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SCO-500 Demo Mission for SCORING system demonstration on a MP server
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170305_1422' )
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env.info( 'Moose Generation Timestamp: 20170305_1434' )
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local base = _G
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Include = {}
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170305_1422' )
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env.info( 'Moose Generation Timestamp: 20170305_1434' )
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local base = _G
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Include = {}
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---
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-- Name: SCO-500 - Scoring Multi Player Demo Mission 1
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-- Author: Pikey and FlightControl
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-- Date Created: 1 Mar 2017
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--
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-- # Situation:
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--
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-- A demo mission for the scoring. Read the briefing and have fun.
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--
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-- # Test cases:
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--
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-- 1. Observe the scoring granted to your flight when you hit and kill targets.
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-- Define the patrol zones
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local BlueCapZone = ZONE_POLYGON:New( "BlueCapZone", GROUP:FindByName( "Blue CAP Zone Patrol" ) )
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local RedCapZone = ZONE_POLYGON:New( "RedCapZone", GROUP:FindByName( "Red CAP Zone Patrol" ) )
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-- Define the engage zones
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local BlueEngageZone = ZONE_POLYGON:New( "BlueEngageZone", GROUP:FindByName( "Blue CAP Zone Engage" ) )
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local RedEngageZone = ZONE_POLYGON:New( "RedEngageZone", GROUP:FindByName( "Red CAP Zone Engage" ) )
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-- Define the Spawn zones for ground vehicles
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local BlueSpawnGroundZone = ZONE_POLYGON:New( "BlueSpawnGroundZone", GROUP:FindByName( "Blue Spawn Zone" ) )
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--local RedSpawnGroundZone = ZONE_POLYGON:New( "RedSpawnGroundZone", GROUP:FindByName( "Red Spawn Zone" ) )
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local RedSpawnGroundZone = ZONE:New( "Red Spawn Zone" )
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-- Define the Scoring zones that define the shelters
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local BlueShelterZone = ZONE_POLYGON:New( "Blue Shelters", GROUP:FindByName( "Blue Shelters" ) )
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local RedShelterZone = ZONE_POLYGON:New( "Red Shelters", GROUP:FindByName( "Red Shelters" ) )
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-- Define the Set of Clients that are used for the AI Balancers
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local BluePlanesClientSet = SET_CLIENT:New():FilterCoalitions( "blue" ):FilterCategories( "plane" ):FilterPrefixes( "Blue Player")
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local RedPlanesClientSet = SET_CLIENT:New():FilterCoalitions( "red" ):FilterCategories( "plane" ):FilterPrefixes( "Red Player")
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-- Define the Spawn objects for the AI planes
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local BluePlanesSpawn = SPAWN:New( "BlueAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
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local RedPlanesSpawn = SPAWN:New( "RedAICAP" ):InitCleanUp( 120 ):InitLimit( 5, 0 )
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-- Define the AI Balancers for the planes
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local BlueAIB = AI_BALANCER:New( BluePlanesClientSet, BluePlanesSpawn ):InitSpawnInterval( 60, 1200 )
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local RedAIB = AI_BALANCER:New( RedPlanesClientSet, RedPlanesSpawn ):InitSpawnInterval( 60, 1200 )
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-- Define the Spawn objects for the airbase defenses
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local BlueAirbaseDefense1Spawn = SPAWN:New( "Blue Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
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local BlueAirbaseDefense2Spawn = SPAWN:New( "Blue Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
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local RedAirbaseDefense1Spawn = SPAWN:New( "Red Airbase Defense 1" ):InitLimit( 10, 10 ):SpawnScheduled( 60, 0 )
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local RedAirbaseDefense2Spawn = SPAWN:New( "Red Airbase Defense 2" ):InitLimit( 2, 10 ):SpawnScheduled( 60, 0 )
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-- Define the ground forces spawning engines...
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-- First define the template arrays.
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local BlueGroundTemplates = { "Blue Ground Forces 1", "Blue Ground Forces 2", "Blue Ground Forces 3" }
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local RedGroundTemplates = { "Red Ground Forces 2", "Red Ground Forces 2", "Red Ground Forces 3" }
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-- New we are using these templates to define the spawn objects for the ground forces.
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-- We spawn them at random places into the define zone.
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local BlueGroundSpawn = SPAWN
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:New( "Blue Ground Forces" )
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:InitLimit( 12, 30 )
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:InitRandomizeZones( { BlueSpawnGroundZone } )
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:InitRandomizeTemplate( BlueGroundTemplates )
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:SpawnScheduled( 60, 0.2 )
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local RedGroundSpawn = SPAWN
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:New( "Red Ground Forces" )
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:InitLimit( 12, 30 )
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:InitRandomizeTemplate( RedGroundTemplates )
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:InitRandomizeZones( { RedSpawnGroundZone } )
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:SpawnScheduled( 60, 0.2 )
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local BlueCap = {}
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local RedCap = {}
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-- Define the OnAfterSpawned events of the AI balancer Spawn Groups
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function BlueAIB:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
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if AIGroup then
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BlueCap[AIGroup] = BlueCap[AIGroup] or AI_CAP_ZONE:New( BlueCapZone, 500, 3000, 450, 1200 )
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local Cap = BlueCap[AIGroup] -- AI.AI_CAP#AI_CAP_ZONE
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Cap:ManageFuel( 0.4, 180 )
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Cap:SetEngageZone( BlueEngageZone )
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Cap:SetControllable( AIGroup )
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Cap:Start()
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end
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end
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function RedAIB:OnAfterSpawned( SetGroup, From, Event, To, AIGroup )
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if AIGroup then
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RedCap[AIGroup] = RedCap[AIGroup] or AI_CAP_ZONE:New( RedCapZone, 500, 3000, 450, 1200 )
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local Cap = RedCap[AIGroup] -- AI.AI_CAP#AI_CAP_ZONE
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Cap:ManageFuel( 0.4, 180 )
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Cap:SetEngageZone( BlueEngageZone )
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Cap:SetControllable( AIGroup )
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Cap:Start()
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end
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end
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-- Okay, now that we defined all this stuff, now make the SCORING setup ...
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-- First define a Scoring object
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local Scoring = SCORING:New( "SCO-500 - Scoring Demonstration Mission" )
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-- Define within the scoring the shelter designated targets.
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Scoring:AddZoneScore( BlueShelterZone, 50 ) -- Per shelter destroyed, 50 extra points are granted.
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Scoring:AddZoneScore( RedShelterZone, 50 ) -- Per shelter destroyed, 50 extra points are granted.
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-- Define the static objects that give extra scores
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Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 1"), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 2"), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 3"), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Factory 4"), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #001"), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #002"), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #003"), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Red Truck #004"), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 1" ), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 2" ), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 3" ), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Factory 4" ), 100 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #001" ), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #002" ), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #003" ), 80 )
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Scoring:AddStaticScore( STATIC:FindByName( "Blue Truck #004" ), 80 )
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-- Scale the scoring rewarded.
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Scoring:SetScaleDestroyScore( 30 )
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Scoring:SetScaleDestroyPenalty( 90 ) -- Penalties are punished more than normal destroys.
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