Apply randomization at start for schedules.

Apply randomization at start for schedules.
This commit is contained in:
FlightControl_Master 2017-08-02 12:41:35 +02:00
parent d8d06a18ce
commit 4b60f776ce
5 changed files with 31 additions and 21 deletions

View File

@ -356,8 +356,8 @@ function AI_A2A_CAP.AttackRoute( AIGroup )
local _AI_A2A_CAP = AIGroup:GetState( AIGroup, "AI_A2A_CAP" ) -- AI.AI_Cap#AI_A2A_CAP
_AI_A2A_CAP:__Engage( 0.5 )
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task )
end
end
@ -434,10 +434,6 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
end
end
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( EngageRoute )
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 0.5 )
@ -446,7 +442,7 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
AIGroup:OptionROTPassiveDefense()
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_CAP.AttackRoute" )
AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
--AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( AIGroup:GetHeight(), self.PatrolMinSpeed )
EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )

View File

@ -1482,10 +1482,18 @@ do -- AI_A2A_DISPATCHER
Cap.CapLimit = CapLimit
Cap.Scheduler = Cap.Scheduler or SCHEDULER:New( self )
local Scheduler = Cap.Scheduler -- Core.Scheduler#SCHEDULER
local ScheduleID = Cap.ScheduleID
local Variance = ( Cap.HighInterval - Cap.LowInterval ) / 2
local Median = Cap.LowInterval + Variance
local Randomization = Variance / Median
Scheduler:Schedule(self, self.SchedulerCAP, { SquadronName }, Median, Median, Randomization )
self:E({Randomization = Randomization})
if ScheduleID then
Scheduler:Stop( ScheduleID )
end
Cap.ScheduleID = Scheduler:Schedule( self, self.SchedulerCAP, { SquadronName }, Median, Median, Randomization )
else
error( "This squadron does not exist:" .. SquadronName )
end

View File

@ -319,8 +319,8 @@ function AI_A2A_GCI.InterceptRoute( AIGroup )
local _AI_A2A_GCI = AIGroup:GetState( AIGroup, "AI_A2A_GCI" ) -- AI.AI_Cap#AI_A2A_GCI
_AI_A2A_GCI:__Engage( 0.5 )
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task )
end
end
@ -418,7 +418,7 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
AIGroup:OptionROTPassiveDefense()
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_GCI.InterceptRoute" )
AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( 4000, self.EngageMinSpeed )
--AttackTasks[#AttackTasks+1] = AIGroup:TaskOrbitCircle( AIGroup:GetHeight(), self.EngageMinSpeed )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...

View File

@ -317,8 +317,13 @@ end
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_A2A_PATROL.PatrolRoute( AIGroup )
local _AI_A2A_Patrol = AIGroup:GetState( AIGroup, "AI_A2A_PATROL" ) -- #AI_A2A_PATROL
_AI_A2A_Patrol:Route()
AIGroup:E( { "AI_A2A_PATROL.PatrolRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
local _AI_A2A_Patrol = AIGroup:GetState( AIGroup, "AI_A2A_PATROL" ) -- #AI_A2A_PATROL
_AI_A2A_Patrol:Route()
end
end
@ -347,7 +352,8 @@ function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
local CurrentCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt(math.random( self.PatrolFloorAltitude,self.PatrolCeilingAltitude ) )
self:E({self.PatrolFloorAltitude, self.PatrolCeilingAltitude})
ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) )
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
@ -364,9 +370,6 @@ function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
AIGroup:WayPointInitialize( PatrolRoute )
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_PATROL.PatrolRoute" )
@ -375,8 +378,11 @@ function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
AIGroup:SetState( AIGroup, "AI_A2A_PATROL", self )
AIGroup:OptionROEReturnFire()
AIGroup:OptionROTPassiveDefense()
--- NOW ROUTE THE GROUP!
AIGroup:WayPointExecute( 1, 2 )
AIGroup:SetTask( AIGroup:TaskRoute( PatrolRoute ), 0.5 )
end
end

View File

@ -79,8 +79,8 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.Schedule[Scheduler][self.CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][self.CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][self.CallID].Start = Start + .1
self.Schedule[Scheduler][self.CallID].Repeat = Repeat
self.Schedule[Scheduler][self.CallID].Randomize = Randomize
self.Schedule[Scheduler][self.CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][self.CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][self.CallID].Stop = Stop
self:T3( self.Schedule[Scheduler][self.CallID] )
@ -185,7 +185,7 @@ function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
Schedule[CallID].ScheduleID = timer.scheduleFunction(
Schedule[CallID].CallHandler,
CallID,
timer.getTime() + Schedule[CallID].Start
timer.getTime() + Schedule[CallID].Start + math.random( - ( Schedule[CallID].Randomize * Schedule[CallID].Repeat / 2 ), ( Schedule[CallID].Randomize * Schedule[CallID].Repeat / 2 ) )
)
end
else