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Moose Development/Moose/AI/AI_Escort_Dispatcher.lua
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152
Moose Development/Moose/AI/AI_Escort_Dispatcher.lua
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--- **AI** -- (R2.4) - Models the assignment of AI escorts to player flights.
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--
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-- ## Features:
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-- --
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-- * Provides the facilities to trigger escorts when players join flight units.
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-- * Provide different means how escorts can be triggered:
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-- * Directly when a player joins a plane.
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-- * Through the menu.
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--
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-- ===
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--
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-- ## Test Missions:
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--
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-- Test missions can be located on the main GITHUB site.
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--
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-- [FlightControl-Master/MOOSE_MISSIONS]
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--
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-- ===
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_Escort_Dispatcher
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-- @image AI_Escort_Dispatcher.JPG
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--- @type AI_ESCORT_DISPATCHER
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-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
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-- @field Core.Set#SET_GROUP EscortGroupSet The set of group AI escorting the EscortUnit.
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-- @field #string EscortName Name of the escort.
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-- @field #string EscortBriefing A text showing the AI_ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @extends Core.Fsm#FSM
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--- A dynamic cargo handling capability for AI groups.
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--
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-- ===
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--
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-- @field #AI_ESCORT_DISPATCHER
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AI_ESCORT_DISPATCHER = {
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ClassName = "AI_ESCORT_DISPATCHER",
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}
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--- @field #list
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AI_ESCORT_DISPATCHER.AI_Escorts = {}
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--- Creates a new AI_ESCORT_DISPATCHER object.
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-- @param #AI_ESCORT_DISPATCHER self
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-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
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-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
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-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
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-- @param #string EscortName Name of the escort.
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-- @param #string EscortBriefing A text showing the AI_ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @return #AI_ESCORT_DISPATCHER
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function AI_ESCORT_DISPATCHER:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
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local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER
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self.CarrierSet = CarrierSet
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self.EscortSpawn = EscortSpawn
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self.EscortAirbase = EscortAirbase
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self.EscortName = EscortName
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self.EscortBriefing = EscortBriefing
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self:SetStartState( "Idle" )
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self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
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self:AddTransition( "Idle", "Start", "Monitoring" )
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self:AddTransition( "Monitoring", "Stop", "Idle" )
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-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
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function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
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self:F( { Carrier = Carrier:GetName() } )
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end
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return self
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end
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function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
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self:HandleEvent( EVENTS.Birth )
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self:HandleEvent( EVENTS.PlayerLeaveUnit )
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end
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--- @param #AI_ESCORT_DISPATCHER self
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-- @param Core.Event#EVENTDATA EventData
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function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
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local PlayerGroupName = EventData.IniGroupName
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local PlayerGroup = EventData.IniGroup
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local PlayerUnit = EventData.IniUnit
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self:I({PlayerGroupName = PlayerGroupName } )
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self:I({PlayerGroup = PlayerGroup})
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self:I({FirstGroup = self.CarrierSet:GetFirst()})
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self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
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if self.CarrierSet:FindGroup( PlayerGroupName ) then
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if not self.AI_Escorts[PlayerGroupName] then
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local LeaderUnit = PlayerUnit
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local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase )
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local EscortSet = SET_GROUP:New()
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EscortSet:AddGroup( EscortGroup )
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self:ScheduleOnce( 0.1,
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function()
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self.AI_Escorts[PlayerGroupName] = AI_ESCORT:New( LeaderUnit, EscortSet, self.EscortName, self.EscortBriefing )
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self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
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if EscortGroup:IsHelicopter() then
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self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
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else
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self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
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end
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self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
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end
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)
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end
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end
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end
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--- Start Trigger for AI_ESCORT_DISPATCHER
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-- @function [parent=#AI_ESCORT_DISPATCHER] Start
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-- @param #AI_ESCORT_DISPATCHER self
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--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER
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-- @function [parent=#AI_ESCORT_DISPATCHER] __Start
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-- @param #AI_ESCORT_DISPATCHER self
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-- @param #number Delay
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--- Stop Trigger for AI_ESCORT_DISPATCHER
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-- @function [parent=#AI_ESCORT_DISPATCHER] Stop
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-- @param #AI_ESCORT_DISPATCHER self
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--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER
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-- @function [parent=#AI_ESCORT_DISPATCHER] __Stop
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-- @param #AI_ESCORT_DISPATCHER self
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-- @param #number Delay
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149
Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua
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149
Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua
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@ -0,0 +1,149 @@
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--- **AI** -- (R2.4) - Models the assignment of AI escorts to player flights upon request using the radio menu.
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--
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-- ## Features:
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-- --
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-- * Provides the facilities to trigger escorts when players join flight units.
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-- * Provide different means how escorts can be triggered:
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-- * Directly when a player joins a plane.
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-- * Through the menu.
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--
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-- ===
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--
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-- ## Test Missions:
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--
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-- Test missions can be located on the main GITHUB site.
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--
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-- [FlightControl-Master/MOOSE_MISSIONS]
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--
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-- ===
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
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-- @image AI_ESCORT_DISPATCHER_REQUEST.JPG
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--- @type AI_ESCORT_DISPATCHER_REQUEST
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-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
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-- @field Core.Set#SET_GROUP EscortGroupSet The set of group AI escorting the EscortUnit.
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-- @field #string EscortName Name of the escort.
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-- @field #string EscortBriefing A text showing the AI_ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @extends Core.Fsm#FSM
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--- A dynamic cargo handling capability for AI groups.
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--
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-- ===
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--
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-- @field #AI_ESCORT_DISPATCHER_REQUEST
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AI_ESCORT_DISPATCHER_REQUEST = {
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ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
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}
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--- @field #list
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AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
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--- Creates a new AI_ESCORT_DISPATCHER_REQUEST object.
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-- @param #AI_ESCORT_DISPATCHER_REQUEST self
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-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
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-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
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-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
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-- @param #string EscortName Name of the escort.
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-- @param #string EscortBriefing A text showing the AI_ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
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-- @return #AI_ESCORT_DISPATCHER_REQUEST
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function AI_ESCORT_DISPATCHER_REQUEST:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
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local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER_REQUEST
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self.CarrierSet = CarrierSet
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self.EscortSpawn = EscortSpawn
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self.EscortAirbase = EscortAirbase
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self.EscortName = EscortName
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self.EscortBriefing = EscortBriefing
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self:SetStartState( "Idle" )
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self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
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self:AddTransition( "Idle", "Start", "Monitoring" )
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self:AddTransition( "Monitoring", "Stop", "Idle" )
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-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
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function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
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self:F( { Carrier = Carrier:GetName() } )
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end
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return self
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end
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function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
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self:HandleEvent( EVENTS.Birth )
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self:HandleEvent( EVENTS.PlayerLeaveUnit )
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end
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--- @param #AI_ESCORT_DISPATCHER_REQUEST self
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-- @param Core.Event#EVENTDATA EventData
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function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
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local PlayerGroupName = EventData.IniGroupName
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local PlayerGroup = EventData.IniGroup
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local PlayerUnit = EventData.IniUnit
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self:I({PlayerGroupName = PlayerGroupName } )
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self:I({PlayerGroup = PlayerGroup})
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self:I({FirstGroup = self.CarrierSet:GetFirst()})
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self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
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if self.CarrierSet:FindGroup( PlayerGroupName ) then
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if not self.AI_Escorts[PlayerGroupName] then
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local LeaderUnit = PlayerUnit
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self:ScheduleOnce( 0.1,
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function()
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self.AI_Escorts[PlayerGroupName] = AI_ESCORT_REQUEST:New( LeaderUnit, self.EscortSpawn, self.EscortAirbase, self.EscortName, self.EscortBriefing )
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self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
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if PlayerGroup:IsHelicopter() then
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self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
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else
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self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
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end
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self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
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end
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)
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end
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end
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end
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--- Start Trigger for AI_ESCORT_DISPATCHER_REQUEST
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-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Start
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-- @param #AI_ESCORT_DISPATCHER_REQUEST self
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--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
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-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Start
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-- @param #AI_ESCORT_DISPATCHER_REQUEST self
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-- @param #number Delay
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--- Stop Trigger for AI_ESCORT_DISPATCHER_REQUEST
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-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Stop
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-- @param #AI_ESCORT_DISPATCHER_REQUEST self
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--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
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-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Stop
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-- @param #AI_ESCORT_DISPATCHER_REQUEST self
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-- @param #number Delay
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@ -206,7 +206,7 @@ AI_ESCORT_REQUEST = {
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-- Escort:__Start( 5 )
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function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
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self.EscortGroupSet = SET_GROUP:New()
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self.EscortGroupSet = SET_GROUP:New():FilterDeads():FilterCrashes()
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self.EscortSpawn = EscortSpawn
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self.EscortAirbase = EscortAirbase
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@ -227,12 +227,12 @@ function AI_ESCORT_REQUEST:SpawnEscort()
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local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
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EscortGroup:OptionROTVertical()
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EscortGroup:OptionROEHoldFire()
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self:ScheduleOnce( 0.1,
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function( EscortGroup )
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EscortGroup:OptionROTVertical()
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EscortGroup:OptionROEHoldFire()
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self.EscortGroupSet:AddGroup( EscortGroup )
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local LeaderEscort = self.EscortGroupSet:GetFirst() -- Wrapper.Group#GROUP
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@ -864,9 +864,9 @@ function EVENT:onEvent( Event )
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if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
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Event.IniDCSGroupName = Event.IniDCSGroup:getName()
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Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
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if Event.IniGroup then
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--if Event.IniGroup then
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Event.IniGroupName = Event.IniDCSGroupName
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end
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--end
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end
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Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
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Event.IniCoalition = Event.IniDCSUnit:getCoalition()
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@ -918,9 +918,9 @@ function EVENT:onEvent( Event )
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if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then
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Event.TgtDCSGroupName = Event.TgtDCSGroup:getName()
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Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName )
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if Event.TgtGroup then
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--if Event.TgtGroup then
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Event.TgtGroupName = Event.TgtDCSGroupName
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end
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--end
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end
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Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
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Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
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@ -88,6 +88,8 @@ __Moose.Include( 'Scripts/Moose/AI/AI_Bai.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Formation.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Escort.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Request.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher_Request.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' )
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