Below a more detailed explanation of the different method types for tracing.</p>
|
||||
|
||||
<h3>1.2.1) Tracing methods categories</h3>
|
||||
|
||||
<p>There are basically 3 types of tracing methods available:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F">BASE.F</a>: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
|
||||
<li><a href="##(BASE).T">BASE.T</a>: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
|
||||
<li><a href="##(BASE).E">BASE.E</a>: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) Tracing levels</h3>
|
||||
|
||||
<p>There are 3 tracing levels within MOOSE. <br/>
|
||||
These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
|
||||
|
||||
<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F2">BASE.F2</a>: Trace the beginning of a function and its given parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).F3">BASE.F3</a>: Trace the beginning of a function and its given parameters with tracing level 3.</li>
|
||||
<li><a href="##(BASE).T2">BASE.T2</a>: Trace further logic within a function giving optional variables or parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).T3">BASE.T3</a>: Trace further logic within a function giving optional variables or parameters with tracing level 3.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.3) Trace activation.</h3>
|
||||
|
||||
<p>Tracing can be activated in several ways:</p>
|
||||
|
||||
<ul>
|
||||
<li>Switch tracing on or off through the <a href="##(BASE).TraceOnOff">BASE.TraceOnOff</a>() method.</li>
|
||||
<li>Activate all tracing through the <a href="##(BASE).TraceAll">BASE.TraceAll</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain class (name) through the <a href="##(BASE).TraceClass">BASE.TraceClass</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain method of a certain class through the <a href="##(BASE).TraceClassMethod">BASE.TraceClassMethod</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.4) Check if tracing is on.</h3>
|
||||
|
||||
<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
|
||||
|
||||
<h2>1.3 DCS simulator Event Handling</h2>
|
||||
|
||||
<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
|
||||
and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
|
||||
|
||||
<h3>1.3.1 Subscribe / Unsubscribe to DCS Events</h3>
|
||||
|
||||
<p>At first, the mission designer will need to <strong>Subscribe</strong> to a specific DCS event for the class.
|
||||
So, when the DCS event occurs, the class will be notified of that event.
|
||||
There are two methods which you use to subscribe to or unsubscribe from an event.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).HandleEvent">BASE.HandleEvent</a>(): Subscribe to a DCS Event.</li>
|
||||
<li><a href="##(BASE).UnHandleEvent">BASE.UnHandleEvent</a>(): Unsubscribe from a DCS Event.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.3.2 Event Handling of DCS Events</h3>
|
||||
|
||||
<p>Once the class is subscribed to the event, an <strong>Event Handling</strong> method on the object or class needs to be written that will be called
|
||||
when the DCS event occurs. The Event Handling method receives an <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure, which contains a lot of information
|
||||
about the event that occurred.</p>
|
||||
|
||||
<p>Find below an example of the prototype how to write an event handling function for two units: </p>
|
||||
|
||||
<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
|
||||
local Tank2 = UNIT:FindByName( "Tank B" )
|
||||
|
||||
-- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
|
||||
Tank1:HandleEvent( EVENTS.Dead )
|
||||
Tank2:HandleEvent( EVENTS.Dead )
|
||||
|
||||
--- This function is an Event Handling function that will be called when Tank1 is Dead.
|
||||
-- @param Wrapper.Unit#UNIT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function Tank1:OnEventDead( EventData )
|
||||
|
||||
self:SmokeGreen()
|
||||
end
|
||||
|
||||
--- This function is an Event Handling function that will be called when Tank2 is Dead.
|
||||
-- @param Wrapper.Unit#UNIT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function Tank2:OnEventDead( EventData )
|
||||
|
||||
self:SmokeBlue()
|
||||
end
|
||||
</code></pre>
|
||||
|
||||
|
||||
|
||||
<p>See the <a href="Event.html">Event</a> module for more information about event handling.</p>
|
||||
|
||||
<h2>1.4) Class identification methods</h2>
|
||||
|
||||
<p>BASE provides methods to get more information of each object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).GetClassID">BASE.GetClassID</a>(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.</li>
|
||||
<li><a href="##(BASE).GetClassName">BASE.GetClassName</a>(): Gets the name of the object, which is the name of the class the object was instantiated from.</li>
|
||||
<li><a href="##(BASE).GetClassNameAndID">BASE.GetClassNameAndID</a>(): Gets the name and ID of the object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) All objects derived from BASE can have "States"</h2>
|
||||
|
||||
<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>. <br/>
|
||||
States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>. </p>
|
||||
|
||||
<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object. <br/>
|
||||
To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method. </p>
|
||||
|
||||
<p>These two methods provide a very handy way to keep state at long lasting processes.
|
||||
Values can be stored within the objects, and later retrieved or changed when needed.
|
||||
There is one other important thing to note, the <a href="##(BASE).SetState">BASE.SetState</a>() and <a href="##(BASE).GetState">BASE.GetState</a> methods
|
||||
receive as the <strong>first parameter the object for which the state needs to be set</strong>.
|
||||
Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
|
||||
object name to the method.</p>
|
||||
|
||||
<h2>1.10) Inheritance</h2>
|
||||
|
||||
<p>The following methods are available to implement inheritance</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>
|
||||
<li><a href="##(BASE).GetParent">BASE.GetParent</a>: Returns the parent object from the object it is handling, or nil if there is no parent object.</li>
|
||||
</ul>
|
||||
<p>The <a href="##(BASE)">#BASE</a> class is the core root class from where every other class in moose is derived.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -302,7 +122,9 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#BASE">BASE</a></td>
|
||||
<td class="summary">
|
||||
<h1>1) #BASE class</h1>
|
||||
|
||||
<p>All classes within the MOOSE framework are derived from the BASE class.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -366,12 +188,6 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).EventRemoveAll">BASE:EventRemoveAll()</a></td>
|
||||
<td class="summary">
|
||||
<p>Remove all subscribed events</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).Events">BASE.Events</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -591,12 +407,6 @@ place: Object that the unit landed on.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).SetState">BASE:SetState(Object, Key, Value)</a></td>
|
||||
<td class="summary">
|
||||
<p>Set a state or property of the Object given a Key and a Value.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE).States">BASE.States</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -665,12 +475,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
|
||||
<td class="summary">
|
||||
<p>Trace a function call.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(BASE)._Private">BASE._Private</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -714,6 +518,191 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>1) #BASE class</h1>
|
||||
|
||||
<p>All classes within the MOOSE framework are derived from the BASE class.</p>
|
||||
|
||||
|
||||
<p>
|
||||
BASE provides facilities for :</p>
|
||||
|
||||
<ul>
|
||||
<li>The construction and inheritance of MOOSE classes.</li>
|
||||
<li>The class naming and numbering system.</li>
|
||||
<li>The class hierarchy search system.</li>
|
||||
<li>The tracing of information or objects during mission execution for debuggin purposes.</li>
|
||||
<li>The subscription to DCS events for event handling in MOOSE objects.</li>
|
||||
</ul>
|
||||
|
||||
<p>Note: The BASE class is an abstract class and is not meant to be used directly.</p>
|
||||
|
||||
<h2>1.1) BASE constructor</h2>
|
||||
|
||||
<p>Any class derived from BASE, will use the <a href="Base.html##(BASE).New">Base#BASE.New</a> constructor embedded in the <a href="Base.html##(BASE).Inherit">Base#BASE.Inherit</a> method.
|
||||
See an example at the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
|
||||
|
||||
<h2>1.2) Trace information for debugging</h2>
|
||||
|
||||
<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
|
||||
These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.</p>
|
||||
|
||||
<p>Any type of information can be passed to these tracing methods. See the following examples:</p>
|
||||
|
||||
<pre><code>self:E( "Hello" )
|
||||
</code></pre>
|
||||
|
||||
<p>Result in the word "Hello" in the dcs.log.</p>
|
||||
|
||||
<pre><code>local Array = { 1, nil, "h", { "a","b" }, "x" }
|
||||
self:E( Array )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. </p>
|
||||
|
||||
<pre><code>local Object1 = "Object1"
|
||||
local Object2 = 3
|
||||
local Object3 = { Object 1, Object 2 }
|
||||
self:E( { Object1, Object2, Object3 } )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.</p>
|
||||
|
||||
<pre><code>local SpawnObject = SPAWN:New( "Plane" )
|
||||
local GroupObject = GROUP:FindByName( "Group" )
|
||||
self:E( { Spawn = SpawnObject, Group = GroupObject } )
|
||||
</code></pre>
|
||||
|
||||
<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. </p>
|
||||
|
||||
<p>Below a more detailed explanation of the different method types for tracing.</p>
|
||||
|
||||
<h3>1.2.1) Tracing methods categories</h3>
|
||||
|
||||
<p>There are basically 3 types of tracing methods available:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F">BASE.F</a>: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
|
||||
<li><a href="##(BASE).T">BASE.T</a>: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
|
||||
<li><a href="##(BASE).E">BASE.E</a>: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) Tracing levels</h3>
|
||||
|
||||
<p>There are 3 tracing levels within MOOSE. <br/>
|
||||
These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
|
||||
|
||||
<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).F2">BASE.F2</a>: Trace the beginning of a function and its given parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).F3">BASE.F3</a>: Trace the beginning of a function and its given parameters with tracing level 3.</li>
|
||||
<li><a href="##(BASE).T2">BASE.T2</a>: Trace further logic within a function giving optional variables or parameters with tracing level 2.</li>
|
||||
<li><a href="##(BASE).T3">BASE.T3</a>: Trace further logic within a function giving optional variables or parameters with tracing level 3.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.3) Trace activation.</h3>
|
||||
|
||||
<p>Tracing can be activated in several ways:</p>
|
||||
|
||||
<ul>
|
||||
<li>Switch tracing on or off through the <a href="##(BASE).TraceOnOff">BASE.TraceOnOff</a>() method.</li>
|
||||
<li>Activate all tracing through the <a href="##(BASE).TraceAll">BASE.TraceAll</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain class (name) through the <a href="##(BASE).TraceClass">BASE.TraceClass</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain method of a certain class through the <a href="##(BASE).TraceClassMethod">BASE.TraceClassMethod</a>() method.</li>
|
||||
<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.4) Check if tracing is on.</h3>
|
||||
|
||||
<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
|
||||
|
||||
<h2>1.3 DCS simulator Event Handling</h2>
|
||||
|
||||
<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
|
||||
and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
|
||||
|
||||
<h3>1.3.1 Subscribe / Unsubscribe to DCS Events</h3>
|
||||
|
||||
<p>At first, the mission designer will need to <strong>Subscribe</strong> to a specific DCS event for the class.
|
||||
So, when the DCS event occurs, the class will be notified of that event.
|
||||
There are two methods which you use to subscribe to or unsubscribe from an event.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).HandleEvent">BASE.HandleEvent</a>(): Subscribe to a DCS Event.</li>
|
||||
<li><a href="##(BASE).UnHandleEvent">BASE.UnHandleEvent</a>(): Unsubscribe from a DCS Event.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.3.2 Event Handling of DCS Events</h3>
|
||||
|
||||
<p>Once the class is subscribed to the event, an <strong>Event Handling</strong> method on the object or class needs to be written that will be called
|
||||
when the DCS event occurs. The Event Handling method receives an <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure, which contains a lot of information
|
||||
about the event that occurred.</p>
|
||||
|
||||
<p>Find below an example of the prototype how to write an event handling function for two units: </p>
|
||||
|
||||
<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
|
||||
local Tank2 = UNIT:FindByName( "Tank B" )
|
||||
|
||||
-- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
|
||||
Tank1:HandleEvent( EVENTS.Dead )
|
||||
Tank2:HandleEvent( EVENTS.Dead )
|
||||
|
||||
--- This function is an Event Handling function that will be called when Tank1 is Dead.
|
||||
-- @param Wrapper.Unit#UNIT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function Tank1:OnEventDead( EventData )
|
||||
|
||||
self:SmokeGreen()
|
||||
end
|
||||
|
||||
--- This function is an Event Handling function that will be called when Tank2 is Dead.
|
||||
-- @param Wrapper.Unit#UNIT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function Tank2:OnEventDead( EventData )
|
||||
|
||||
self:SmokeBlue()
|
||||
end
|
||||
</code></pre>
|
||||
|
||||
|
||||
|
||||
<p>See the <a href="Event.html">Event</a> module for more information about event handling.</p>
|
||||
|
||||
<h2>1.4) Class identification methods</h2>
|
||||
|
||||
<p>BASE provides methods to get more information of each object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).GetClassID">BASE.GetClassID</a>(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.</li>
|
||||
<li><a href="##(BASE).GetClassName">BASE.GetClassName</a>(): Gets the name of the object, which is the name of the class the object was instantiated from.</li>
|
||||
<li><a href="##(BASE).GetClassNameAndID">BASE.GetClassNameAndID</a>(): Gets the name and ID of the object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) All objects derived from BASE can have "States"</h2>
|
||||
|
||||
<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>. <br/>
|
||||
States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>. </p>
|
||||
|
||||
<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object. <br/>
|
||||
To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method. </p>
|
||||
|
||||
<p>These two methods provide a very handy way to keep state at long lasting processes.
|
||||
Values can be stored within the objects, and later retrieved or changed when needed.
|
||||
There is one other important thing to note, the <a href="##(BASE).SetState">BASE.SetState</a>() and <a href="##(BASE).GetState">BASE.GetState</a> methods
|
||||
receive as the <strong>first parameter the object for which the state needs to be set</strong>.
|
||||
Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
|
||||
object name to the method.</p>
|
||||
|
||||
<h2>1.10) Inheritance</h2>
|
||||
|
||||
<p>The following methods are available to implement inheritance</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>
|
||||
<li><a href="##(BASE).GetParent">BASE.GetParent</a>: Returns the parent object from the object it is handling, or nil if there is no parent object.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -735,10 +724,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<h2><a id="#(Base)" >Type <code>Base</code></a></h2>
|
||||
|
||||
<h2><a id="#(BASE)" >Type <code>BASE</code></a></h2>
|
||||
|
||||
<p>The BASE Class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -935,20 +921,6 @@ A #table or any field.</p>
|
||||
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE).Events" >
|
||||
<strong>BASE.Events</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1902,20 +1874,6 @@ The Key was not found and thus the Value could not be retrieved.</p>
|
||||
|
||||
</li>
|
||||
</ol>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE).States" >
|
||||
<strong>BASE.States</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2190,20 +2148,6 @@ A #table or any field.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(BASE)._Private" >
|
||||
<strong>BASE._Private</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -2112,6 +2112,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@ -2125,6 +2126,7 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemMax" >
|
||||
<strong>DETECTION_BASE.DetectedItemMax</strong>
|
||||
</a>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1859,9 +1859,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2332,9 +2329,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2370,7 +2364,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2387,7 +2381,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -2705,7 +2699,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
@ -2729,7 +2723,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
|
||||
|
||||
|
||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
||||
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -102,148 +102,16 @@
|
||||
<p>Each of these ZONE classes have a zone name, and specific parameters defining the zone type:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>: The ZONE_BASE class defining the base for all other zone classes.</li>
|
||||
<li><a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a>: The ZONE_RADIUS class defined by a zone name, a location and a radius.</li>
|
||||
<li><a href="Zone.html##(ZONE)">Zone#ZONE</a>: The ZONE class, defined by the zone name as defined within the Mission Editor.</li>
|
||||
<li><a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a>: The ZONE_UNIT class defines by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</li>
|
||||
<li><a href="Zone.html##(ZONE_GROUP)">Zone#ZONE_GROUP</a>: The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</li>
|
||||
<li><a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a>: The ZONE_POLYGON class defines by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</li>
|
||||
<li><a href="##(ZONE_BASE)">#ZONE_BASE</a>: The ZONE_BASE class defining the base for all other zone classes.</li>
|
||||
<li><a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a>: The ZONE_RADIUS class defined by a zone name, a location and a radius.</li>
|
||||
<li><a href="##(ZONE)">#ZONE</a>: The ZONE class, defined by the zone name as defined within the Mission Editor.</li>
|
||||
<li><a href="##(ZONE_UNIT)">#ZONE_UNIT</a>: The ZONE_UNIT class defines by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</li>
|
||||
<li><a href="##(ZONE_GROUP)">#ZONE_GROUP</a>: The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</li>
|
||||
<li><a href="##(ZONE_POLYGON)">#ZONE_POLYGON</a>: The ZONE_POLYGON class defines by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
|
||||
<h2>1.1) Each zone has a name:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE.IsVec2InZone</a>(): Returns if a Vec2 is within the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE.IsVec3InZone</a>(): Returns if a Vec3 is within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).SetRandomizeProbability">ZONE_BASE.SetRandomizeProbability</a>(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
|
||||
<li><a href="##(ZONE_BASE).GetRandomizeProbability">ZONE_BASE.GetRandomizeProbability</a>(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
|
||||
<li><a href="##(ZONE_BASE).GetZoneMaybe">ZONE_BASE.GetZoneMaybe</a>(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) A zone manages Vectors:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) A zone has a bounding square:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE.GetBoundingSquare</a>(): Get the outer most bounding square of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.6) A zone can be marked:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).SmokeZone">ZONE_BASE.SmokeZone</a>(): Smokes the zone boundaries in a color.</li>
|
||||
<li><a href="##(ZONE_BASE).FlareZone">ZONE_BASE.FlareZone</a>(): Flares the zone boundaries in a color.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
|
||||
<p>The ZONE<em>RADIUS class defined by a zone name, a location and a radius.
|
||||
This class implements the inherited functions from Core.Zone#ZONE</em>BASE taking into account the own zone format and properties.</p>
|
||||
|
||||
<h2>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).New">ZONE_RADIUS.New</a>(): Constructor.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.2) Manage the radius of the zone</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).SetRadius">ZONE_RADIUS.SetRadius</a>(): Sets the radius of the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS.GetRadius</a>(): Returns the radius of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.3) Manage the location of the zone</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetVec2">ZONE_RADIUS.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.4) Zone point randomization</h2>
|
||||
|
||||
<p>Various functions exist to find random points within the zone.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS.GetRandomPointVec2</a>(): Gets a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point in the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS.GetRandomPointVec3</a>(): Gets a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point in the zone. Note that the height of the point is at landheight.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>3) <a href="Zone.html##(ZONE)">Zone#ZONE</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.
|
||||
This class implements the inherited functions from {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>4) <a href="Zone.html##(ZONE_UNIT)">Zone#ZONE_UNIT</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>5) <a href="Zone.html##(ZONE_GROUP)">Zone#ZONE_GROUP</a> class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius. The current leader of the group defines the center of the zone.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>6) <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.
|
||||
This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
|
||||
<h2>6.1) Zone point randomization</h2>
|
||||
|
||||
<p>Various functions exist to find random points within the zone.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_POLYGON_BASE).GetRandomVec2">ZONE<em>POLYGON</em>BASE.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
|
||||
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec2">ZONE<em>POLYGON</em>BASE.GetRandomPointVec2</a>(): Return a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point within the zone.</li>
|
||||
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec3">ZONE<em>POLYGON</em>BASE.GetRandomPointVec3</a>(): Return a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point at landheight within the zone.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>7) <a href="Zone.html##(ZONE_POLYGON)">Zone#ZONE_POLYGON</a> class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
|
||||
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
@ -286,55 +154,63 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE">ZONE</a></td>
|
||||
<td class="summary">
|
||||
<h1>3) ZONE class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE_BASE">ZONE_BASE</a></td>
|
||||
<td class="summary">
|
||||
<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE_GROUP">ZONE_GROUP</a></td>
|
||||
<td class="summary">
|
||||
<h1>5) #ZONE_GROUP class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE_POLYGON">ZONE_POLYGON</a></td>
|
||||
<td class="summary">
|
||||
<h1>7) ZONE_POLYGON class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
|
||||
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE_POLYGON_BASE">ZONE_POLYGON_BASE</a></td>
|
||||
<td class="summary">
|
||||
<h1>6) ZONE<em>POLYGON</em>BASE class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE_RADIUS">ZONE_RADIUS</a></td>
|
||||
<td class="summary">
|
||||
<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
|
||||
<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#ZONE_UNIT">ZONE_UNIT</a></td>
|
||||
<td class="summary">
|
||||
<h1>4) #ZONE_UNIT class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(ZONE)">Type <code>ZONE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).ClassName">ZONE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE).New">ZONE:New(ZoneName)</a></td>
|
||||
<td class="summary">
|
||||
<p>Constructor of ZONE, taking the zone name.</p>
|
||||
@ -348,12 +224,6 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).BoundZone">ZONE_BASE:BoundZone()</a></td>
|
||||
<td class="summary">
|
||||
<p>Bound the zone boundaries with a tires.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).ClassName">ZONE_BASE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -497,12 +367,6 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<h2><a id="#(ZONE_GROUP)">Type <code>ZONE_GROUP</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_GROUP).ClassName">ZONE_GROUP.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_GROUP).GetRandomVec2">ZONE_GROUP:GetRandomVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a random location within the zone of the <a href="Group.html">Group</a>.</p>
|
||||
@ -531,12 +395,6 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<h2><a id="#(ZONE_POLYGON)">Type <code>ZONE_POLYGON</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON).ClassName">ZONE_POLYGON.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON).New">ZONE_POLYGON:New(ZoneName, ZoneGroup)</a></td>
|
||||
<td class="summary">
|
||||
<p>Constructor to create a ZONE_POLYGON instance, taking the zone name and the name of the <a href="Group.html##(GROUP)">Group#GROUP</a> defined within the Mission Editor.</p>
|
||||
@ -550,12 +408,6 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).BoundZone">ZONE_POLYGON_BASE:BoundZone(UnBound)</a></td>
|
||||
<td class="summary">
|
||||
<p>Smokes the zone boundaries in a color.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_POLYGON_BASE).ClassName">ZONE_POLYGON_BASE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -620,12 +472,6 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).BoundZone">ZONE_RADIUS:BoundZone(Points, UnBound, CountryID)</a></td>
|
||||
<td class="summary">
|
||||
<p>Bounds the zone with tires.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).ClassName">ZONE_RADIUS.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -723,12 +569,6 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<h2><a id="#(ZONE_UNIT)">Type <code>ZONE_UNIT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_UNIT).ClassName">ZONE_UNIT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(ZONE_UNIT).GetRandomVec2">ZONE_UNIT:GetRandomVec2()</a></td>
|
||||
<td class="summary">
|
||||
<p>Returns a random location within the zone.</p>
|
||||
@ -777,6 +617,14 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>3) ZONE class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.</p>
|
||||
|
||||
|
||||
<p>This class implements the inherited functions from <a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -791,7 +639,54 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
|
||||
|
||||
|
||||
<h2>1.1) Each zone has a name:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE.IsVec2InZone</a>(): Returns if a Vec2 is within the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE.IsVec3InZone</a>(): Returns if a Vec3 is within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).SetRandomizeProbability">ZONE_BASE.SetRandomizeProbability</a>(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
|
||||
<li><a href="##(ZONE_BASE).GetRandomizeProbability">ZONE_BASE.GetRandomizeProbability</a>(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
|
||||
<li><a href="##(ZONE_BASE).GetZoneMaybe">ZONE_BASE.GetZoneMaybe</a>(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) A zone manages Vectors:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
|
||||
<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.5) A zone has a bounding square:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE.GetBoundingSquare</a>(): Get the outer most bounding square of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.6) A zone can be marked:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_BASE).SmokeZone">ZONE_BASE.SmokeZone</a>(): Smokes the zone boundaries in a color.</li>
|
||||
<li><a href="##(ZONE_BASE).FlareZone">ZONE_BASE.FlareZone</a>(): Flares the zone boundaries in a color.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
@ -805,6 +700,15 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>5) #ZONE_GROUP class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE_GROUP class defines by a zone around a <a href="Group.html##(GROUP)">Group#GROUP</a> with a radius.</p>
|
||||
|
||||
|
||||
<p>The current leader of the group defines the center of the zone.
|
||||
This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -819,6 +723,14 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>7) ZONE_POLYGON class, extends <a href="Zone.html##(ZONE_POLYGON_BASE)">Zone#ZONE<em>POLYGON</em>BASE</a></h1>
|
||||
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
|
||||
|
||||
<p>This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -833,6 +745,25 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>6) ZONE<em>POLYGON</em>BASE class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
|
||||
|
||||
<p>This class implements the inherited functions from <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> taking into account the own zone format and properties.
|
||||
This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
|
||||
|
||||
<h2>6.1) Zone point randomization</h2>
|
||||
|
||||
<p>Various functions exist to find random points within the zone.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_POLYGON_BASE).GetRandomVec2">ZONE<em>POLYGON</em>BASE.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
|
||||
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec2">ZONE<em>POLYGON</em>BASE.GetRandomPointVec2</a>(): Return a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point within the zone.</li>
|
||||
<li><a href="##(ZONE_POLYGON_BASE).GetRandomPointVec3">ZONE<em>POLYGON</em>BASE.GetRandomPointVec3</a>(): Return a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point at landheight within the zone.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -847,6 +778,45 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
|
||||
|
||||
<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
|
||||
|
||||
|
||||
<p>This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.</p>
|
||||
|
||||
<h2>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).New">ZONE_RADIUS.New</a>(): Constructor.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.2) Manage the radius of the zone</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).SetRadius">ZONE_RADIUS.SetRadius</a>(): Sets the radius of the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS.GetRadius</a>(): Returns the radius of the zone.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.3) Manage the location of the zone</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetVec2">ZONE_RADIUS.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
|
||||
</ul>
|
||||
|
||||
<h2>2.4) Zone point randomization</h2>
|
||||
|
||||
<p>Various functions exist to find random points within the zone.</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS.GetRandomPointVec2</a>(): Gets a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point in the zone.</li>
|
||||
<li><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS.GetRandomPointVec3</a>(): Gets a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point in the zone. Note that the height of the point is at landheight.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -861,6 +831,14 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>4) #ZONE_UNIT class, extends <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a></h1>
|
||||
|
||||
<p>The ZONE_UNIT class defined by a zone around a <a href="Unit.html##(UNIT)">Unit#UNIT</a> with a radius.</p>
|
||||
|
||||
|
||||
<p>This class implements the inherited functions from <a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a> taking into account the own zone format and properties.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -868,27 +846,7 @@ This class implements the inherited functions from <a href="Zone.html##(ZONE_RAD
|
||||
<h2><a id="#(Zone)" >Type <code>Zone</code></a></h2>
|
||||
|
||||
<h2><a id="#(ZONE)" >Type <code>ZONE</code></a></h2>
|
||||
|
||||
<p>The ZONE class, defined by the zone name as defined within the Mission Editor.</p>
|
||||
|
||||
|
||||
<p>The location and the radius are automatically collected from the mission settings.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE).ClassName" >
|
||||
<strong>ZONE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -933,20 +891,6 @@ The name of the zone as defined within the mission editor.</p>
|
||||
|
||||
<p>Bound the zone boundaries with a tires.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE_BASE).ClassName" >
|
||||
<strong>ZONE_BASE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1401,24 +1345,7 @@ The smoke color.</p>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(ZONE_GROUP)" >Type <code>ZONE_GROUP</code></a></h2>
|
||||
|
||||
<p>The ZONE_GROUP class defined by a zone around a <a href="Group.html">Group</a>, taking the average center point of all the units within the Group, with a radius.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE_GROUP).ClassName" >
|
||||
<strong>ZONE_GROUP.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -1510,24 +1437,7 @@ self</p>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(ZONE_POLYGON)" >Type <code>ZONE_POLYGON</code></a></h2>
|
||||
|
||||
<p>The ZONE_POLYGON class defined by a sequence of <a href="Group.html##(GROUP)">Group#GROUP</a> waypoints within the Mission Editor, forming a polygon.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE_POLYGON).ClassName" >
|
||||
<strong>ZONE_POLYGON.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -1566,10 +1476,7 @@ self</p>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(ZONE_POLYGON_BASE)" >Type <code>ZONE_POLYGON_BASE</code></a></h2>
|
||||
|
||||
<p>The ZONE<em>POLYGON</em>BASE class defined by an array of <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a>, forming a polygon.</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -1595,20 +1502,6 @@ If true, the tyres will be destroyed.</p>
|
||||
<p><em><a href="##(ZONE_POLYGON_BASE)">#ZONE<em>POLYGON</em>BASE</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE_POLYGON_BASE).ClassName" >
|
||||
<strong>ZONE_POLYGON_BASE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1857,20 +1750,6 @@ If true the tyres will be destroyed.</p>
|
||||
<p><em><a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE_RADIUS).ClassName" >
|
||||
<strong>ZONE_RADIUS.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2291,20 +2170,6 @@ self</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(ZONE_UNIT).ClassName" >
|
||||
<strong>ZONE_UNIT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(ZONE_UNIT).GetRandomVec2" >
|
||||
<strong>ZONE_UNIT:GetRandomVec2()</strong>
|
||||
</a>
|
||||
|
||||
@ -99,10 +99,7 @@ CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</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>
|
||||
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
|
||||
<p>AI CAP classes makes AI Controllables execute a Combat Air Patrol.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -114,9 +111,7 @@ and automatically engage any airborne enemies that are within a certain range or
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
|
||||
|
||||
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
|
||||
<p>AI CAS classes makes AI Controllables execute a Close Air Support.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -128,9 +123,7 @@ and automatically engage any airborne enemies that are within a certain range or
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">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>.</p>
|
||||
<p>AI PATROL classes makes AI Controllables execute an Patrol.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user